Showing Posts For ozzeh.7398:
I think it would be beneficial if commanders had an option to run ‘tagless’. That is to say I want people with commander tags to be able to run around without a pin over their head or on the map. This would allow guild groups to do their thing and practice without attracting unwanted attention.
So why not just make a squad without a tag? People won’t see your group on the map right?
Without a tag, you can’t utilize markers, lieutenants, share squad participation and so on. As it stands right now, guild groups that want to run tagless generally have to designate one person to sit at spawn doing nothing with a tag up. Now where’s the fun in that?
Anyway that’s all I got.
How can you not see such a unique circle on the ground is beyond me.
Maybe you would understand how it’s hard to see if you read the posts above yours that describe the issue in clear detail. Not only that, but bragging to us about how easy it is for you to see the circles doesn’t contribute to this thread as it doesn’t help in any way. So unless you have something useful, please bug off.
3 things I find help at cairn considerably:
turn shaders up to medium ( or above),
turn on effect lod,
turn off player & npc names ( two checkboxes).The latter 2 for visibility of tells.
I’ll give that a try (turning off names and stuff), thanks for the info.
(edited by ozzeh.7398)
Hi, I’ve been having lots of difficulty seeing the teleport circles in the Cairn arena. I’ve tried turning my settings to ’Best Performance’, aka all low, and checking ’Effect LOD’, but I’m still having a lot of difficulty seeing the circles due to everyone’s own effects and even people just physically covering them up.
Is there any way to increase the visibility of these twilight-colored teleport rings? If there’s not a setting then maybe there’s a mod out there that can help?
Thanks.
(edited by ozzeh.7398)
Though how do you define "played with?" Grouped? Were both in the same map at the same time? Exchanged whispers?
I was thinking something along the lines of people in your party, squad, or pvp team. You could make another thing that shows who you whispered (and who whispered you) recently too I suppose.
I suggest adding a tab to the Contacts and LFG window that allows you to view people you recently played with. Maybe even categorize it in to game type; have an option for WvW, PvP, and PvE. Also you could potentially display the name of the character they were last using when you played with them if they are offline.
Just an idea. What do you all think?
All this talk of kittens. You know what this game needs? Ducklings. Fluffy little baby duckies.
Matchmaking has been an improvement; I personally prefer duo-Q over the full on premade curb stomping blowout matches that happened prior.
All solo-Q except for 1-2 games. Highest I got to was low platinum (which is surprising since 300+ aussie ping is awful in pvp/wvw) … now I’m forever stuck in T3 gold. I’ll get 3-4 wins away from platinum again but RNGesus will ALWAYS pit me up against impossible odds and it’s hard to control what/where your team mates go. Lose streak happens, rinse, repeat haha.
same here minus the reaching platinum part. I’m always stuck around 2-3 games away from platinum, or down to 1560 tanking a lose streak. it doesn’t seem to matter how you perform, how many people you can fight in 1vx, how much ‘top stats’ you earn, etc.
how can they honestly call it ‘skill rating’ if the rating goes down from losses? if other players, aka your team mates, can impact your score through loss, it is not a true ‘skill’ rating. personal skill simply cannot by measured by the actions of your team mates…
Easily the most requested QoL feature in the history of GW2.
that’s good, right?
yep lol i know i requested it long time ago. What i would also like for it is for pvp to use the actual build template they have for the weapons. So many times players have switched from pve to join a pvp match and end up being stuck with wrong weapon set or trying to add the right weapons but failing to add them all. I know i had this the other night in ranked. Was on my ele, we had another ele on the team so i switched to my guard since we didnt have one. My guard had his pve weapons on and by the time i loaded back into the match i only had 10 seconds to get the right weapons equipped. Needless to say i only got my sword no offhand and longbow on lol. So if they would actually let us set the weapons in pvp (not just wants in your hands currently) that would be super helpful. And once they got that done, then adding a build template like that to wvw would work too, since wvw already saves your build and i think utitlies too. Would make all the game modes more seemless and would be more worth their time doing that then some of the silly skill updates they do for casting and aftercast by .3 seconds lol
yup. I doubt anyone from anet will read this thread but you never know
I think it would be beneficial to create a feature that would allow users to save build presets/profiles. That is, save your trait and skill data to a sort of profile or preset, allowing players to switch builds and equipment quickly depending on what they’re doing.
