Showing Posts Upvoted By moronwmachinegun.3815:

Guild Alliances on Upcoming Patch

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Posted by: Reyo.4738

Reyo.4738

This covers everything that I fear about the mega-server system and large organized guilds doing fights like this.

I too would like to request a guild instance system, or a simple spawn system as Agent suggests for guilds that will allow us to spawn bosses at least twice a day without to much grief in obtaining said spawn item/token etc.

These fights are the main reason I have been logging on Guildwars since September. If the new system hinders organization like this, I will most likely walk too.

Its a dangerous time to disrupt communities like this with other games about to hit the market that may take away our attention.

[Suggestion] Bring back old login screen

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Posted by: Sins.4782

Sins.4782

The old login screen/launcher was beautiful, with amazing music. After ANet moved to the new launcher, you could access this login screen with the -useoldlauncher command line argument, but this option was removed in August of 2012. Please bring back this option.

Video of old login screen

Is it tomorrow yet?

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Posted by: Theundersigned.4761

Theundersigned.4761

Well?

Is it?

Randomize Finishers?

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Posted by: MasterJunior.7150

MasterJunior.7150

Hellos, I have an idea/issue. Every time I buy a new finisher another comes out shortly after that I want and get as well. lol. Now that doesnt seem like a bad thing except that I now have to choose between a bunch of awesome finishers and that can become a task. Also incentive for getting a new one when you already have a cool one and you can only use one at a time?

So my idea was maybe instead of activating a finisher you can activate multiple finishers and they would cycle/randomize through the selected few each time you spike an opponent.

This I think would lead people to buy more finishers and there’s also a little surprise each time you spike someone, you never know which it will be ^^ What do you think?

Increasing trading post tax.

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Posted by: Wanze.8410

Wanze.8410

2 years is far too long for what i would consider an above average player.

It took me less than two months of pve to earn the gold to buy Dusk and make Twilight and I know plenty of players with multiple legendaries bought via gold derived from pve.

Perhaps if your wife had take the time to learn to maximise her gold gain from pve (there are guides on this forum and all over the web as to how to do that) then she would have made several legendaries in that two year time span.

And yet again, people keep calling this your “average” player… It’s clearly not.

This topic is still about the rights and wrongs about making lots of profit on the TP.
People complained that those people can buy luxury items at a faster pace.

In this example, people who dont make lots of gold are referred to as “average”.
Fenrir just said that its possible for players to get legendaries without playing the tp.
Of course, in most cases the TP will be utilized to buy items that you cant be bothered farming, but we are not discussing the utility of it.

The argument is the the average player has control over the costs of “luxury goods”, that they dictate the market, which is false, even based on the basic data we do have. The average player is not getting precursors as drops and selling them at high prices (most likely more are selling to the lower buy order, if anything). Nor is your average player buying them up. I’m saying your average player is playing the game and is indeed being impacted by not only high end items, but all items in the economy as it inflates. That and the TP “problems” have a lot to do with it. JS says no, but provides no data as to why that’s not the case. If TP barons can take advantage of the average player who’s not well informed, partially do to the interface of the TP, partially due to other game related factors like drop rates and earning potential outside the market and minimally due to just not being saavy, there is a problem.

You can see from the gem exchange that things could be improved, simply based on the fact that more gold is being pumped into the system then cash. If 500 TP Barons toss thousands of gold at gems, it does slowly move that market out of reach for the average player that is not spending cash. Which is not only bad for ANet, it’s bad for the players. I have no data to back up that’s any substantial thing that’s happening though, but if the wealthy top 1% TP Baron is tossing off the gem exchange, there is a problem.

Mostly, your average player, doesn’t max/min their earning potential, and most likely can’t even afford the listing fee for say Dusk at the high sell price (especially if your an average player is trying to make BiS gear), there is a problem.

Inflation really isn’t a problem, so much as wealth disparity is, it seems to me.

First of all, JS provided plenty of data here and there, maybe not enough for your satisfaction but he is simply not allowed to release data at will just to prove to you that your claims are false. He stated over and over again, that the data he has at his disposal, dont support your claim. Why dont you want to believe him? What incentive would he have to lie to you?

If the gem exchange is out of reach for casual players, its a very good thing for Anet because it forces them to buy more gems will real money, its their business model.
This divides the casual player into 2 groups, those that spend money on the game and those that dont. The cash spending casuals are their main source of income, while those that dont spend money, are just important to them because they warrant a better game environment for the cash players while popultating Tyria.

I would argue that even TP Barons that throw gold into the gem exchange are good for Anet. By raising the ratio, they make buying gems with real money more attractive because they add more value to each gem purchased and they make it harder for the casuals to get gem store items without paying real money, converting casuals that dont spend money on the game into casuals that do.
This might sound unfair to you but casual or average players, that dont spend money on the game after the initial purchase are not entitled to get luxury items or gem store items via gold at the same pace as casuals that spend real money.

And BTW, the difference in listing fee for selling Dusk to the highest bidder or adding to the lowest listing is between 3-5g at the moment…

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

Increasing trading post tax.

