My +500 far shiver peaks EotM friends wanna come sfr. They said that they don’t wanna die whole time and need karma.
Seafarer’s Rest EotM grinch
Removing these is a good thing. No need to take a camp/farm some guards before hunting enemies just to be even on stats.
Now they also need to remove both +/- condi duration food.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
I really don’t understand why people are opposed to hiding backpacks, weapons and minis just like we can hide armor of others using lower quality settings. A toggle just for backpacks isn’t needed nor something I’d ever want to see, but allowing the lower quality settings to hide everything and not just armor is something that can help with performance a LOT.
Some backpacks and minis are huge with lots of details, and some legendary weapons clutter the screen with their particles, why can’t we turn them off to increase performance? Is “showing off” really MORE IMPORTANT than the ability to play the game? And if so, there are armor sets I’d want to show off but I can’t because the quality settings remove those.
Why is it so unfair?
What is the point of buying Gem store skins if you can’t show it off?
Players have the option to turn off skins and outfits via the “simple character model” option in the graphics menu. Also, minis are automatically hidden on maps with a high population. Yet, they’re still pumping out new gemstore outfits and minis no problemo… so, I really don’t see any impact on revenue from something like this because it already exists in the game to a certain level…
I buy gemstore armor for my own enjoyment. I couldn’t care less if other players ogle me, or ignore me.
People who purchase cosmetic items do so for themselves not others.
What satisfaction do you get from showing off pixels in a video game?
Note: this isn’t directed at anyone in particular bar the ones saying but muuuum why can’t we show it oooooofffffff?
This is what you fail to understand. No one gives half a rat’s kitten about your aesthetics but you. . I don’t give a kitten if you bought purdy skins from the gemstore and want to show it off, and I’m sure there are hundreds of others who feel the same (including the ones that I have quoted). That’s your problem if you’re seeking acception and attention from other people because of purdy pixels. Do it for yourself. As much as you have a right to show it off, we have a right to choose not to see it.
So long Treeface.
“…Kormir? I know not of whom you speak.”
players spend money, gold and time for this stuff…
If other players can hide my expensive minis or weapons I also can play a single player game.
We can already hide their Armor and Character looks. So what now?
Either allow us to turn off everything or nothing.
I dislike minis and the back items but I have no problem with Armors and character looks.
PS: People who purchase cosmetic items do so for themselves not others.
PSS: Wings SUCK!
Simply put; some people prefer performance over visual aesthetic. I know if I’m lagging realllly bad the less ‘extras’ I see on screen the better my performance will hopefully be, survivable FPS.
Do these people know I’ve chosen not to see their backpieces/minis? No. Not a problem at all.
It would be nice to implement a feature such as this. It hurts no one.
Case closed.
Oh look another one of these threads…listen mate some people pay to show off to other people…making this option you may as well refund everyone who paid real money for these…You suggesting this is like me suggesting to hide legendary skins because they are too flashy and as you put less “clutter”.
And wanting the choice to hide stuff is bad how. . . . . ?
If Johnny Gemstore thinks his angel wings and super banana mini are amazing, then that’s great for him. They clutter my screen and I would prefer to not look at them. Is he going to know that I am hiding his backpack/minis? No.
So I really don’t get the whole reasoning behind this logic. People who demand refunds because others aren’t noticing their trophies need to get over themselves.
(Don’t get me wrong, this issue is not a real problem for me. I’m merely stating my support for the option to exist. If this function is implemented, great! If it isn’t, then whatever. On that note, I don’t see why people feel the need to oppose this request so harshly.)
(edited by Kross.6428)
Minis and backpieces of other players? They ruin the aesthetic of the game. Maybe have a toggle for each? Less clutter on screen.
Hmm tough one. Probably three factions each with their own colour and players can choose which colour, or change colours once every few months. Players can only join guilds that belong to the same faction/colour, which I kind of hate, but if you can change colours you can always join your friends.
