Showing Posts For krosis.7598:
Top three priorities:
1. A guild hall that feels unique for my guild (visually or mechanically or both)
2. A guild hall that works for multiple size guilds, not too easy or hard (like with achievements instead of influence)
3. A guild hall with a story (visual representation of building process and activity inside the guild hall)
An instance without chance of a zerg should be able to handle more NPCs – I hope more “fun” NPCs will be one way the guild hall will feel “alive”.
PS thanks for doing this CDI – I, for one, deeply appreciate the opportunity to share my thoughts on long term goals with folks actually directing the game. It benefits everyone, I think.
Not to beat a dead horse, but this is where achievements do well – a guild hall can grow naturally via the achievements the entire guild focuses on, rather than the guild leader spending influence that everyone worked so hard to build up on something only they want. Whether or not to add a building might be up to them, but the capability, the “unlock”, would come from the collaboration of the guild, whether it’s a big fight, a certain amount of PvP, jumping puzzle championry, or whatever.
The more I think of it, the less appealing seem customizable guild halls to me. Think about a 100man+ guild, or even multiple guilds forming alliances with one common guild hall… and then there’s you, a non-guildleader who has little to no way to customize anything.
Compared to the concept of housing (taking WoW’s garrisons as example) with heavy customization opions, tons of personal things to do in those areas and directly driving your game-progress (even storywise and the higher level progression) guild halls just seem lacking tons of things.
so my question to the guild hall supporters: what specific thing would make you want to be in a guild hall other than hanging around with friends? Why would I care about some crafting NPCs in there, when I’m not interested in looking at people while I’m crafting stuff. Why would you care about some tables, curtains,… that someone from your guild might have put at certain locations? What gameplay value is there?
Guys, you’re dragging down the thread.
This is exactly why I think guild progression should be based on group and collective achievements instead of common token-based resources. With the former, you can tune a reward so it requires a little or a lot of effort, no matter the size of the guild, without making people feel cheated (like one would by saying bigger guilds have to “spend more”). The latter (tokens) is just not feasible when it comes to making it feel fair for both small and large guilds.
Gold, karma, influence, they all have their problems when it comes to guild progression – I say do not use tokens of any sort (at least for the main production – gold sinks might still be productive when it comes to buying disposable foods/flags, once enabled).
The best option would probably be to balance for a guild with 100-200 active players
Can you explain why you believe it should be balanced around such a high number of guild members? My primary guild has 56 members and the largest guild I’m in (A wurm kill guild) has 236 and thats for a guild whose sole purpose is to benefit players. Off the top of my head I can only name 3 other guilds from my server with anything like those numbers.
As for the rest of your post, everything but the Karma can be converted to or from gold and is also a massive grind so would not recommend.
The 100-200 is so that the larger guilds dont get bored when the complete everything. i can think of at least 3 on my server (maybe 4) that fit this bill (consider that i am refering to people that represent the guild, not inactive people). If every server has 3-4 guilds that have that many active players, then that equates to ~70 guilds just on NA servers, and that is also assuming that populated servers only have 3-4 of these large guilds. These guilds invested the time to recruit their members and build to high numbers. They should be rewarded for doing this and keeping their guild together, not punished with very low requirements that can be reached in a weekend of queing upgrades or needing to wait on a time gate just so that smaller guilds can keep up.
As for the grind, it isnt that much. ill use the uber armchair for this example:
Uber Chair of Awesomeness- 50 Spiritwood Planks (intricate wooden chair), 500 Ancient Planks (uses more than one type of wood), 5 Deldrimor Ingots (screws/bolts/nails), 20 Bolts of Damask (soft cushion), 500 Gossamer Bolts (more softness for cushion), 200 Gold Ingots (gold plated), 20 of each type of Orb (its very shiny), 200k Karma (giant shiny chairs require lots of convincing to build), 50 gold coins (think of it as insurance for your many rare materials…)
At first glance, yeah that looks terrible, but remember, this is a GUILD achievement. You wont be the only one contributing. Say you and your 49 buddies in the guild decide to build this thing. if you divide it semi evenly, you only have to contribute 1 spiritwood, 10 ancient planks, maybe a deld ingot/bolt of damask, 10 gossamer bolts, 2 gold ingots, 2-3 orbs (there are 7 types, ignoring the unobtainable azurite orbs), 2k karma, and 1 gold. most people probably have that just sitting in their bank right now. and thats just the expensive item i listed. large guilds would still laugh at how easy it would be to build this thing.
