Showing Highly Rated Posts By MithranArkanere.8957:

[SUGGESTION] Hand health features

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Here are some changes that I think should be done to improve hand health while playing this game:

Crafting improvements:

Inventory improvements:

  • All remaining one-time instant effect consumables like essences of luck, drinks that count for thirst slayer and potions of karma should get the Consume All context menu entry.
  • All containers, bags, boxes and packaged goods that produce random loot on use should get a right click context menu option to “Open all”. Choosing that option would open a small panel that looks like the bottom half of the crafting window in the crafting panel, with a progress bar and a cancel button, and stopping automatically if the inventory is full.
  • Transferring items between the bank and the inventory should require single clicks from the bank panel. Same with the collections panel.
  • Hidden tabs or closed bags should be ignored when transferring items between the ban and the inventory by clicking them.
  • Empty slots in invisible bags should be the last to be filled by the system (e.g.: Looted items, crafter items, items from loot bags…). If there’s any other empty slot in the inventory, getting an item should put it in hat other slot instead, giving priority to the player to use invisible bag slots.

Salvage improvements

  • An option to bypass the salvage confirmation dialog could be added. For example, once this option is enabled, clicking with Shift+click with the salvage cursor prompt would not make the confirmation appear.

Autoattack improvement

  • When a ground-targeted skill has auto-attack enabled, holding the left mouse button or skill key down should keep the ground target marker visible and attempt to continuously use that skill on the target marker instead having to repeatedly press them.
  • A toggle option could be added. So using the skill once starts autoattacking, and using the skill again stops autoattacking, instead having to holster the weapon to stop.

Autotarget improvement:
https://forum-en.gw2archive.eu/forum/game/gw2/SUGGESTION-Hand-health-features/3835695

Toggleable Ctrl and Alt:
https://forum-en.gw2archive.eu/forum/game/gw2/Hand-health-features/3839248
(I ran out of space!)

What other features you think could be added to reduce strain in our hands while playing?


Done!

  • You can disable activating objects with right clik in the options panel!
  • We can salvage in bulk!
  • When transferring stackable items from and to the bank, the client searches for stacks of the same item, and tries to send then directly to the stack!
  • Vendors got a spinner and number boxes to buy in bulk!
  • Recipes from consumables are now account bound (except a few bugged ones, report those if you find them!)!
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[SUGGESTION] Hats must come back.

in Black Lion Trading Co

Posted by: MithranArkanere.8957

MithranArkanere.8957

The more outfits and style head skins are released, the more its clear that making the hat part of the outfit when all town clothes were put into one was a mistake.

The head had to be kept separated, like they were in GW1.

Now, I can’t mix style headgear not bound to any armor class and any outfit:

  • I can’t bring the devil horns with the rainment of the lich or the bloody prince’s outfit.
  • I can’t show my elementalist Flame eye or any neromancer or mesmer masks under the Ancestral outfit or Noble Court outfit.
  • I can’t put on a top hat with my noble count outfit.
  • I can’t use the Wizard or Witch hats hat and the hexed or witch’s outfit.
  • I can’t bring the Phantom hood with the mad king’s or witch’s outfit. +

But the worst part of it is knowing that I could! But I just can’t!

All outfits must have a separated head so it shows in personal story cinematics. So all new outfits are already split in the head.

And I really doubt anyone will care about clipping if they can mix and match hats from different outfits and get the style headgear as hats instead skin, or even both as hats and skins. Or show the head armor along their outfit, and a hat along the rest of their armor without having to transmute it every time they just want to put on a hat or some glasses.

The benefits are too big not to do it:

  • Add a hat slot in the outfit panel.
  • Add an outfit wardrobe tab for that slot.
  • Add to that wardrobe slot the skins that were previously town clothes, the ones that are part of the current outfits, and many of the skins that are masks, hats and the other spare parts usable regardless of armor class that do no look like armor (e.g.: Lawless is part of an armor set, so that won’t be added, but the Wreath of cooperation a spare one, so that’ll be added).
  • These skins would be both in the hat slot and usable in heaad armor, so people can choose whether they want to equip them as hat or apply them to armor, they won’t lose any currently applied appearances or anything like that, they’ll just gain the option to put on their glasses in the hat slot instead having to apply them as armor skin.
  • Make it dyeable, of course.
  • Hiding the hat would be independent of the outfit and armor.
  • Hiding the hat would show the head armor if it isn’t hidden.

I’m not asking for town clothes to come back. Just the hats.
We are missing to much without that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Cactus node for Home PLEASE

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

It would be nice if you could get a blooming passiflora, a cacti, a block of zhaitaffy to gather there.

Oh, oh, oh! And a little personal flurry that usually drops 2-5 tiny snowflakes when used but has a chance to drop 1-2 of higher tiers.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

What the new tags will inevitably become...

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

My thoughts exactly.

If they wanted to give the feature a vanity touch, they would have created several different icons and make some fancy ones expensive.

But all colors and at least 5 shapes must be free once the badge is earned.

  • All colors must be free so people can quickly switch between them to organize.
  • There has to be at least 5 free shapes because not everyone can tell the colors aparts.
  • And it must be earned, not bought because what we need commanding is people that knows the content, then commands; not people that grinds a dungeon to get the badge, then clumsily commands without knowing what they are doing at all.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Pre-rendered disappointment

in Battle for Lion’s Arch - Aftermath

Posted by: MithranArkanere.8957

MithranArkanere.8957

Looks like a Bink video.

They usually have really bad quality if compressed enough for a reasonable download size.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Option to disable activation with right mouse button.

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

I use the right mouse button to move camera a whole lot, but as a result, it keeps detecting clicks all over the place, and since right clicks activate things for some reason, I keep activating things I don’t want to activate, which can be deadly in some places.

As I absolutely never use right click to activate and use double click and F instead, I’d like to be able to disable right click activation to prevent all these annoying and game-breaking accidental activations with the right mouse button.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Next Patch Preview confirms Scarlet

in Tower of Nightmares

Posted by: MithranArkanere.8957

MithranArkanere.8957

Meh.

Another stupid alliance, this time also breaking lore by doing something that would never, ever happen. Again this annoying possessed mad sociopath who thinks she knows more than anyone but only gives headaches.

Meh.

Just make her open some portal to a demon realm thinking she’ll control them and get her killed by them when she can’t control them or something, and be done with it. I don’t mind if the demons go and swarm the entire world.

I’d rather fight an army of a million grasps of insanity and scythes of chaos than have to deal with her again.