But the kicker is because the population can vary, that would mean instanced maps. Which means all that hard work you did the night before, might not even exist the next day. Instances would have to be opened and closed to balance populations. Which could mean certain colours will end up with terrible queues if too many people stacked on one colour. It also means a completely new scoring system.
It wouldn’t be the WvW we know, better or worse? No idea. But at least you’d always have players to play against. It would suck having to leave you guild to colour swap though. I think they were trying to go this way with EoTM, but it doesn’t seem to have worked out too well. I lean towards population imbalances being the biggest issue. Which I’m sure lots of people would fight me on, but if you know your outnumbered why would you bother to fight the other zergs?
Designing a serverless WvW system is a relatively simple matter.
Begin by creating three factions. The potential maximum population size of each faction is defined in relation to that of the others (impossible with a server-based system), so that faction populations will always “rubberband” within a certain range of each other. Joining/leaving a faction is handled on a player by player basis, but you can add some sort of guild-based mechanism if you wish that allows guilds to devote themselves to one particular faction. Inactive accounts lose faction membership after a suitable period of time to keep population numbers (relatively) updated.
Next, create a dynamic map system where new maps open up if the current ones are sufficiently full (and close and/or stops accumulating score if sufficiently empty). You can think of this as having a system of “map tiers” instead of server tiers, the main difference being that everything is open to you. That is, there’s just a long list of maps and you can join whichever one you like. If one faction has sufficient players to cause the creation of a new map, but at least one other factions doesn’t, the system stops creating new maps and excess players from the overpopulated faction(s) must join an existing map, filling them up completely and thus eventually generating queues. One important point is that different maps don’t necessarily need to have the same population limit, even if it’s copies of the same map. The system can generate copies of maps with low population limits for those who like more open space, and high limits for those who prefer large zerg fights, so that different folks can have different strokes. Also, there’s no player randomization (i.e. EotM/megaserver style tech). You and you alone dictate where, when, how, and with whom you play.
And of course over time you could get to the advanced stuff, like adding an overland map depicting the territories factions are fighting for, letting players of each faction hold a popular vote between battles to decide which territory to attack, and creating further impediments to population/guild imbalance by using the system to generate maps slanted toward a given faction if it’s losing too much territory (similar to what you saw in alliance battles in GW1).
The project itself is (still) entirely doable. It’s just that a.net chose to do something else.
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Tspatula.9086
Let’s summarize :" We know there are issues in wvw and we are working on it . Something will be done but much more will be done in the expansion. Buy it to see the fixes".
No, what he said was that AFTER HoT is released WvW will be the focus of the dev team. You will not need to buy the expansion to receive whatever gets implemented to solve the problems he outlined. You don’t even need to buy it to get the guildhall benefits, you just can’t help your guild build them if you don’t have HoT.
Personally, I am very encouraged by this video. Clearly John Corpening understands the major issues that dog WvW and we now know that they ARE being worked on. We haven’t been completely ignored and now the real question is the amount of resources Anet is going to devote to WvW after HoT is released…..
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: morrolan.9608
Might I suggest the devs open up communication with players and ask for help, ideas, and suggestions. I know it’s a tough pill to swallow because it’s your job to do. But the players who play this game mode every single day for years might just know what makes WvW players tick more than you do.
They’ve already done this with the CDI threads and got a lot of good info from them.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Stephane Lo Presti
Content Marketing Manager, French
Hi, I’m posting today the transcript of the statement that John Corpening, game director for World vs. World, made last week at the beginning of the World vs. World Desert Borderlands Invitational. Enjoy!
Hello, my name is John Corpening. I’m the game director for World vs. World in Guild Wars 2.
World vs. World as it is today is an amazing experience where hundreds of players are constantly engaged in epic battles for control of towers, keeps, castles and more. Where players can use an array of siege weaponry to break into their enemy’s holdings or keep the invaders at bay. But, despite being a leader in large team open world battle games and one of the most popular parts of Guild Wars 2, there are some areas that we can improve.