Krosis, I like you. Very very much.
<3 
I’m just now getting to the dev questions, so let’s tackle! (argh, it lost my edit, let’s try again)
For those summarizing, let’s call this
Proposal: achievement-based guild housing progression as well as
Proposal: building-based guild progression categories
(Dev Q’s)
- incorporate old upgrades but also provide new ones.
- new upgrades possible because of buildings?
- changes to influence and guild progression to make it more intuitive?
- How do we build customization into this upgrade system where there currently is none? Someone suggested separating clear core functionality from the unique customized features.
Okay, so influence is super basic, and easy to game for larger guilds, right? I’d like to see guild achievements used directly to open up building upgrades.
These achievements could range from events the guild has done together to an accumulation of individual repping members’ achievements, which would really give people additional reasons to go accomplish those fun cheevs. Those based on percentages would benefit active guilds over inactive guilds, but not necessarily large -or- small guilds. (these should still be “easy” for the vital guild components and challenging for rare items/elements that aren’t necessary)
To make this intuitive, whenever a guild accomplishes something, a messenger arrives and announces in the guild instance, on guild chat, and on an in-house display board that _word of the guild’s heroic deeds have reached the ears of (some group), and to encourage the guild to keep up the good work, they are sending workers to help construct X related building or component.
For instance: “The Asura are delighted that you have used our portals over 10,000 times! Please accept this complimentary portal to our great city, which only accidentally warps you to a random location only one in fifty times!”
Or “The Order of Whispers has decided [The Guild] could use a chaperone. To ease the inconvenience, we will fund the creation of an espionage room within your dungeon, which our chaperone will occupy. We are watching.”
Scaffolding goes up, NPCs run about, the building is finished, opening up new avenues of upgrades for said building, cosmetic and functional.
Each new upgrade comes with a physical representation, abstract (sturdier looking walls) or directly related (a raucous bar with bartender). Elements that are not physically represented now (flags and buffs) would be made real through pennants on the front gate or emblematic kites, for instance.
The physical structures would dictate the categories.
- “Kitchen” or “Commissary” or “Bar” – food and general temporary buffs
- “Wardrobe” or “Seamstress” – aforementioned clothes swapping/shopping, flags
- “War Room” – PvP, GvG, WvW
- “Asuran Research Facility” – Portals, jumping puzzles, SAB
- “Trophy Room” – Quests, live events, statues representing important kills, achievement tracking (besides the G button of course)
- “Vault” – Guild banking
- “Commons” – practice dummies, flying mounts (hey had to try), party space, the requisite ever-shifting hedge maze (c’mon, it’s cool)
- “Parapets” – pumpkin chucking trebuchets, quizzing new guildies before allowing them entrance and telling them their mother stank of elderberries.
- “Fishery” – using skritt as bait, clearly (too far?)
- “Front gate faire” Silly contests and rides
- “Dungeon” Espionage missions, a jailed clone of a guild leader who lost GvG
For the purposes of this list I’m imagining an instance containing a castle next to a lake with a nearby hill/cave. This seems to be compatible with the 2-guild and 3-guild alliance instance I mentioned above, with plank bridges between guild halls for ease of use of the other guilds’ buildings.
Benefits: While the guild leader can ask their guild to focus on certain things, at the same time many elements will come naturally based on what the guild enjoys doing. Add-ons could be specifically tailored to specific kinds of play – some elements could even be opened up by, let’s say, any of 3 achievements, giving people flexibility where it’s important. Guild upgrades are tangible, and placed in intuitive categories, with intuitive goals to attain those upgrades rather than “Do anything at all to get 1,000 arbitrary points, including spend gold.”
Possible problems: Some people don’t like achievements, and would be particularly vocal if they aren’t carefully selected, especially if they appear to be grindy, boring, or unrelated.
Whatcha think?
(edited by krosis.7598)
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
Even better – The entire Guild instance allows totally unlocked (temporary) transmutations, allowing you to set a “guildie outfit” while you’re at home with your family. You can roleplay to your heart’s content inside the guild hall. You still have to use charges as normal outside the instance.
This would be huge, massive, for RP guilds.
Lock it behind a Guild Wardrobe add-on, which the guild can unlock with some RP-friendly achievements like, “20% of guild members have unlocked one full set of Race clothing”.