She was interesting for one story, but we had way too much of her by now. Go back to the REAL Guild Wars lore and stop making up stuff and destroying the story and the lore by making everything centered around her.

Meeeeeh.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Queens Speech and Hobo-Tron

in Clockwork Chaos

Posted by: MithranArkanere.8957

MithranArkanere.8957

I want them to become Adventure-tron & his sidekick, ultimately becoming something like Nicholas the Traveler all over the world.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

GW1-era LA is gone forever

in Battle for Lion’s Arch - Aftermath

Posted by: MithranArkanere.8957

MithranArkanere.8957

Finally, time to actually move on with GW2 lore instead of trying to make it an enhanced version of GW1.

Great move, although don’t you dare touch the Eye of the North or the Crystal Desert in such a way >.>

So when the Eye of the North becomes a pile of rubble after a dragon minion attack and the crystal desert’s oasis and sands become a boring and depressing purple tar pit, remember us telling you “I told you so”.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Devaluation of mini carlotta and prince thorn

in Black Lion Trading Co

Posted by: MithranArkanere.8957

MithranArkanere.8957

They are not skill rewards, but grind rewards, and account bound ones, and so they can’t be devaluated.

They just reduced the grind to get them. Not their value. Their value is the same. They say: “I grinded for this”.

By making their costs more reasonable, they are making them more available to those with less time to grind. Nothing else.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Cheesy GW2 jokes here!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

  • Why did the Charr cross the Great Northern wall? To burn the other side.
  • How many asura does it take to change a bulb? A dynamics krewe to design a better bulb, a statics krewe to design better lamp, a synergetics krewe to design a better power source, and one Council member to get some bookah to change the bulb for them for no pay.
  • How many Inquest do you need to screw a bulb? It depends on how many captives they have in their holding pens.
  • How many dredge do you need to paint a wall red? It depends in the Strength of your norn.
  • Why does Palawa Joko have a permanent frown? Because his defeat against Turai Ossa left him in pieces.
  • Why don’t you ever see dwarfs smoking their pipes anymore? Because they are all already stoned.
  • Why do charr have so many cubs? Because they are always horny.
  • What does the pact tengu do when they don’t have enough information about the enemy? They wing it.
  • How do you reinoculate a retrocumbulative distributor without initiating an pervasive coaxial feedback loop? Push the button.
  • Ever heard about the iron legion comedian who got covered in oil? He was slick but crude.
  • Why don’t you ever see the Zhaishen in the PvP hubs anymore? The Miststed the invitation.
  • What do you call a Quaggan in Mount Maelstrom? Roasted meat.
  • A ranger walks into a tavern with a parrot following them. The Barkeeper asks: “Oh, that’s cool! Where’d you get it?” “In Southsun Cove”, replies the parrot.
  • An asura, a sylvari and a norn are walk into a dirty tavern and ask for drinks, all of them get flies in their drinks.
    • The asura picks the fly with pincers and deposits in a petry dish. Saying “I’ll study it later”, then keeps drinking after applying a filter to the glass.
    • The sylvari gently picks the fly, looks a it with curiosity for a little bit and says “All things have a right to grow”, then keeps drinking after saying “Live life well and fully, and waste nothing.”.
    • The norn grabs the fly, tosses it against the counter and starts punching the counter and yelling “Spit my drink back, you son of a grawl!”
  • Two asura walk into a bar. A human following them just walks over it.
  • Why so many norn grow beards? To balance the weight of their back hair.
  • How many norn blacksmiths does it take to sharpen a sword? One to hold the sword in place, one move the grindstone over the sword.
  • How many charr do you need to sharpen a sword? 1. Well, just the horns.
  • A mesmer walks into a tavern… but did they…?
  • Why did all giants in the world suddenly turned into cyclops? So they’ll have just a chance to drop just 1 eye instead two chances to drop tusks.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Legendary weapons

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s the right decision.

No point on adding more legendaries when only a few players will bother making them because of the insanely absurd ridiculously ludicrous material costs, when the best ways to get those materials are the most boring things one can do in the game.

If they ever fix that issue, and people can actually make more than 1 legendary weapon in over 5 years without spending their entire game time doing anything except actually playing and enjoying the game, then they could continue with the project.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

If warriors are so bad...

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Because they can.

They may be their preferred profession overall, and they use it everywhere because they know the skills and are used to them, or maybe because they are stubborn and want to get the warrior achievements before they switch to another profession, or maybe for a silly reason like they like how the gear looks.
Or maybe just to prove they are not sissy cowards that will use dirty cheap cowardly tricks like ranged weapons, or dps conditions, or stealth, or illusions, or hiding behind minions, pets and other summoned creatures, or running away as soon as their HP gets under 75%.
They get close to the enemy, and they smash them with a hammer. Bluntly. No tricks. No cowardice, no retreats. Just sheer brave power.

But it doesn’t matter why they choose warrior.
What matters is that they can choose warrior. It’s not a PvE-only profession. So it should work in PvP as well as any other profession with any other build.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Reviving the Revive Orb

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Excellent.

Now we just need an ‘account pocket’ in the inventory panel where keys and the gemstore consumables go, so we don’t have to carry them around or waste account-wide inventory slots with countless items we hardly ever use and we never miss until that one time we actually needed them but forgot to bring them along, so they only end up accumulating in the bank.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Post Tab Target Fix Testimonials

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, the most noticeable thing for me was during the Flame Shaman world boss event.

While I tried to press “target nearest enemy” to get embers, I kept getting the invulnerable champion, rendering tab and “target nearest enemy” useless.

That was annoying.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Exclusive items should stay exclusive.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

You are utterly wrong.

Absolute exclusivity is unfair and should simply not exist.

No one should have fun with something and greedily keeping it to themselves forever.

There can be, though, exclusivity in time. The item is exclusive for some time, and after that there’s new exclusive stuff to be had, and the oldest stuff becomes available in some way to a wider range of players. Like how Festival hats in GW1 no longer were exclusive after some years.

It can be a lot of time. 1, 2, 3, 5,10 years… but no matter how long, it should never be permanent, so everyone has a chance to it, no matter if they arrived late at the party or did not have cash when it was available.

There’s lots of factors that may contribute towards someone missing out of something, and they can be often outside that person’s control.