Shortly after I took over the World vs. World team I implemented the Adopt-A-Dev program for our team to investigate fully the state of World vs. World.
World vs. World is probably the largest and most complex aspect of Guild Wars 2 with very different experiences for players across its many tiers, with different play styles, group sizes and motivations.
Many of our developers are dedicated WvW players but for this event they got out of their comfort zones of the worlds, guilds and friends they knew to fight side by side with other players on different worlds, make new friends and see how other guilds operate.
During this time, I conducted several discussions on our public forums about a number of issues related to World vs. World. From this we determined that we needed to focus on a number of core issues.
Our goal is great matches and our core pillars in support of this goal are Strategy, Competition, Collaboration, and rewarding the contributions of both players and guilds who participate in the daring adventures and epic battles that make up a great match. While we do strongly believe World vs. World goes far in giving players this experience we recognize that there are areas that can be made better.
The biggest is population imbalance. The current team structure has led to a number of issues such as low population in some worlds while overpopulation on a few worlds gives them queues on many nights of the week.
We’ve seen a concentration of talent as hardcore players from most worlds have migrated upwards through the tiers looking for new experiences and greater challenge. Because this talent tends to be concentrated at the top, MMR has correctly kept the most dedicated teams locked in near perpetual stand off against the same opponents week after week.
Hand in hand with population imbalance is scoring. The current scoring structure allows scores to run away, a problem that is compounded with night capping where it is possible for a team who has recruited players from different time zones to conquer everything in off-hours leading to one side getting ahead while most players are asleep or at work. Comebacks are difficult and it is hard to make up for that lost time that you spend on your real life needs.
Another area we want to improve is how players are recognized and rewarded for their contributions to their team. Whether you defend, scout, run havoc, zerg bust, roam, conquer or win team fights you should be fairly compensated from the game and not rely on the hope that your team may kick you back some gold at the end of the night for you to feel rewarded for the valuable effort you put into the success of your world.
We want to bring back tournaments and we want to bring them back in the form of seasons where everyone knows well in advance when the next tournament is coming. But until these issues are resolved we don’t want to see players taking days off work or staying up all night expending a huge effort during a time when these issues stand out the most.
After Adopt-A-Dev we spent some time discussing and debating the results. Even though a good portion of the team was already dedicated to working on World vs. World content and features for Heart of Thorns, we assigned people to start tackling these problems and more.
But World vs. World is huge and complex and so is the technology behind it. We’re continuing to work now on developing and building our solutions to the core issues I outlined above, and once we reach a point in development where we are far enough along with them, we look forward to sharing those plans with you. As work on Heart of Thorns wraps up, we’ll be treating resolving the remaining core areas in WvW as our #1 live development feature priority for the game to ensure we deliver on making World vs. World not just the great experience it is today – but the incredible experience we know it can be. As this effort ramps up you will be hearing more from us about the work in progress.
An example of this work in progress is the recent change to how world populations are determined. Going forward worlds will be marked as full or not based on actual World vs. World participation rather than accounting for every player in the game.
While we’re working on more solutions for the areas I have outlined, we’re excited about the updates Heart of Thorns will be bringing to World vs. World as well!
We are eager to see the strategic play that develops from the Desert Borderlands with its new mechanics, unique objectives, astounding beauty and layout that both supports team fights in some areas while breaking up blobs in other areas.
We look forward to putting a greater emphasis on holding objectives through auto-upgrades and on guilds through the guild claiming system, a system that gives players new ways to play the game and tools to defeat their opponents.
We hope you enjoy the live stream of our second stress test coming up next and we will see you on the battlefield.
Thank You.
(edited by Stephane Lo Presti.7258)
I know this will sound like nit-picking, but I find all the talk about “meta” this and “meta” that to be kind of bizarre. People seem to be using this word to refer to “the best strategy” or “most powerful build,” which is not at all what the word means.