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
See, if they are “joined” in the same instance, with bridges going between them, each guild can choose to specialize on some aspect of guildery with full access available to alliance guilds whose castles/airships are attached to theirs. So if my small guild doesn’t WvW but I want access to the WvW upgrade aspects, I hop down a bridge to the neighbor guild and borrow a cup o’ sugar.
As long as it isn’t incorporated directly into YOUR guild hall, I think it will work. You get access to the other guild’s stuff (within reason) until the alliance breaks up, and like a clean divorce, they take their stuff home.
If you want to redundantly have your own guild hall create the same upgrades, you can do so, too.
I think Lanfear’s question is what happens if the guild you are repping swaps alliances and no longer is in the alliance that made the hall — how do you handle man-hour investment in an alliance hall if for reasons fair or foul you need to go separate ways?
Yes, this is precisely what I was asking. I know in GW1, my guild was in several different alliances over the multitude of years that I played. Sometimes alliances just don’t work out for a variety of reasons and guilds go their separate ways.
What happens in such a case, when the guilds split, to all the effort that was put into these ‘shared’ halls. The man hours, the funds, etc. When they join another alliance that has it’s own shared hall already, do they now have their hall, the old shared hall, and then the shared hall for the new alliance as well? This could get cumbersome. Do they lose the old shared hall instead and thus all the effort put into it? That could really tick some people off. Or do shared halls simply no longer exist if the alliance does not exist? Could this not be a double edged sword – ie, as much deterant as incentive to build such an item?
Yeah this is a real problem. This could completely preclude Alliance functionality on our Guild Halls discussion. Can we have some ideas to beat this problem please and see if we can solve it?
Chris
I don’t think that the actual building/ship ITSELF should be tied to alliances. Alliances should allow, let’s say, up to 3 guilds to “join instances” so that your buildings are in the same area, with a small town in the middle, perhaps, or roads with typical defenses and such. The instances would be designed so a guild hall could be ‘lifted’ out of a “1guild” instance into a “2guild” or “3guild” instance, and thus, if the alliance breaks up… you’re back to the 1guild appearance.
I would love to see, let’s say, a hanging bridge going between back rooms of the castles/airships, as well as front door visibility.
This means that alliances would allow you to gather in your own guild hall -as well- as in public space for your alliance, and yet it’d be easy to split up if needed.
Benefit of instanced that we could get in an open world system: Guild Halls are air ships that attach to places in the world improving that area for a while, but move around and have many attachment points. Access to the ship itself is controlled, but you still are in the open world.
Benefit of open world that we could get in an instanced system: Guild Halls are still halls but have functionality that lets guild create temporary content that attach to open world maps.:o Jon quoted my idea. Sweet. (Yes, I understand how unrealistic it is, but I still think it would be super awesome.)
Which of these do you think is unrealistic and why?
I just want to say that I’m a huge fan of the idea of A) floating guild halls,
tethering, and C) temporarily improving the areas you are tethered to. Like everyone else, I have no idea how this would play out as far as megaservering goes, but the idea that where a guild chooses to tether could add benefits to area maps is pretty awesome.
I am imagining actual tether ropes you can slide down to reach high points on said map, maybe even points difficult or impossible to otherwise reach. The guild attaching (and whoever they invite) gets the bonus of reaching an unusual NPC or shortcutting a jumping puzzle, the map gets the benefit of … a speed buff, maybe, or a coin buff to represent trading with the guild.
On the editing topic I’ve seen a few things listed.
- NPCs
- fixed placement
- grid placement
- free form placement
- upgrading placed things
Assuming everything has a cost:
Some questions with sample answers:
Q: what kind of thing would you be ok with static placement?
A: NPCs and crafting stations should be in static locations in a given room.
Q: What kind of things do you think work fine with grid placement?
A:Pie in the sky, actual rooms and exterior elements (parapets, etc). This might not be possible if you do an amazing internal/external jumping puzzle (pleeeeeease), but saying “let’s put stairs leading to a viewing tower on the left!” would be super cool. If your instance has an exterior you can reach, any external elements like catapults, a town fair, a hedge maze – all “socketed” similar to, say, Wildstar.
Q: What stuff would you want to have free placement?
A: General furniture. Tables, chairs, wall banners, statues. Things that are solely cosmetic.