No need to add insult to the injury. “Oh, slipped down the stairs on a banana peel, you say? In coma for 5 months, uh? Well… you know what? That cool armor skin you were looking forward so much? You will NEVER be able to get it! Mwa-ha-ha-ha-ha-ha-ha-ha-ha-haw”

Don’t be that guy… just don’t.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Infinite knockdowns

in The Nightmare Within

Posted by: MithranArkanere.8957

MithranArkanere.8957

Avoiding those stuns is relatively easy, but it also makes the game extremely unforgiving with a lag hit.

There’s worse places like this.
I can’t count how many times I got caught by gravelings in Ascalon Catacombs just because of a lag spike that lasted half a second.

All they need is get you once, and unless you have a CC ready, you’ll soon be down, because of the CC spam. And if you are CC’ed precisely during a 1-second lag spike, that’s more than enough time for bigger groups to take you out, stun breakers won’t help there. You may be seeing you character walking a couple of steps in your system, but when the client catches up with the server, you’ll be down.

Like with ANY game that has any sort of disable, there should be ways to prevent infinite deadlocks.

Some games have breakers for disables, GW2 has stun breakers, but they should be something to break out and recover and gain an advantage while the enemy has used their disables, instead it’s something useless if the entire enemy team or lots of monsters spam continuous CCs on you.

The key to prevent this is autobalance. Something that kicks in automatically for extreme cases, making unnecessary to balance all skills, traits and NPC skills accross the board.

In fighting games, they have limits to how many times one can juggle someone in the hair. In most MMOs, there’s effects like accumulative stun resistance.

They should make a new system that works for both players and enemies. Replacing the current Unshakable system in champions.
Something that makes it so the more people spam disables on a single target and the more disables per second are used on that target, the less they’ll work until the target gets an automatic stun break and a short stun immunity. Something that makes CCs work normally just like now unless under the special circumstance of too many people ganging up on a target.

This immunity would be shorter than for players for normal NPCs, longer for veterans and elites, much longer for champions, and way longer for legendaries, making the system more generalized and uniform accross the game. And for champion and legendaries. And for champions and legendaries, the number of stuns needed would be much less to trigger the immunity.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Why isn't Sorrow's Embrace more popular?

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

nobody likes dredges. nobody

I was just going to say the same.

There’s plenty of reasons. Here are some examples:
- They always pop in high numbers that run around a lot and will give no drops, like those summoned by suits. This makes difficult focusing on a target, as there are always getting in the way of projectiles and ganging up on any melee that stops to use a strong skill that locks them in place.
- They spam survivability boons, but most PUGs won’t go first for the ones that apply boons, making fights unnecessarily longer. This is a thing that is ok to have in enemies and its player fault not going for them first, but decent players unable to convince bad players that these guys are priority target get eventually fed up and avoid the dungeon altogether.
- Freaking dredge bombers spam high AoE damage with almost no time between the circle and the hit, so you can’t dodge just by walking away, only by dodging. But you can’t dodge them all the time, yet they can spam all the time.
- They have CC skills with no warning animations, hard to see animations or animations that happen after the CC is done.
- Their skills have annoying screeching sound effects.
- Their flinching sounds are annoying too. They sound like someone having a hard time on the toilet.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

LS Season 2 Confirmed to be Perm Content

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Permanent content or aka “older content” is usually a ghost town with most games, so why waste resources keeping things players usually don’t go back to?

No.

Making content players can’t go back to is the waste.

Audio recorded to play just for a short time. Models made to appear just just for a short time. Maps made to appear just just for a short time. Stories written to be lived just just for a short time. Items coded to be acquirable just for a short time…

THAT is the waste.

Making content players can go anytime after release is never a waste. New players, wiki editors, players who like to do everything with all of their characters, roleplayers, completionists looking to get full sets of rewards… those are just examples of players that may want to go back there and check things out. And why should the content be removed preventing them from doing so?

And “old content” becomes a ghost town not because of new stuff added, but because of new areas being higher level and having better rewards.
GW2 uses incomparable rewards and level scaling, so you always have reasons to go to many places, from regional drops to map completion.

Or would you rather get only massive zergs and everyone is stuck in the same spot doing the same thing? No. No. No.

Permanent is better.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

All I an say is that I want just two things:
- Account-wide unlock.
- Vanquiser mode for dungeons.

You complete Story Mode with any character, you get explorable account-wide for any other character of that dungeon’s recommended level.

Complete all explorable paths, you get Vanquisher mode unlocked for any level 80 character.

  • Enter with a party of 1-5. Scaled content.
  • All doors open. Fully explorable.
  • Events and bosses on each main room. Bonus hidden events and jumping puzzles.
  • 3 weekly bonus reward ‘stages’. Bronze, Silver and Gold. Like Guild missions, can be retried as much as you want each week, but you will only get the difference if you got lesser rewards.
  • No checkpoints, no waypoints, no joining mid-way, no drops from enemies, all drops from events, boss chests and bonus. Wipe and you are out. Fail or leave, and you only get the rewards from the events and boss chests, and the bonus up to the last stage completed.

Complete all 8 Vanquishes once, you get an achievment, a title and a bonus chest, and unlock a repeatable version of the achievement. The repeatable achievement is infinite, but only gives up to 250 AP; 5AP per completion. After that you only get the bonus chest.
The bonus chest gives 500 of a generic token. Talk with Dougal Keane to open his cool new shop. There use the generic token as currency to exchange it for tokens of specific dungeons in any amount you want, or to buy ascended materials to craft items (along other ascended materials) that can be used to “ascend” dungeon exotics.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Bring back Countryard!!!

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Courtyard is perfectly fine.

The problem is that Courtyard is a Team Deathmatch map with Kill Count rules that has been put together with Conquest maps in the same queue.

It is not a Conquest map, and it cannot be in the Conquest list. It must be filtered separately like Stronghold.

And since people will stack more in this mode, and we have several balance problems involving builds that work too well when players just stack and spam stuff almost mindlessly, it can’t be put on ranked until that’s fixed. But in unranked it’s not only welcomed, it’s needed.

More Team Deathmatch and Stronghold maps would also be nice, with their own unique map design or map mechanical quirks. But Courtyard is fine at it is.

It doesn’t need map mechanics, it doesn’t need redesigns, It needs its own separate queue filter like stronghold. That’s all.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Please adjust the Fire Elemental event

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

World boss events, ALL of them, need pause stages during which they take either greatly reduced damage or no damage at all, so players in other parts of pre-events and arriving a bit late but well within the time limit can reach them without other players taking them down in less than 10 seconds.