I think the preset should show a preview of everything being changed, including equipment, so people can see stats and what not. As far as equipment goes, if an item in the preset isn’t in their inventory, highlight it in red so they know it isn’t in their bag. Presets/profiles should be independent of game type; that is to say, WvW, PvP, and PvE should have their own saves.
As far as balance goes, I think there should be some type of "rate limit" on this in WvW, so people can’t just run out of combat and quickly run back in with something else.
This is just something I came up with a little bit ago after seeing the default builds option in PvP. What do you guys think?
Why have the Warrior and Thief dummies in the PVP lobby been covered up by a giant out of place rock wall?
Does anyone here know how to beat that troll druid celestial/marauder build popping up all the time in WvW? I’ve tried everything I can think of including condi builds, power builds w/ rifle, mace/shield, gs, hammer, etc to no avail.
Is it even possible to kill one of these as a warrior? It seems like they just bleed your health away while laughing off any damage you throw at them.
The Beta Cannon blueprints disappear if you cancel building. It does not return to your inventory, it just vanishes. I submitted a /bug ingame.
I think it would be beneficial to tag team chat messages with an identifier telling people what map the message is coming from. What do you think about that idea?
I would like to suggest implementing a client-side API to support damage related output. The game client could, for example, output various damage data to the shared memory file used by MumbleLink. The game client could calculate DPS based off in-game settings which could be added to the Options menu.
https://wiki.guildwars2.com/wiki/API:MumbleLink
By utilizing the already existing MumbleLink API, you would not need to create a new client-side API. You would also be saving bandwidth by not having to transmit the data to the ArenaNET servers for the web API.
That all being said though, I am not sure if the file used by MumbleLink exists in one of the GuildWars directories, or if it is dependent on Mumble being installed and/or active on the system. What do you guys think? I am by far not the most experienced developer out there, but I feel like this would definitely be a useful API.
Yup, the LFG description is lost when it is posted. The only way to get it to show is to edit the LFG once it’s already created.
I would suggest a trial-key system for Guild Wars 2. Thus far we have seen a limited number of trials and I think it would be great to have a way to let our friends experience Guild Wars 2 before buying it. The idea of having trials is pretty obvious so I will cut straight to how I think it could be implemented.
A valid GW2 account (one that has a purchased GW2 serial) would have X number of invites.
The user could send invites by several possibly methods, including:
- Entering their friends email address so the system could send them an automatic invite.
- Entering their friends account name (name.####) – this would require the ability to create an “empty” account that would not have access to any games until given a trial or full serial key. Said account would have limited permissions to prevent any potential abuse.
- A trial-key could be generated and given to a friend where they would enter said key during the registration process.
Now then. Each generated trial key, through any of the methods above, would be linked to the users account (obviously.) In the event abuse occurs, the main account could be subject to punishment by various means for various reasons. Due to the nature of a trial system, there are inhertent risks such as additional spam accounts, selling trial keys and other things I will not specify.
In order to prevent such abuses, there are a number of things that could be implemented to help reduce said risks, including:
- Limiting accounts abilities to enable the trial system, such as account age or combined characters’ age, gameplay activity, and so on.
- Limiting what a trial account can do. Limit the use of in-game mail, trading post access, private messaging and so on. I did say limit and not prevent.
- Limit forum posting access through various means as spam control. This could involve content scanning and forcing the first several posts to undergo a moderating & approval process.
A number of things I can see as issues so far include the number of keys that one could generate, how often “trial key slots” on an account can be recreated after being used and expiring, what courses of action should be taken in cases of abuse and so on. Please discuss this idea and offer additions, changes and general criticism as you see fit.
PS. I am aware that there have been a limited number of trials in the past, however, I am unfamiliar with how they worked and I am also unsure if there have been similar suggestions, so keep this in mind while replying. I have searched this subforum and have not found anything to warrant not posting this suggestion.
How about adding an option for players to filter and block out messages containing keywords? This could be a section in the options UI somewhere where you can add keywords or phrases to match and block automatically.
Why? Because nobody likes spam. Sure, you can block the players. But that doesn’t stop spam bots from messaging you on other accounts. For example, I just got spammed by like 7 different gold selling accounts within a couple of minutes. If there were a keyword/phrase filter, I could probably block any future messages they might send for a while.