Outside of these forums, when people talk about something that’s “meta,” it involves context, subtext, reading between the lines, breaking the fourth wall, self-awareness or a work that comments on itself or its own medium.
This can certainly apply to video games — for example, in Metal Gear Solid when the colonel instructs you on how to climb ladders using “the action button,” or when Psycho Mantis psychically “moves” your controller, that could be considered a piece of meta-game dialogue.
“Meta” can also refer to game mechanics and gaining a competitive advantage, as well. But it goes beyond just recognizing good trait combinations and taking the game at face-value. Often it involves taking advantage of the interface in some way, thinking ahead and considering how other players will behave, or using technical aspects of the game’s infrastructure to maximize efficiency. It’s behaviour that — while operating inside the bounds of the rules — may be unintended.
In GW2, some simple examples of “meta-game” might be:
- Parking an alt in front of a gathering node or chest, just to grab it on server reset
- Back when “daily revives” was part of the achievement cycle, players would intentionally jump off cliffs and rez each other
- If you want unidentified dyes, don’t buy them with Laurels. Instead, buy Heavy Crafting Bags, sell the materials, then buy the dyes off the trading post
- Rather than spending the silver to port to Lion’s Arch, instead enter the PvP zone or WvW, then take the free gate to LA
- Manipulating the trading post market for profit
- Using overlays or fan sites that tell you when world bosses will spawn
- Using an otherwise-unused alt character as a free “bank”
- Crafting rare greatswords just to sell them, only because so many people want to dump them in the Mystic Forge in hopes of a precursor
- In-game roleplaying
- Logging on for a moment just to grab your daily reward chest, then exiting
- Rapidly burning through Personal Story 1-10 to farm keys
Note that “meta” does not necessarily mean “the best move” or “instant win.” It has less to do with in-game success and more to do with the level on which you’re thinking and interacting. It’s something that happens above or around the game, rather than strictly in it.
Of course this is all subjective, and you’re free to use whatever words you want in your posts. But I cringe whenever I see someone talking about “the current meta” of whatever game mode, when what they really mean is a build that players typically find effective. What it seems to boil down to a lot of the time is just playing smartly, picking traits that harmonize with each other, and using weapons or stats that suit your play style and the content type. That is no more the “meta” of Guild Wars 2 than dressing warmly is the “meta” of winter.
You could say this thread is sort of a “meta” post of this forum. Anyway, thanks for reading. I’m sure most of you will go on as you did before — but I wanted to give my two cents, as we all get to do.
TL;DR: You keep using that word. I do not think it means what you think it means.
(edited by Fyrebrand.4859)
Open world currently is a joke. At level 80, all it is really, is an impediment for getting to dungeons and world bosses. Most players run by at maximum speed ignoring everything around them. Every monster is bypassed, most stories completely ignored. It is completely non-immersive.
This is way too true, and I agree on all points. A separate “Level 80” world map would be great, and there’s so much potential. A separate Cursed Shore anyone? I remember Trahearne telling me some lie about how Orr was going to be remade in one of those final story episodes and I remember being mad excited, and then there was no change. I think it would be amazing for maps in the world to be altered for you and other players that have completed personal stories/reached level 80. It would actually make me want to do my personal story and finally add something somewhat “end-game” for level 80s.
I find it much easier to find people to play with and reasons for them to play with me in GW2.
In GW1 almost every time I asked for someone to help me do a mission I’d get a mix of 3 responses:
1) You can do it with henchmen/heroes.
2) Sorry I’ve already done that one. But I’ll do the hard mode version with you when it’s the Zaishen mission.
3) You can do it solo, you just need to switch to a completely different profession.Whereas in GW2 there’s decent incentives even for people who have done everything once to do it again (except maybe playing through someone else’s personal story) and it’s much easier to meet people who are doing the same things you are because you can actually run into them out in the world instead of hoping to catch someone using the same outpost when they’re just about to start.