  • The Behemoth already got the portals.
  • The fire elemental should have stages that makes it change color to green and purple, and become invulnerable while chaos portals would appear at random spots and summon streams of random creatures. Enough creatures must be defeated to make him vulnerable again. These portals would push players when they spawn, and one of the random spots would be on top of the platform where people love to stand safely so much.
  • The Great Jungle Wurm should, burrow, and 3 mounds pop in 3 spots of the swamp. The wurm is under one of the mounds, and the other mounds have a large wurm grub inside instead, and players can either go one by one to focus damage and take down one faster which may not be the one or attack all 3.
  • The Shatter already has his flight stages.
  • Triple Trouble already has stages.
  • Tequatl already has stages.
  • The golem Mark II already has his defense stages where he covers his ‘head’ with his arms.
  • Jormag already has the boring ice shield first, which could be improved, then the bombs.
  • The Vinewrath alrady has decent stage mechanics.
  • Thaida teleports around, but that’s not enough she dies too fast, often before she can teleport for the first time. She should actually teleport to a random location and ‘hide’, losing her boss icon, so players must find her within the ship fortress, then stay invulnerable a little after being found so players can reground, during which time players fend a wave of pirates.
  • The eye of zhaitan can also die too fast, and won’t even get a map icon.
  • For the karka queen, the settlement events must be put on hold so the waypoints won’t go contested right away after the queen spawns. And a waypoint should be added to Steampipe Steading. It’ll be even better if Southsun was reworked to go on a cycle like Dry Top and Silverwastes, making her a spawn on a second event like the sand giant and the skritt queen.
  • This is another that just goes down with numbers. He should have another mechanic, like leaving the Narthex try to walk to each statue in the Promenade of the Gods, activating them. When he reaches one, he’ll become invulnerable and summon adds based on the statue, like a champion priest of balthazar and fire elementals when he reaches a statue of Balthazar. Players must CC him when he gets a Defiance bar during his statue ritual to stop him at each statue. Instead a timer, if he reaches the last statue, the event fails.
  • The sand giant is actually hard to miss. Probably because of the massive health combined with being timed.
  • Champion Dredge Commissar is one of the worse offenders. There’s people camping the spot to kill him before people can reach to both increase their chances at a manifesto and reduce anyone else’s. This guy should start invulnerable, run to the area with the constant cannon barrages, and do not get lured away from there. And become invulnerable at 66% and 33% HP. The first time summon APCs (immune to conditions and cirical hits), the second time summoning mining suits (high armor, weak vs conditions), these adds must be killed so the commissar becomes vulnerable again.

And so on.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Option to *Use All* ~

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I mentioned that as part of my Hand health features suggestion:

https://forum-en.gw2archive.eu/forum/game/gw2/Hand-health-features/first#post3783636

Please have a look if you have any ideas on how to reduce stress in our hands while playing.

We really need to reduce the clickety-click in this game.

We don’t “need” customizations, or skins, or new skins, that’s just nice things to have. But keeping our hands healthy? That’s a must. We need them hands for many stuff, all of which have their merits.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Question] Why not Fishing?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Fishing should work like this:

  • Requires talking to an NPC in your race’s starting area to get the character’s first fishing rod.
  • Rod variations with different functionalities are unlocked with all sorts of challenges all over the world, including getting achievements and training masteries. Some rods will have level requirements, while others won’t.
  • There would also be rod skins to override their default looks.
  • Different rods variations and rod skins are selected in the wardrobe.
  • Once a character has unlocked fishing, all unlocked rod skins and all rod variations are available to them as soon as they reach their level requirement.
  • Instead consuming rod uses like the other gathering tools, it uses ‘bait’ gathering tools that have 50 uses that is tradable, and can be crafted with the Cook discipline. Higher tier fishing nodes require higher tier baits.
  • There would be everlasting baits in the gemstore and from ascended level 500 cooking crafting for reasonable prices.
  • To fish, you don’t simply use the node and watch it go. When you use the node, you enter cinematic mode (invulnerable and can’t see other players or their effects so they can’t troll you by getting in the way or pulling enemies on you) and get in first person, and start a mini-game with 5 skills in your skill bar. You have to time the skills to catch the fish… or whatever else is on the hook.
  • Fishing can give fish trophies, fish and other seafood, some jewels, pearls, corals and salvageable items like leather boots, scraps of metal and cloth; and a few types of junk.
  • Sometimes some amphibious sea creatures may spawm instead getting an item drop. The creature will hold the drop and must be defeated to get them. You may find yourself fighting an angry hylek, an infuriated krait, a disoriented quaggan, a skelk, a drake or even a karka. Even more rarely they will be veterans or even elites. However the they are defeated and regardless or anything else they may drop, they will also drop a chest only the fisher can open with the drops from the fish node that were ‘interecepted’ by the creature.
  • You have 3 attempts to catch a fish, but if you get a catch, the node is used up regardless of remaining attempts.
  • Failed attempts give “broken fishing hook” junk items.
  • There would be Fishing Masteries. Among other things, they can increase the number of attempts you get per node from 3 to five, improve the skills to be more effective, and make some rare or difficult fish easier to find and catch.
  • Different regions will have different fish.
  • There would be one basic fish collection per region, plus a rare collection unlocked with the rewards of each basic collection.
  • Fishing would be added along ascended and legendary cooking.

Hm… yup.. I think that’ll do it.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Once a character has completed the action required to unlock a trait, all other characters should have their trait that it unlocked with the same action also unlocked in PvP regardless of profession, and the cost of it in the trainers reduced for the PvE/WvW unlock.

Otherwise, the more characters you have, the more of a chore unlocking all traits becomes.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

4v5 has to stop!

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

If a a team is missing players, the match should go into a 30s waiting period while it requests players that have joined solo to fill empty slots.
If no players are found, it should ask players if they want to keep waiting, and as long as the majority votes yes, it should keep going into 30s periods until the match is 5vs5.

If someone leaves during the match, a solo player should get a message asking them if they want to join a match in progress.
They’ll get bonus glory for volunteering.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

So what's the deal?

in Super Adventure Box

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]But in order to make each release somewhat special I’m pretty sure we are going to retire the current set after April.[…]

[…]
[/quote]

If that’s true as it is, it’ll be a BAD decision.

First of all, there’s no warnings about that anywhere. If you were going to retire them forever and never bring them back, you should have said so clearly from the very start, both in-game and in the event site. Now it’s too late.
Second, those who do know about it feel now pressured to grind and GRIND SAB if they want to get them all before it goes away.
Each day has 24 hours, and not all of them can b spent on playing, and among those spent playing, not all of them can be spent in the SAB if one wants to get some laurels.