I would (kindly) suggest that we not worry about Chris for the moment – he will come in when he comes in, and comment when necessary, and not sooner.
I think we’ve come up with some fantastic ideas, and some are immense and incredibly ambitious, and some could be whipped up in a month or two – and ANet has declared over and over that they aren’t going to give us clues as to their direction until they’re ready to do so.
This is a really great opportunity for each of us to talk about what would make a great guild hall for us, and why.
I also suggest that we think hard about the possible risks to successfully implementing each of our ideas – they only have so many people on staff, and we are bound to think of edge cases and difficulties they might not. They’ll definitely think of ideas we won’t, and if you can come up with a solid idea that’s really thought through the risks, it might have a better chance of impressing the powers that be.
Though I don’t have any idea how practical it would be, I would love to see airships. Wow, wouldn’t that be impressive? Perhaps that would just be one more option in the six to eight “styles” we’ve discussed. It’d have to be instanced, though.
I think we’ve come to the understanding, together, that a non-instanced guild housing would have to remain active (and be taxed) or you’d suffer from abandoned housing (as some games have), whereas instanced housing doesn’t have that issue.
Is there something in between those two, some way to give the flavor of a reality-based guild house while still being instanced?
Along the lines of “make it physical”, I would LOVE to see a physical representation for when a guild is busy “building” a guild element, whether a literal house portion or working their way to a Guild Bank. Workers milling about, scaffolding, each in the right “area” of the guild housing to show what’s being worked on, without having to dive into a menu.
Proposal Overview
Immersive Guild Hall
Goal of Proposal
To make Guilds feel part of the game vs an overlay
Proposal Functionality
- A guild has to have a visual, boast-worthy element. While it must be instanced as people have mentioned, it still must look -physical-, a la the under-utilized home instance exterior. I want to feel like I am actually walking up into my guild home.
- You should be able to invite guests in, even if they can’t use much of the functionality – can you imagine a guild newb night to attract new blood, with some unique mechanic? Help Guilds help other people, I say – a group warped me up the waterfall in Lion’s Arch today, and that’s the kind of thing that draws me in.
- Guild Halls need to have physical variety. I love the idea of Guild Hall instance portals in unique places across the world, but I think cities are more practical, at least at first – maybe growing guilds choose amongst city plots (instanced), and established ones go with (limited) exotic locations?
- GLs should be able to select individual elements, both “vertically” (features, rooms) and “horizontally” (curtains, say).
- Inside the instance, I want ways to interact with my guild and my guild hall outside of combat and WvW or GvG – once every hour or two, a Group Event inside the walls of the keep, maybe? Let’s chase ‘Nearly Headless Nick’ on a jumping puzzle, in and out of windows, on furniture, on parapets!
- Immersive versions of current features like a Guild roster board, Guild Armory, Guild questing. Again, PHYSICAL representations for what are currently just… floating graphics on a screen.
Please bring the act of joining a guild, and being in a guild, to life, and I will love it and squeeze it and call it george.
Associated Risks
- No major risks, as long as entering always comes from the city portal. I agree, we need to keep the cities populated.
*What kind of mechanic might a guild hall allow to draw in potential new guildies?
*How else could a guild hall bring “physicality” to being in a guild?
(My character is a sylvan guardian)
I am level 36, and I came to the Priory -before- my personal quest will take me there, just -after- I finished all of the level 30 personal quests (and selecting the priory as my faction).
When I go into the instance at the Priory and click on Decimus the Historian while he is lecturing, rather than responding (he has a speech bubble icon), I hear a strange beep, and get a flicker of my bank balance line, as if it is starting to open up a sales window and immediately closing it again.
I don’t know if he’s supposed to be able to chat with me or not, at this point.
During Secrets in the Earth personal story questline, when you approach the Omphalos chamber pod, it pulls you into the instance. There’s a transition as a pod floats up and is supposed to drop you off, but instead you are clearly standing up top already, as the pod comes up and opens its door to where you’re already standing.
It’s super immersion-breaking. If you have to leave the character on the 1st floor that’s fine (you fade to black before and after anyway), but it just leaves me asking, why did they show this? am I waiting for someone to arrive?
What I want isn’t more raiding content. As someone with a level 80 character who has completed their personal story, I find that I have no reason to log on other than possibly alts, because I don’t raid (anymore), and that’s never been why I play GW2.