I love GW1 but this is one aspect I absolutely don’t miss.
My suggestion wasn’t for the entirety of the game. It was only for Level 80 characters for End Game content and running dungeons. Right now you are right, there is t any end game content that’s challenging for any player. The dungeons are difficult to beat because the monster’s stats are artificially raised, little attention was paid to the AI or Mission design. (This is clear to see be because how players complete dungeons, they find a corner to trap the monster in, then exploit or take advantage of flaws in the game design, such as lack of collision detection and poor monster AI to spam AOE and point damage simultaneously all at one spot until the mob dies. Had that mob been a player it would have moved immediately to avoid any location with five players all stacked up with twenty AOE rings surrounding them.)
But, every PUG is a group trying to run the dungeon As fast as possible, everything is “Exp level 80 Berserkers only”…. It really sucks the fun out of playing if your intent isn’t gold farming. 2 dedicated players with three AI henchmen. Because Anet AI is notoriously horrible, it would be a great challenge to make it through and keep your henchmen alive.
Open world currently is a joke. At level 80, all it is really, is an impediment for getting to dungeons and world bosses. Most players run by at maximum speed ignoring everything around them. Every monster is bypassed, most stories completely ignored. It is completely non-immersive.
I suggested in another thread, that lol 80 characters be placed in their own servers with “Hard Mode” Campaign missions between cities. So instead of running for five minutes past things you don’t care about, players would have to join a full party of 5 or a Raid group of 3 or more parties, and complete a campaign mission to get to the next zone.
That’s what challenging end game content should be about, not this solo crap Anet has posted hints about. If I wanted to play solo, I’d play dragon age or the Witcher. They are superior games as far as the single player experience is concerned. GW is an MMO. Make some multiplayer requirements.
I really don’t think the prevalence of damage stats is a bad thing, much less a problem. It’s just that there’s no good reason to use anything else, and doing so puts you at too great a disadvantage.
Currently toughness is the ‘good’ defensive stat; it has a measurable diminishing effect on incoming damage under most circumstances, and similarly, increasing it will have give a measurable increase to survivability in almost all cases.
Vitality is the ‘okay’ defensive stat; increasing it has a measurable effect on prolonging survival, but from a mathematical perspective, its effect is additive rather than multiplicative. It adds x seconds to the length of time you can survive a given level of incoming damage per second; while toughness could modify this number below the threshold for indefinite survival, vitality cannot.
Healing power is the worst of the defensive stats, partly because of its scaling, primarily because of its mechanic. it has no direct effect on survivability – if you are afk, healing power will not extend your survival by any length of time. While i grant this isn’t a particularly useful measure of utility for a stat (no offensive stat fares any better, after all) it does make healing power the most niche skill, in that it has no passive effect and empowers the most narrow range of skills. This is the reason for its poor scaling; buff it to the level of viability, and all content becomes trivial as healing would be enough to ignore mechanics entirely; below this threshold there’s no reason to take the stat at all, as other stats will provide more broad utility. To rework healing power to the point of functionality would require either a complete change in design philosophy so that unavoidable damage is so high that healing power is mandatory, or else buffing the stat to the extent that it is so powerful that not itemizing for it is idiocy.
The best solution is just to remove this obsolete stat entirely, and fold its effects into the other ailing attribute.
GW1 didn’t have separate servers. Coming from games like WoW, where I had to choose between different groups of friends spread out on different servers, GW1 felt wonderful and revolutionary. Lack of servers is one of the reasons I loved GW1.
When GW2 came around, and we had servers again, I felt that was a huge step back. It’s mostly fixed now with Megaserver, but WvW is left with this legacy and its associated problems.
Let’s pretend that GW2 had the “One Server” technology from GW1, right from the beginning.
YOU are the WvW Lead Designer at ANet. How would you design WvW in a “One server” game?