There’s other things to do in the game, and you must take that into account when you add new content.

In GW1, masks from previous years were brought back after 7 years, and no one went on a killing spree because of that. On the contrary, many people were happy of being able to get things they missed and complete their collections.

I was planning on getting a few of them for my guardian asura, counting on when it’ll come back, as I will not have time this time around. It just takes too long to get a single one. Now what?

Exclusivity over time it’s fine (can’t get it again until much later), so people get o show off the stuff. Permanent one-time exclusivity (just once an never gain) is bad, because it takes away things from the rest of the players.

Not bringing them back for some time would be fine.
Not bringing them back EVER would be BAD.

VERY BAD.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[SUGGESTION] "Followup event" indicator

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The one thing that annoys me the most while playing with a newly created character is how players leave before the next event in a chain every-single-time the next event does not pop instantly, leaving you alone to face the next event. Specially when it’s a champion.

I’m yet to see a single instance of players waiting around while NPCs talk about the next thing they’ll do, or following NPCs that say they are going somewhere to do something.

You can tell them to stick around or follow, but they will still impatiently leave as soon as there’s no event indicator on the UI, completely ignoring NPC banter.

My suggestion is to add a “follow-up event” indicator between events, so people learn to stick around and follow NPC for the next step in a quest chain.

For example, by giving an NPC a star icon or some sort of “follow me” arrow that appears both above them and in the map between events.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

I need a Luck Essence eater. We all do.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

No I don’t. 203/300.

Still a long time until I hit the cap.

But I wouldn’t mind of one was added, as long as you can’t use it until you max your luck.

It could be the reward from an achievement:

  • Achievement: “Lucked Out”. Earned by maxing your account’s base Luck.
    • Title: Lucky
    • Points: 300.
    • Tiers: 6, same as Lucky in GW1, yay for references. Reached at 10, 50, 100, 150, 200, and 300 base luck.
    • Reward: Gaki’s Head. The head of a Luck Eater Gaki brought from Cantha by a a poor soul that was found washed ashore somewhere in the coasts of Tyria. Looks like he ran out of luck.
      • Consumes Legendary Essences of luck returning 5 reward bags for each essence. No daily limits for consuming legendary ones.
      • Consumes 3 to 6 exotic essences of luck daily for the same type of reward bags. For exotics there’s a daily limit like with the other ‘stuff-eating’ gizmos.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Stop 'lf1m' posts, use lfg site!

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t like third party sites. Not to see armors, not to see prices, not to look for groups, DEFINITELY not for horrid auctions that only mess up the “ecomoney”, obviousñly not for third party programs, mods and stuff like that and not for anything else.

We should be able to do what we need in-game without hassle.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[F2] button for Stolen Item skill usage

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

Why not going one step forward and bringing back the pockets?

F1 : Steal
F2-F4 (F5 traited) are pockets.

And when you steal something, it goes to the first empty pocket. And when you use anything in a pocket, so you can’t get all them filled then spam, they all share a cooldown every time one is used.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Price of Maguuma Lily

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, looks like the recent update has brought back this issue and made it worse all of a sudden.

Hey, remember Hero’s Choice chests?

Dragon’s Stand got black diamonds as one of its choices. Why not putting in the hero’s choice chests of the metas a choice for one of the materials used in the inscriptions and insignia recipes that can be purchased on that map?

A choice of a freshwater pearl in Verdant Brink.

A choice of a maguuma lily in Tangled Depths.

The choice for a black diamond moved to Auric Basin.

A choice of a charged thorn, a charged fossil or a flax blossom in Dragon’s Stand.

There’s only so much time one can spend in HoT maps gathering jungle plants unsuccessfully before becoming unable to sleep and spending the rest of one’s life writing on walls “All gathering an no play makes one go insane” with one’s own blood.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Candidate Trials T4

in Cutthroat Politics

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

All I read there is “We are fine with people who exploited th bugs to get the achievement, will not fix the scaling so going solo is not way easier than doing it in a group, and we are fine with it being harder for those who attempt it now than for those who attempted it before being fixed”.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

I don't know why. But on the 3rd level...

in The Nightmare Within

Posted by: MithranArkanere.8957

MithranArkanere.8957

That’s a sign of sociopathic behavior.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

I know it's a stretch, but Abaddon?

in The Nightmare Within

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would rather go with Dhuum or Menzies.

Abaddon may have had 6 eyes, but also his demon minions, who were out of a job once he got wiped out of existence. Nothing stops the other two known evil gods from taking over those forces, if they are still around.

As for parallel universes, I don’t think that’ll work. I think it’s highly unlikely that there’s parallel Mists. Instead, it’s more likely that all parallel worlds are connected to the Mists, and that the Mists are atemporal, not following the same rules of space and time as the physical worlds. The mists are more like a memory or a dream, all jumbled here and there, some things repeating, some things different. All parallel worlds and their related maps and fractals would be in the mists, but the Mists are just one continuum.
Gods would be gods not just because of their power, but also because they exist for all worlds in the mists. And the more worlds they interact with, the more their power is spread and weakened.

If the mists are anything like that, destroying Abaddon would destroy him for all worlds, as he and his power would be confined in one spot by the chains the other gods used, and Kormir would have contained all the power Abaddon released when defeated before it exploded and had time to spread.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

An option to disable right click targeting

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Way ahead of you:
https://forum-en.gw2archive.eu/forum/game/suggestions/Option-to-disable-activation-with-right-mouse-button/first#post84676

As an engineer, I keep taking my turrets away when I just want to move the camera.

I keep talking to NPCs or reviving things mid-battle too.

I also keep losing my targets.

I just want a checkbox, like the “double click to activate” one, to disable right click activation.

I want to use the right click to move the camera ONLY.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Feedback/Questions: Transmutations

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Charges make the wardrobe pointless.

Yeah, the skins get unlocked, which is nice. And they are account bound, which is absolutely great.

But as it is, it’s all pointless. Because you are not really unlocking the skins. You are not keeping the skins in a wardrobe of yours. What you are doing is something more like collecting catalogs of skins that you then rent, not the skin themselves.

When I say “unlocks are always better”, I mean GW1 style unlocks:

- Pay once. Want us to buy more stuff? Make more stuff.
- Account wide. After buying it, all characters can use it without buying it gain.

