Showing Posts For peeweek.7582:

Suggestion: District System (for MegaServer)

in Guild Wars 2 Discussion

Posted by: peeweek.7582

peeweek.7582

I don’t really get what’s different between our new system and the gw1 district system. The megaserver is targetting a merging of the zones (to reduce server loads if i can make the guess, and help people play together in empty zones), currently many instances of the zones are existing but they are unnamed. Making districts out of them would be a user-friendly way for the player to manage them.

Since the update has reduced for example 20 server instances to probably 5 or 6 instances, don’t we have what it means to make a proper district system?

Suggestion: District System (for MegaServer)

in Guild Wars 2 Discussion

Posted by: peeweek.7582

peeweek.7582

Hello,

(Maybe this is not the right place for such a suggestion but anyway…)
As an improvement of the MegaServer, i would suggest a “zone selector” option, that would redirect players to a server of their own preference. (eg: English 01, German Roleplay 01, Spanish 02, International 01, etc.)

If I recall correctly, this was the case in the first Guild Wars when teleporting to outpost zones. Also the option was present onscreen during gameplay inside outposts.

http://wiki.guildwars.com/wiki/Districts

This would lead players to play on zones of their own choice, also giving the option of gathering at a specific spot for some community event (Massive Roleplayers gathering, Tequatl Raid, etc.). Furthermore, this option could inform players if the waypoint they’re about to teleport to is contested or not in whether zone they are selecting.

Finally, the default choice for the district could be:

  • first zone of player’s language that’s available
  • last recorded choice if not part of a group or first player of the group entering zone
  • same choice as the first player of the group that entered the zone
  • the zone where are present most of the guild members

Clash of cultures, verbal abuse in megaserver

in Guild Wars 2 Discussion

Posted by: peeweek.7582

peeweek.7582

Or sometimes you’re in the neighborhood and not one to pass up the opportunity for a little brawl with a champion, or you’re seeking a sparring partner to try out change in your build, or your character being a part of Tyria and a hero decides to help the locals.

Agreed at 200%. Zerg trains are often so obsessed by the profitability and the efficience of gold/hour that they forget there are players out there that might be enjoying the game for what It is (espcecially in low level zones like queensdale), or simply avoiding trains to enjoy a little challenge in defeating champs.

Sadly, in these situations, the more the louder… not easy when people are yelling at you, telling you are not in the line, playing correctly, and It gives a poor image of the player’s community. And in this situations you feel you are in the wrong place, but you are not. Reporting is the only solution for these inappropriate behavior to cease.

(IMHO zerg train has been born from one of the major game’s flaws (exploit?) : the champ AI stalls when there are too many players)

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: peeweek.7582

peeweek.7582

Ok I realize there’s a major flaw in the TP caused by people abusing trading and creating this economic crisis but hey: you’re selling what you are farming to these people ! And you expect some resolution? Collaborating by selling massively your items to the TP won’t do any good to the system…

For the economic crisis, something must be done by ANet. And if there’s nothing maybe the first step is maybe boycotting the TP, gathering materials the old-fashioned way (like I do, It takes a while but whatever i’m not in a hurry, it’s just a game).

Anyway, I was not even talking about economics, only the fun of playing with other people, which was the original topic started by Becky.8045.

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: peeweek.7582

peeweek.7582

/facepalm

Sure we don’t need nerf, we need BALANCE…. And when the game is imbalanced people sitting on the exploit surely don’t want it fixed.

Balancing the gameplay of champions when there are more than 10 attackers does not seem unfair, as long as the loots are the same. (and why not better since the bus would go slightly slower?)

I really don’t understand you guys complaining about the game not being fun and still wanting brainless farming….

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: peeweek.7582

peeweek.7582

I’ll add that the only “teamplay” is asking where the bus is? and if the run is profitable.

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: peeweek.7582

peeweek.7582

There is nothing wrong with zerging though, it’s an MMO, discouraging people from playing together is not the point of an MMO

The point is here, nobody is playing together, such a bunch of brainless brutes are exploiting AI failures, leaving wounded on the ground, not even helping people around* in order to make quick and easy money -IMHO- not deserved.

(* everytime i went to the NW frostgorge skill point, the bus went by not helping people doing the event… sad but true.)

The question is: why some 5-man party doing a dungeon by really playing as a team would not gain the third of a zerg bus?

The buses are moving way too fast, way too easy, they stomp on everything without a single difficulty. Saying they don’t is insincere.

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: peeweek.7582

peeweek.7582

I have one suggestion that would not imply not looting but adding some fun to the zerg rush: In GW1 we had an hex called “Spiteful Spirit” that led to major damage AoEs to nearby allies when hexed.

http://wiki.guildwars.com/wiki/Spiteful_Spirit

Why not implementing this side effect (not condition, some unavoidable effect) to people rushing Champs as long as there’s more than 10 attackers? Would lead to more interesting fights. For example the effect would stack on two random attackers every 3 seconds for a duration of 5 seconds. In this state everyone on the bus would have the responsibility of the entire bus if range and damage of the SS are high.

Gourmet Leather Packs & Consumable Toolbar

in Suggestions

Posted by: peeweek.7582

peeweek.7582

Hello,

I have been playing for one year and there’s something that stills bugs me off when it comes to use consumables: I just can’t think about using them while on the field ! The main problem comes from the fact that i usually do not open my inventory often, and the moment I think about using them is usually just after starting a fight, so opening my inventory, searching for a consumable and using It is not user-friendly at all.

So i came with a suggestion: implementing consumable -gourmet- bags that would enable one small toolbar on the side of the screen, to access consumables.

I have photoshopped a quick prototype with two propositions of placement for the toolbar.

I am aware that such an UI improvement would have consequences so, even if one single gourmet bag would be fittable for only one toolbar*, it would be such a relief, and my consumables would be grateful for not rotting eternally in my inventory, waiting for me not to think about them.

Thank you,

(* even though if gourmet bags would only fit into gourmet bag slots unlockable by gems.)

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