Would you have servers anyway? (Just for WvW)
Would you have some sort of system based on guilds? Alliances?
Would you still have 3 way battles, or something else?
Would you have fixed matchups, or dynamically generate matches as needed?
etc.
I’m interested in these ideas, to either benefit GW3, “GW2 in a distant future” or other competing upcoming MMOs. And because I’m just curious.
snip
I didn’t read everything of what you wrote – but I suspect you said the same like usual – so forgive me, please.
Thing is: What you and him call “for my satisfaction” will destroy the game for “everybody else”.
And I tried to explain it to you two but you just won’t listen.
Yeah I think ANet should label your server “Empty”. I’m sure it’ll attract lots of WvW players that way.
The population labels should be:
Full
High
Medium
A Wicked Cool Tumbleweed Ghost Town Where You Can Have Cowboy Shoot-Outs
Imagine… If superior siege didnt exist as items.
When you drop a cata, it cost 50 sups to build.
After being built, you have the option to use it or continue building upon it with an additional 50 sups.
When fully built with 50+50 sups, its a superior cata.
I just solved a WvW inventory, health and poverty problem. I should get a Nobel prize.
(edited by Dawdler.8521)
Unfortunately too many people play MMOs as single player games, OP. No idea why.
Because everyone is different, has a different definition of fun, and a game like GW2 is a great platform to provide a gaming experience that caters to all types whether they prefer solo, small group, or large group content.
I’ve never found MMOs to be brilliant at anything that a single player game can’t do better….except doing stuff with people. MMO never have the best stories, never have the best combat, never have the best customization, but that’s the price you have for being able to play with hundreds of people.
I’ve played Guild Wars since GW 1 was in beta. Over many years I have come to love the world of Tyria, and the entire world of Guildwars.
As a GW1 veteran, I can’t help but feel that a lot of what made that game so great was simply lost in GW2. There is no pressing need to form parties or be social at all. In fact outside of dungeons, I have played more or less solo throughout the whole of the game.
The feeling of triumph we had when we got our entire party to Lion’s Arch, or through the Crystal Desert is totally missing. The shared moments of triumph, or defeat that defined the world of Tyria is just not epic anymore.
However, it can be fixed. All the game mechanics are already in place. This is an excellent opportuity to bring back what was so great about GW 1, while simultaneously giving us end game content.
Create scripted missions that start at the front gate of one of the main cities and end at specific towns or waypoints. Then design those missions so it requires teamwork and cooperation, like the old shiverpeaks missions where we had to save the dwarves from invasion. Then set it for level 80 difficulty. Not pointlessly overpowered monsters as we see in the dungeons, but monsters our level. You guys were able to do it in GW1 and make challenging missions without having to artificially increase he stats of monsters.
Once the layers made their party, start a separate instance. That way level 80 characters could play without clogging up the gameworld for low level toons who are trying to level up.
There’s politics in Tyria, this’ll give you an opportunity to explore those. Scripted battles between rival guilds, or political intrigue that takes players on a multiplayer adventure together.
Most importantly, allow people to fully get rewards for playing in someone else’s campaign. Right now, story missions penalize players for playing together. There are no rewards for helping, difficulties don’t scale, and the missions are just plain boring and easy.
Right now Tyria doesn’t feel compelling. It feels like a cartoon with hostile monsters everywhere that I just run by because I don’t have time to fight them. There isn’t any motivation to experience the world. But add in a lvl 80 campaign mode for all the maps and design each as a 5 player cooperative mission, then add in the GW 1, mission completion requirement to move to the next area, and it’ll turn Tyria into something really great again.
I am in a guild that currently raids 7+ hours a day. As you can imagine, we go through a large number of superior siege blueprints in that time. Around 200 sup rams, 50 sup catapults, 50 sup ACs, and maybe a few trebs, golems and ballistas.
In order to create 1 single superior siege blueprint, you must:
Go to siege, vendor, click 2 times to buy a regular blueprint.