Right now it seems “unlocked” for ANet means “You can still pay for it when we remove it from the gem store”, which would not be that bad for particular things like legendary skins, but not for freaking everything, every single time.

As the cost is on applying the skin, not unlocking the skin, having more skins doesn’t mean you can have more variety in appearance and change more often, it just means you’ll have more skins you can’t use unless you have charges, the skins themselves are therefore not really unlocked, only the access to them, as you still have to pay for them every time you want to use them.

I’d rather have an additional upfront cost for each skin before being able to use them, but pay just once, than this.

The average player will just pick the appearance they like the most, and never change until they get some free charges, is ever. Nothing will force them to buy gems if they don’t want to.

I don’t mind paying for new skins, I would buy any and all new skins if they were unlocked, but this is NOT “unlocked” for me. And I will not pay for the same thing over and over.

Same happens with hairstyles and other character customizations. You have to pay gems each time you change to a hairstyle, instead paying to unlock it, then being able to change to it for some coins by talking to a stylist NPC.

I don’t care much about a system whose only purpose is teasing me with all the things I could have but can’t unless I continuously pay to use something I supposedly already earned.

There’s not even a system in place in which you stop spending charges in a a skin after applying it 10 times or something like that. And it doesn’t seem that gemstore skins will be free to apply once bought. It would not surprise me if they moved AP and HoM skins to this systems so we also have to continuously pay to use them too.

Pointless.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Devaluation of mini carlotta and prince thorn

in Black Lion Trading Co

Posted by: MithranArkanere.8957

MithranArkanere.8957

They were exclusive for a year. Thats more than enough time, so no reason to feel “cheated”..

No. There is never enough time. I enjoy items becoming rarer and rarer over time as people quit and new players come.
[…]

And Scrooge McDuck enjoyed swimming in coins. That doesn’t mean it’ right of fair for others… neither physically possible.

You can’t keep countless players from enjoying something because they had an unreasonable cost for it that kept it away from too many players before.

If it was something that required at least a modicum of skill like liadri. Or time and dedication. Then it’ll be wrong to make it much easier to get.

And it’ll also be wrong to make it a once-in-a lifetime thing.

But if its just something that is only behind a grind wall, and the wall gets lower, nothing was lost. They adjusted the costs to match the reality of the game. The game was simply improved.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[SUGGESTION] "Daily limit" vs "daily quota"

in Crafting

Posted by: MithranArkanere.8957

MithranArkanere.8957

One thing that annoys me of the ‘daily’ time gated materials is how they kind of force you to get all the materials every day or beforehand.

You can’t have a weekly afternoon of gathering then craft what you have the materials. You have to either get the material in advance or get them each day.

Instead having a cooldown each day when crafting and making other daily materials like the Charged Quartzs, I think it would be more enjoyable if instead we got a daily quota that increases every daily login, up to a cap.

If, for example, the cap was ‘30’, you could login 29 days without making none of the time-gated materials, let the quota increase, and use all the quota together on the 30th day if you got the materials.

You won’t be able to go past the daily limit, but you would be able to delay the actual crafting.

This would make crafting these time-gated materials much more enjoyable:

- Less time constrains for acquiring materials.
- Less chances for missing one daily crafting because you got home late, and were some cloth scraps short and did not have time to farm them or get coin to buy them.
- Players that just reach max level may start with some cap already gathered, so it’s no more “I reached 500! I can… wait a whole month to get anything actually done!”, they could start gathering materials in advance as their quota goes up, and actually get one piece of gear or two done with the already accumulated quota.
- Crafting boosters would not be wasted as much on ascended stuff, since you would be able to get some quota gathered, then pop the booster, then craft more than one thing. That way you don’t have to set aside the character with the booster so much if you don’t want to waste the effect.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Skill Points - Account Bound

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Character-bound skillpoints are only annoying to me when it comes to vendors and crafting, not for leveling and unlocking skills and traits.

Because of that, I think they could be account-wide, but only for characters that have unlocked all skills and traits.

There would be two skillpoint pools: a “personal pool” and a “account-wide” pool.

As long as your character hasn’t unlocked all base skills and traits, they can only access their personal pool.

When they unlock all base skills and traits, all remaining skill points are sent to the account-wide pool. When unlocking newly added skills and traits, personal points are used first, then account-wide ones.

When purchasing from vendors, the account-wide pool would be used first even if the character hasn’t unlocked all base skills and traits.

This way there’s still reasons to keep some scrolls, and the annoyances for crafting are removed.

Also, the items purchased from the mystic forge vendor (Miyani) should become account-bound, and crystals and philosopher stones should get their own collection slots.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Paying for past content?

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think it’s rather reasonable, considering the pricing of the other stuff you can see in the game.

Countless gems spent in keys or endless story key farming for a few BL weapons without an alternate method like 200-300 per skin or a 1600-2400 gem full set?
That’s bad.

500 gems for just a mere headgear that you can’t wear anytime because there’s no “outfit” head slot to mix and match head and body like with GW1’s costumes, so you have to continuously spend charges to just change your hat, or keep several transmuted headgear pieces in the inventory?
That’s bad.

800 gems for an armor skin set you can’t unlock permanently by, for example, paying 5 charge per skin instead one, so they become free to apply like AP and HM skins? That’s bad.

But 200 gems for unlocking something you missed? That’s actually cheap. That’s less than what cost getting an account upgrade or the Bonus Mission Pack in GW1, and you only have to pay if you could not login anytime within the entire duration of the story.

What’s more important is that you now will be able to get a friend to join the game, and they will be able to replay that content with you.

It’ll be even less of a problem if players could join as long as the ‘instance owner’ has the content, like with Magicka campaigns. I don’t know if every player will need to unlock it to enter, or if it’s there only to start.
Or if there was some special consumabe used as a token to unlock chapters, so you can gift it if your friend won’t pay.

In any case, they can always sell the entire campaign (a bundle of all chapters) like an expansion. Expansion and DLCs get sold all the time and people has gotten quite used to it. And it’ll be just for story and story rewards, shared maps would still be free, so they won’t be limiting people as much as with GW1’s campaigns.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Collaborative Development: Commander System

in CDI

Posted by: MithranArkanere.8957

MithranArkanere.8957

What should the commander system aim for?