What I want for end-game content is more PS, more housing instance elements I can acquire (particularly cosmetic), and more world interaction beyond fighting. Order of Whispers spying missions across the world, a quest to create a physical world map in your instance (based on exploring 100%) that gives you a free warp once a day, real (not just “hi!”) interaction with Personal Story NPCs inside your instance… that is what I want more than anything. Please.
Hi All,
Please find below Orpheal’s summary for the CDI below:
What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.
Once we have a good idea of folks favorites we can have a final discussion.
Chris
Bump
Chris
1. Guild chat when not repping
2. Guild permissions expanded
3. Anything to bring guild features into the “real” world, from putting guildmates on the map to a physical structure. Take it out of meta and make it a part of the world.
Cheers!
Hi! I stopped playing (other than a couple of holidays) for quite some time, but when I heard about the mechanics updates, I decided to revisit with a new character, new class. Though I have an 80 Necro Charr, I never really played alts. I read up on what was supposed to change via official means, but didn’t read forums until later.
Here was my experience creating a Sylvan Guardian (to 26, 100% completion of Caledon and my Personal Story so far).
First and foremost, I LOVE the level up screen, and I LOVE the arrow suggesting something I can do next. These are very important to me, and give me a sense of direction. That said, some of those pop-ups are really anemic, and don’t really give me any information about what they’re introducing me to. Telling me which stats I get boosted has actually led me to understand what my class’s primary stats are, which I didn’t understand on my Necro until well into playing, so, thank you for that, huge difference. As a noob, it’s hard to figure out what gear to pick up to do your best in your new class.
I forgot how very, very tiny your bag space is, even when I threw silver at getting 8-slot bags on the TP. I read about how you were supposed to sell things on the TP (as you go) instead of at a merchant, and that helped a bit. I’ve never bought bags or bank space, so, it’s tough when you get all these things you can’t do anything with, at first.
Speaking of merchants, I also forgot about how frustrating it is that all merchants are described the same on the map, just [merchant]. If I want to know where to pick up food or salvage kits, I have to wander around talking to every nameless, clkitten dude until I see the right one.
I remember how the first time I played, I didn’t know about salvaging, and didn’t understand why I’d want to, because I had no idea about crafting. Crafting is really hidden out of the way, and is one thing I really wish there was more direction on besides a pop-up saying “hey, maybe think about it?” A quest to come to merchant quarters in town at X level, maybe.
I leveled up via personal story, hearts and events along the way, and weaponsmithing / cheffery. It went pretty fast, and the only serious frustration was a skill point under the sylvan jumping puzzle that wouldn’t activate. I spent an hour trying to determine if certain event quests had to be at the right position, because it wouldn’t tell me that I wasn’t at a* high enough level*. Eventually, I remembered that I didn’t have any skill points, yet.
I did seem to notice some herky-jerky power issues where I’d kill everything in seconds one level, and struggle later, but I just chalked it up to being a weaponsmith and crafting my own weapons. As I got into my 20’s, I started saying to myself, “where are the traits? Weren’t those supposed to start showing up long ago?” I still don’t think I understand where and when we get them, I just think it’s poorly explained in-game. It seems like an awfully long time to wait before even hearing about them, subjectively speaking.
During the PS, I seriously thought I was returning to Caithe’s house in the grove each time, and I was wondering … when am I going to see my own instance? It was only after the twins mentioned “my garden” that I realized that I had ALREADY BEEN to my home. The lack of pizzazz about my home is actually one of the most frustrating things for me, but I really wish the game was more clear about what it is, what it should mean to me, and why I should return there, like, ever. I played during beta, and I was SO psyched for what the home instance could represent, but I can’t even talk to people who live there, they just say “hi.” I explored after I saw I had a skill point from a krait spire (it has been awhile!), and left feeling bored with my home.
I’m enjoying the new experience overall, but I’m concerned about what I hear about the personal story, because I don’t WvW. I don’t have a guild (they busted up long ago). I don’t particularly care about the living story. I care about making a unique character and going through that personal growth, “making house” and my individual identity. Making the personal choices (heart/crown/fist) don’t seem to make any difference that I could ever tell, either, which makes me feel like I’m living through the Mass Effect 3 ending – making decisions that ultimately lead to exactly the same conclusion.