Go to Miyani, click 2 times to buy a Siege Master’s Guide.
Go to Mystic forge, click 2 times on regular siege blueprint, 2 times on mithril ore, 2 times on elder wood logs, 2 times on Siege master’s guide, and 1 more time to accept.
This is a total of 13 times per superior siege blueprint, not including clicking to remove items from bank and using waypoints and interacting with NPCs.
On a typical night I have clicked over 4000 times in 40 minutes to create the siege my guild needs.
This isn’t just a convenience issue, this is a health issue.
We have been asking for years for a fix to this issue. If this isn’t fixed in HoT or before, not only will I be severely disappointed that a simple fix – adding recipes to crafting stations – has not been implemented, I may even risk injury because of it.
Spirit of Faith [HOPE] – RIP
(edited by Quick Mouse.7635)
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!)!
(edited by MithranArkanere.8957)
At first I thought you wanted more hand-helding features, whatever that is, but I agree.
They should also add an option to “always deposit to bank”, it’s really annoying to keep having to click the “deposit to bank” (that’s 2 clicks btw) when you’re opening stacks of lootbags and your bags constantly fill up.
Please stop the Underleveled Exotic rewards
Very few things in this game raise my ire more than after a few weeks of drought; I finely get an Exotic drop, only to find that it is Level 76-79.
All my characters have been level 80 for a few years now and I usually go weeks without an exotic drop. So when I see that orange border around the icon in my inventory, I get giddy as a school girl. Then, I have my hopes dashed when I hover over my coveted gift from the RNG gods and see it is less than L80.
I mean sure, I check the TP and sell it, if it is worthwhile, or chop it for another RNG attempt for Dark Matter and/or Ecto. But when I finely do get an Exotic drop and it is not realistically useable (being underleveled), or worth very little on TP and then chops up to one Ori and a 3SP Sigil, needless to say, it is quite unfulfilling.
Just to put things in a bit of perspective: I have ~5000 hours logged since launch, 16k+ in APs, 170% Magic Find and yet never have I had a Pre, Ascended or Etched item drop from a Mob OR Mystic Forge. Wait… check that… I have indeed had One Etched Weapon drop in the last 3 years and you guessed it, it was level 78(unable to be converted to a Corrupted Weapon)the exhilaration was brief till I was crushed back to underleveled reality.
As you can see, Lady Luck and I are not on speaking terms in this game, so when I finely do get a potentially good drop it is very exciting and then frequently demoralizing.
P.S. The same holds tor Rare rewards but at least due to the sheer number of those I receive, at least half of those are level 80
If I had one complaint about achievements, it is only that they amount of achievement points you get for them often do not reflect the challenge involved. Some of the easiest achievements offer more AP’s than some of the most challenging, which makes things feel a bit lopsided.
Aside from that, I have no real issues with them beyond the ludicrous requirements for Hellfire and Radiant armor sets (which I think ANet could easily fix if they choose to).
I half agree with this, but as I am helping my gaming partner earn achievements that I already earn, I see it as progression too. She getting closer to the amount I already earned, since points are a total, even if some easy or kittene reward the same points, in the end, the total help count towards that next chest.
Yeah, I get that as well, but in the context of my point, I was thinking more of the motivation that goes behind trying to earn an achievement. Some achievements require a great deal of work and yet offer very little in the way of AP, so people might avoid attempting them altogether because the reward simply doesn’t reflect the effort involved.
Take wvw achievements for example. Unless you avidly play wvw every day, chances are you’re never going to go out of your way to earn some of those wvw achievements. Can you imagine how long it would take to kill 1000 000 dolyaks, just so you can get 25AP? It could take years of playing wvw before you’d get that far. On the flipside, a wvw player can come into PvE and do all the JP’s in one afternoon, and get themselves 450 achievement points. This is the kind of lopsidedness I’m referring to.