  • It should let people coordinate groups of different sizes on screen and reducing the effectiveness gap between using voice chat and not using it.
  • It should give commanders tools to make their jobs easier, and ‘herd cats’.
  • It should give commanders options to control the way they can show their emblem and who is in their squad.
  • It should let a commander’s experience and career show.
  • It should make joining a squad compelling.
  • It should not be limited to a guild. Players should be able to join on the fly without representing another guild and become commanders without joining a guild or having some guild permission. But it should also let people in a guild set themselves as commanders for just their guild too.
  • It should not require doing both WvW and PvE. If a player wants to be a PvE commander, they should have all their commander and progress their career without ever stepping in WvW, and vice-versa.

[…]

How often do people actually join squads and use the features that are there? (4 different way point markers, /supplyinfo). What would make you join squads more?

  • People would probably join squads more often if doing that wasn’t so obscure and there was some extra benefit from it.
    Right-click on the icon doesn’t work on the minimap, only in the world map. And the commander can’t send an AoE squad invite of sorts.
    Being in a squad or not is just the same when in a zerg. Something like a small 5% exp/coin/karma bonus for being in the squad (it’ll could show in an effect icon on the player can see) may help.
    Also, squads are too small. 30 join, and what about the other 20 also following you?

How much is spies a problem with commander system?

  • I’ve seen people lying around defeated inside a location more often than anyone that one could say it’s a spy. But this is probably because Baruch Bay is a world with Spanish language and there’s no others with that language. So when someone doesn’t speak, or speak “google translator-ish” they are probably spies, and Baruch is kind of random, having many small guilds doing their thing, or several organized guild zergs that do not show emblems, so it’s hard to keep track of all of us.

Should the commander icon be shown above the commanders head to the commander?

  • Not unless there’s an option to hide it from one’s own screen. There’s the effect icon already.

Should we allow a WvW upgrade to see enemy commanders (not on the map just on screen) ?

  • No. They’ll become primary targets, and people would start doing silly things like having decoys showing a commander icon while the commander doesn’t. It’ll be a counter-productive mess.

[…]
One of my fav quotes on simplistic design
“Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage — to move in the opposite direction.” -Albert Einstein

Something simpler that does the same thing is often better.
But you won’t get a laser with a light bulb.
You won’t get a car with just one wheel.
You won’t get scissors with just one blade.
You won’t get a song with just one note.

When simple things are not enough for the task, there’s no other choice but increasing complexity.

If you integrate commander into the WXP system, players who use commander just to organize PvE are instantly left out.
If you integrate it with the guild system, it forces people to make guilds, or join guilds to command, even if they were doing perfectly fine without that, or equire some commander permission that they may not have in all their guilds.

Some sort of ranking lets players have some idea about a player’s experience. But
it’s not like you need a new “exp bar” for commander. Commander could have a rank calculated dynamically with already gathered data such as WvW and world boss achievements.

And it would not hurt to have other stats gathered for both the account and each character. Which could be used by players are reference, to keep character progress (e.g. dungeon paths done, creatures of each type killed, successful events… ), and by you to do things like calculating a commander rank.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Black lion weapon skins wasted

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

After 5 years, they should be made available to buy for something like 200 to 400 gems each directly from the wardrobe based on their demand. The cheapest would be the ones less people bought, the most expensive would be the ones more people bought.

You just click the icon in the wardrobe, pay the gem price, get the skin. Ding.

Why 5 years? So people get to enjoy exclusivity for that time. 5 years is more than enough to show off a pretty skin. After that, it’s time to switch to the next model if you want to show off something, let the rest of the kids enjoy them too without having to grind keys or spend fortunes in freaking RNG key or depend on people selling them in the trading post.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Karka Queen event frustration

in Last Stand at Southsun

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t count how many times I could not get to the queen because I just had done an event on the other side of the central settlement, and NOBODY does the central event, because they are all doing the queen, but the event scales to EVERYONE in the queen event as it is right next to it, which means that you can only get there running from the other side, but ALL the events trigger when the queen appears EVERY FREAKING TIME, so you can’t use the waypoints on the other side. And the karka in Camp Karka are too many to rush past them with certain professions, as they spam their surekill crippling spits and immobilizes and you simply can dodge enough to go past that. You’ll need something like an elementalist with Obsidian Flesh and Mist Form.
So if you don’t have Owain’s refuge unlocked or a certain profession and build, you have to walk all the way to Pearl Islet to there, and then walk all the way back to the queen event. By the time you get there, she may be dead already.

This means that leeches that just stand there waiting for others to do the events will have more chances to get the rewards than those who go to the outposts and do the actual job.

The events that block the waypoints and the central one MUST be frozen when the queen appears so they won’t trigger again until her event ends, and a waypoint must be added to the central outpost.
There’s simply no fair and sane reason against that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

People please stop complaining Please

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

No.

If people do not complain about changes they do not like and about features with which they are dissatisfied, things will never change.

Negative feedback is an essential part of positive change.

But it’s true that post complaining about the same issue should be merged so there’s not as many threads about the same thing all over the place, as it can get annoying.

The forum search should be improved too, or replaced with a Google search, as it doesn’t work as well as it should, and often people that look for particular existing topics will not find them (specially when people do not set good thread titles), and make new ones instead.
Google looks into the content of threads, so it’ll work better to avoid duplicate topic threads.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Mystic Forge Ingredients Takes Forever To Buy

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Vendors should have a real bulk purchase option.

Not having extra entries in the list to buy packaged goods like with ingredients or bigger stacks like with obsidian shards.

You click the item, you choose the amount, you buy that amount. That’s how it should work.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Gem skin should be unlimited use - quick fix

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Unlocks are always better.

Pay once is even better.

Pay gems once for a skin, use it with any character either for free or for a small coin fee.
Pay once for a style, talk with an anatomical engineer to change to previously unlocked styles for a small coin fee, only pay gems when changing to new styles, or when doing slider tweaks or changing gender. Pay more the more changes you do, from a minimum up to a maximum. (Styles picked on character creation won’t count towards unlocks, of course only the first time they are picked while paying they get unlocked).
Pay once for an unlimited gathering tool, get more for a smaller gem fee, or for a coin fee.
Pay once for an instrument, or toy, get more for free, or for a small coin fee.
Get an achievement item or skin, the skin gets unlocked and more skin transmuter or level 0 items with the skin can be created with karma.
Get any untradeable vanity reward like a miniature, or toy, also gets unlocked. Get more for free.

In general, only ‘services’ like name changes and consumables such as repair canisters, boosters and black lion merchants should be paid full price every single time.