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Posted by: Schizo.1375

Schizo.1375

The argument is the the average player has control over the costs of “luxury goods”, that they dictate the market, which is false, even based on the basic data we do have.
The average player is not getting precursors as drops and selling them at high prices (most likely more are selling to the lower buy order, if anything).

Then where are precursors coming from? Just because you did not get one yet doesn’t mean other’s haven’t been lucky or put more dedication towards getting one.

Nor is your average player buying them up. I’m saying your average player is playing the game and is indeed being impacted by not only high end items, but all items in the economy as it inflates. That and the TP “problems” have a lot to do with it. JS says no, but provides no data as to why that’s not the case. If TP barons can take advantage of the average player who’s not well informed, partially do to the interface of the TP, partially due to other game related factors like drop rates and earning potential outside the market and minimally due to just not being saavy, there is a problem.

There is too much supply being thrown onto the market at any given time for 1% of the playerbase to possibly affect the prices. This is has been shown, with data, with high end luxury items. Given that this is true there is no way the wealthiest players could possibly raise prices of crafting materials or markets where there is vastly more velocity.

And no one is being taken advantage of. When selling on the marketplace the player is clearly presented with all options. Sell at a lower price for instant gratification, or list it for a higher price and wait a bit and possibly be undercut. Same for buying. These people are presented with their options and making a conscious choice.

You can see from the gem exchange that things could be improved, simply based on the fact that more gold is being pumped into the system then cash. If 500 TP Barons toss thousands of gold at gems, it does slowly move that market out of reach for the average player that is not spending cash. Which is not only bad for ANet, it’s bad for the players. I have no data to back up that’s any substantial thing that’s happening though, but if the wealthy top 1% TP Baron is tossing off the gem exchange, there is a problem.

I recommend taking a look at tolunart’s post. Its a good read and I learned a few things.

Mostly, your average player, doesn’t max/min their earning potential, and most likely can’t even afford the listing fee for say Dusk at the high sell price (especially if your an average player is trying to make BiS gear), there is a problem.

Then how are there so many Dusks? Either people are buying them or getting lucky on a drop. And if you want BiS then buy exotics. Ascended an legendaries aren’t necessary since build and skill are more determinant factors then the tiny stat increase. These are just long terms goals to keep people playing.

Inflation really isn’t a problem, so much as wealth disparity is, it seems to me.

No line of logic that wealth disparity hurts your game play.

(edited by Schizo.1375)

Increasing trading post tax.

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Posted by: Wanze.8410

Wanze.8410

2 years is far too long for what i would consider an above average player.

It took me less than two months of pve to earn the gold to buy Dusk and make Twilight and I know plenty of players with multiple legendaries bought via gold derived from pve.

Perhaps if your wife had take the time to learn to maximise her gold gain from pve (there are guides on this forum and all over the web as to how to do that) then she would have made several legendaries in that two year time span.

And yet again, people keep calling this your “average” player… It’s clearly not.

This topic is still about the rights and wrongs about making lots of profit on the TP.
People complained that those people can buy luxury items at a faster pace.

In this example, people who dont make lots of gold are referred to as “average”.
Fenrir just said that its possible for players to get legendaries without playing the tp.
Of course, in most cases the TP will be utilized to buy items that you cant be bothered farming, but we are not discussing the utility of it.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

Increasing trading post tax.

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Posted by: Aidan Savage.2078

Aidan Savage.2078

Alright, I’m going to do a short breakdown of numbers for people. First off, I’ve recently completed an ascended heavy armor set. Unlike the real hardcore farmers who can gather all of the materials insanely fast, and are patient enough for time-gated materials, I chose to buy materials.

Now, I didnt buy all of the raw materials needed, but that’s going to be used for this breakdown as I dont know my purchase history and dont care to sort through transaction history. Total cost of the materials was 370 gold. Let’s add another 30 gold to compensate for the fact that I’d bought finished materials (and insignias). 400g for an armor set. Let’s through another 30g for the ascended staff. 430g for full ascended set.

I also bought the deluxe upgrade with gold, so that’s another 100 gold. And a Commander tag, again 100 gold.

Total gold spent on a few substantial purchases? 630g. And I bought all of these in the span of the last month. I also have another 100g in my inventory right now. A couple more days of farming Orr and teq with my guild, and I’d be sitting on (even if some of it has been spent already) a pile of a thousand gold. In a month. All of it from the trade post. Yes, I’ve listed activities that are not a part of the trade post, but what is the easiest way to measure the value of that time spent? Yep, what your average haul is worth on the trade post.

I could have merely bought a legendary if I had done this for another month instead of crafting ascended armor. So I’m not sure there even IS a disparity of wealth problem. I made that money playing the game to earn my “supply” and then fished for gold on the TP with them. Sometimes I’d use sell orders to make more money if there was enough of a difference between them and buy orders, otherwise I’d use the buy orders for quick money if it’s a meager difference.

Increasing trading post tax.

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Posted by: Wanze.8410

Wanze.8410

Just woke up so plz bear with me…

That’s a very valid and complicated issue. As how are we to tell how many hours are spent playing the tp vs playing core content? It all gets rather complicated even though it may seem simple. For example how many hour have I spent? Idk..I usually place orders and put listings up while I play.