PS I am absolutely hoarding my few transmutations – I used one to get my well-deserved burning book backpack, and the other two sit there. I’m sad that I don’t feel like I can “look” the way I want during the leveling process without paying dollars, even though I have the skins unlocked, but if I use a transmute on a weapon I’m replacing in 5 levels? Totally not worth it.
I hope my perspective helps, sorry it’s so long!
Guild Halls – the first and most important thing you can bring to guilds in GW2 is a place where community and social bonding between players can happen.
Somewhere people can idle away in privacy – with clean chat and good friends and just discuss, joke around and have fun.
Your entire post is fantastic, and largely what I came to the post to say. I am huge on immersion, and a physical hall with unique characteristics to make [Deathguild] look different from [AsuranPuppies] would be amazing.
Along those lines, as someone whose main guild withered away long ago, I have a hard time deciding who to join based on mapchat. What if they could invite me to the gateroom of their guild hall? They could show off their visual style to potential applicants, including trophies pointing to their accomplishments, and the minute they invite me to the guild, I can walk through to see the rest? Holy cats would I jump up and down at such amazing guild game immersion. It’d be like joining the Thief’s Guild or Companion’s Guild in the other game I spend all my time in.
The reason I want a Guild Hall is because I want the “Guild” part of Guild Wars(2) to feel real, like it’s really a part of the actual world, at least as real as the Personal Story.
That’s my QoL.
I noticed this the first time on my first sylvan character. I received a notice that the game would be updating in 50 minutes when I started, and once I got my character (a sylvan) to the boss in the intro (only a few minutes later), the moment the boss was killed, it ejected me. I came back in and had to kill the boss a second time. While waiting for it to load, it appears the update to my client side happened.
The next day, I was in a Personal Story quest, saw a similar update message, and when I accomplished the goal of my quest, it ejected me once again. Fortunately this time I did not have to repeat it.
Hey there. Playing for the first time in a very long time (over a year, minus a holiday or two), due to leveling changes. I still have my old 80 (created on the first day of GW2), but I’m starting over.
I like it better, so far. I’m hoping I’ll get direction to head to the city at some point, as I feel that’s lacking, and I really wish you offered a clearer understanding of the skill point achievements rather than “come back later”. It took me awhile to understand that was because I don’t have any skill points just yet.
Otherwise, I enjoyed creating my sylvan guardian – we’ll see how long I keep it up. gating the exploration points was a weird idea, though.
I’m not a WvW person. I want more Personal Story, and I want to see much more done with our housing area, as the backpedaling from what the company talked about during beta was very disappointing for someone who wants a unique experience.
Folks who think people who don’t raid or PvP are “casual” can go suck an egg – I did my time in WoW, I want something different (and unique) to play.
Thanks again for giving me a reason to come back.
So, the BLTC seems really empty, and I for one would like to be more tempted by options here. While having these items in there, specifically, are low priority, I think you’re really missing out by not having anything available in the store.
Under upgrades: Why don’t you have bank expansion and bag expansion here? I had to ask my guildies before I saw the buttons in the appropriate areas, because this was the first place I went to spend gems.
Minis: Is this always going to just contain a single 3-pack and no other options? I don’t want to buy 3 random minis, and I’d be really bummed about getting one I don’t want. Don’t make them all available this way if you want, maybe the most common ones?
Services: YAY for adding the makeover kit!!
Consumables: Thank you for adding individual “types” of colors, a step above totally random.
Style: Don’t you think this could use a redesign that let us view hats and whole outfits separately?
Along those lines, I really wish there were more non-face options for Town Gear. I’m a level 70 character who mostly sticks to PVE map stuff, and the only town gear I have (besides the free horns and cap) are from creation. If these are available throughout the game somewhere… I have no idea where.
Love the game, of course.
So we should just delete the items from our inventory then?
This is what I want to know about. I have all three items in my inventory and no one to give them to. :\ How frustrating.
Yeah, this is super Frustrating. I’m on Jade Quarry, and I hear that Klakka’s been down for 3 days (2 days that I’ve checked). I guess if you get on the overflow you can finish it, but I haven’t been on when it’s that busy, yet, unfortunately. Just need that one skill point to finish the map!
Every time I go up there, there’s 10 people aimlessly saying “is this bugged?”
PS I’m aware that you talk to Jaxx, I think, to start it, but Klakka isn’t around at all – he/she just shouts “Halt” like some disembodied ghost.