People would actually buy more.
People would spend more gems in customizing if they can return to previous styles for a smaller fee or just a coin fee, and can get 3-5 hair styles to switch once in a while. Instead just picking the one they like the most and stick to it.
People would get more armor skins if they won’t lose the previous one when applying to the same armor.
People would get more town clothes if each extra set they buy won’t mean they need to get more storage to keep the old ones.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Winter's presence obtained!....but

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I heard this a lot. But a single slot would not do. There’s lots of effects that would be nice to have in a slot. And some of them would not be too cluttering if stacked with others. Many effects currently require you to carry items or alter your gear, potions, equipment skins, upgrades, and other random inconsistent madness.

All of that should be unified into a single consistent system.

Because of that I think that there should be an effects section in the wardrobe, and we should be able to unlock effects of various types.

Then in the hero panel you go to the wardrobe and go to the “Effects” section, and can pick up to 3…6 different ones, as long as they don’t overlap with each other.

  • Overhead icons:
    • Kiel/Evon buttons
    • Selfless horns/Selfish halo.
    • Svanir/Chieftain icons (earned in PvP)
    • Ferocity mark (earned in PvP)
  • Full body colorize
    • Hylek hue potions (red, orange, yellow, gree, blue)
    • Halloween tonics/Refractors (green, orange, black)
  • Surrounding effects
    • Nightfury
    • Winter presence.
  • Auras:
    • Queen Bee
    • Ghostly aura
    • Chack Eggs.
    • Righteous Flare (earned in WvW)
  • Foot effects.
  • Weapon skill effects.
  • Travel effects (replace walking animation when out of combat)
    • Magic Carpet (also unlocks as glider)
    • Riding broom (also unlocks as glider)
    • Sonic Tunneling Tool
  • Other:
    • Karka head/chest/leg/back grab.

You’ll be able to put any you want in any of the slots, but if you put one that overlaps with another already equipped, that other one is removed, to reduce clutter (e.g.: You won’t be able to wear the horns and the halo at the same time).

Unlocked skins like Nightfury and Winter’s presence would be automatically upgraded to effects. Characters with items having those skins would get a basic skin instead, and the account gain a transmutation charge per item that had the skin. The item itself when crafted would be an effect unlocker instead a piece of gear.

Effects attached to items, upgrades, tonics, consumables, gizmos and the like would have Mystic Forge recipes to make effect unlockers out of them. For example:

  • 1 Kiel/Evon button + 50 potions of slaying scarlet’s armies + 50 quartz + any level 80 Lionguard weapon (Kiel) or 50 BL Chests (Evon) = Permanent Kiel/Evon overhead icon effect.
  • Stack of 250 strawberry ghosts + 5 candy corn cobs + 15 superior runes of the Mad King + 15 sigils of the night = Permanent ghostly aura unlocker.
  • Preserved Queen Bee + 250 Jars of bees + stack of 250 Bags of Sugar + stack of 250 Jugs of Water = Permanent Hive aura unlocker.
  • Chak Egg Sac + 3 chak-related items = Permanent Chak Egg Sac aura unlocker.
  • Any Karka helmet + karka tonisc + karka shells + passion flowers = Permanent Karka grab effects unlocker.
  • Stack of 250 of a [color] hylek color potion + 1000 hylek sun beads + 50 superior sigils of undead slaying + 50 Runes of the Sunless = Permanent [color] hylek colorize unlocker + Carpal tunnel syndrome if vendors don’t have spinners to buy in bulk by the time.
  • Any refractor + 250 of the corresponding utility potion + 5 corn cobs + 250 of corresponding Chattering Skull, Nougat Center or Plastic Fangs = Permanent Halloween Green/Black/Orange colorize effect.
  • Any Rime-rimmed rebreather + 50 flawless snowflakes + stack of 25 of any ascended breather recipe + 250 Essence of Jellyfish = Permanent Underwater frost aura unlocker.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

On fabric and leather in GW2 (tl;dr included)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve been telling this for ages. Cloth and Leather need nodes like wood and metal. For example, Cloth Racks and Stacks of Pelts.

All over the game there’s lots of mostly empty spots featuring an enemy camp with no events or anything special going on most of the time. Sometimes there’s a chest, but these chests are mostly worthless.

They should add some life to those spots by adding there two new nodes:

  • Cloth racks on ‘civilized’ camps such as bandits, nightmare courtiers and inquest.
  • Stacks of pelts in tribal or hunter camps such as grawl, centaurs, and sons of svanir.

Instead requiring a gathering tool, you go to the camp, and there’s a mini boss. Usually a veteran or elite. If you participate on taking out out the mini-boss and their cronies, the node becomes usable for you to get a reasonable amount of cloth or leather.

And boom. Another nice reason to explore, and a way to aim towards specific materials better that killing countless game and hoping it’ll drop salvageable leather, or going after enemy factions for packaged goods and hoping there be some cloth inside instead freaking bananas, butter and gathering tools with no use for you now.

And maybe there should also be a way to ‘demote’ materials, cheaper than promoting, something like how you can salvage globs of ectoplasm into crystalline dust, which keeps the cost of crystalline dust in check.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t mind zerg-farmers, but they should definitely make something so they travel all over the world.

Staying in one spot repeating the same actions over and over should NEVER be more profitable than anything else in the game.

As for your #3, that is definitely NOT a good choice.

Not everyone enters the game with the same schedule. So one guy killing a champion should not mean the guy that just entered will not be able to do so too. The timer should not be on the champion, but on the player.

The solution to that is the same for every single guaranteed reward in the game: Flags.

It works for dungeons, for world bosses, for nodes, for puzzles… people would do the easiest ones over and over if that worked. But it doesn’t. So they don’t. They instead go to other places and do other things… or join the champion trains because they still work.

For champions, account-wide kill flags would mean that after defeating the same one 1-3 times depending on power, they will stop dropping champion bags, and the player will have to go find another one.

This would mean that a zerg in one map would kill their champions 1-3 times, and then they will have to move to another map to get their killing on.

But a new zerg could still appar and farm there.

This would mean that instead one permanent big zerg in two maps in the whole game, there would be a few smaller groups traveling all over the world that form as new people enter a map, and vanish as they leave it.

Since release, I’ve never seen ONCE other people in the Demagogue fight, even though it has a chest. Why? Because they don’t even know it exist, because they never bothered to travel the world and learn the locations of the other champions, because the money was in dungeons, and later in the champion circuits.

And that is why champions need flags like everything else with guaranteed rewards in the game.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)