How do we distinguish playing the tp as a means from using it as a compliment to core play?

Without knowing what extent their metrics are capable of, I can’t give to solid answer.

As you were one of the people asking for a new wealth disparity sheet:

How would you determine wealth distribution?
How is all the stuff stored in guild banks being alotted?
How are currencies other than gold considered?
At what stage do oyu consider an account inactive and leave it out of the equation?

Keep in mind that the last wealth disparity graph we have seen was illustrating data from beta weekend, which included way less accounts and a way shorter timeframe.
Active accounts now could range from 20 months with over 7000 hours logged to 1 day old and 1 hour logged.

The reason we havent seen another wealth disparity graph isnt because Anet wants to cover up wealth disparity, its because the task to do it is very complicated now.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

Increasing trading post tax.

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Posted by: Essence Snow.3194

Essence Snow.3194

Just woke up so plz bear with me…

That’s a very valid and complicated issue. As how are we to tell how many hours are spent playing the tp vs playing core content? It all gets rather complicated even though it may seem simple. For example how many hour have I spent? Idk..I usually place orders and put listings up while I play.

How do we distinguish playing the tp as a means from using it as a compliment to core play?

Without knowing what extent their metrics are capable of, I can’t give a solid answer.

Serenity now~Insanity later

(edited by Essence Snow.3194)

Increasing trading post tax.

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Posted by: Fenrir.3609

Fenrir.3609

You keep demanding “evidence” of nothing anybody is trying to prove. What do you hope to accomplish by repeating “there’s no evidence!” over and over? You could as well keep shouting “There’s no tacos!” for all the good it accomplishes.

Please tell me you are joking.

When you claim that a system needs changing because of x, y, z, then the onus is on you to present evidence which points to that being the case.

At this point in time, not only does the anti TP crowd have no evidence, they don’t even seem to know what evidence they need or what they would do with it if they had it.

A good approach would be:

“Hey guys, I have a theory about an issue with the TP and the economy in general. Whilst I have tried to collate evidence in the game myself to back this up (goes on to explain exactly how they had gone about doing this), I need some specific information to see if I am indeed correct. Could you and/or JS give me x, y and z data? I will then use this data in (explains exactly how) such a way as to verify if my case is true or not. Thanks!”

The way we see the anti TP case presented in this thread:

“The disparity is to large and the systems need changing. I have no proof of it but there you go. I am now going to spam the exact same argument over and over again as though it is gospel”.

(edited by Fenrir.3609)

Increasing trading post tax.

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Posted by: Wanze.8410

Wanze.8410

Sixteen pages and still no evidence.

I mean the people bemoaning the disparity don’t even seem to know how much you can earn via pve, let alone from the TP…

I’m sorry but stating “disparity is making the game unfair!” is not a credible argument, regardless as to how many times you keep on repeating it. By page fifty we won’t all of a sudden turn around and say "wow actually “muh disparity” is a really good argument, let’s nerf the TP guys!".

Outline the evidence (oh wait you have none), present exactly what stats you expect from JS and exactly how you would use them to present a case. Then perhaps the debate can move on.

Exactly.

People didnt even bother on defining wealth yet but say there is a disparity.

For all that has been stated here, i would assume wealth is defined by the gold you have and if you have a Sunrise or not.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

Increasing trading post tax.

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Posted by: Wanze.8410

Wanze.8410

It was explained to you multiple times by the Anet Economist and other people that rich people dont influence market prices.

Yeah, and I’ve explained at least twice as many times that I am really not concerned about that, I’m concerned with the wealth disparity as a effort/reward outlier that disrupts the reasonable expectations of players for a fair gaming experience.

Then why do you outright refuse to address Johns task to prove your point in a format he proposed?

Feel free to make assumptions as you go, fork the ideas as if drawing a decision tree. This is how I would recommend beginning the analysis with or without data.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

When can we get real features?

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Posted by: Dusty Moon.4382

Dusty Moon.4382

They tried something new. People weren’t happy but they needed to finish the LS up or the same people would have complained that the content wasn’t finished.

I think most people who play GW2 are just willing to wait. it is the whiners, who are a minority and the most vocal that would complain no matter what A.Net did.

Thank You Arena Net

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Posted by: ozmaniandevil.6805

ozmaniandevil.6805

I want to add my thanks too. Sometimes I know I talk a bit down because I’m at a loss for something to do or I feel the RNG hates me (we’ve all been there except for a select few lucky peeps), but I always find another area that keeps me interested and excited. With almost 2,000 hours in, I still love this game. Things like April fools bobble head stuff is what sets this game apart! The graphics are so amazing, the playstyle is fun. I can’t wait for the new QoL updates.

Isle of Janthir – Knights of the Rose (KoR)

Thank You Arena Net

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Posted by: Adimar.4580

Adimar.4580

There’s quite a bit of hate going around the community towards this game from what I can tell. I just wanted to take a small moment of time to thank Arena Net for making this game. For a lot of people, myself included it’s more than a game. It isn’t perfect and I don’t expect it to be. Keep up the updates

To the creators of GW2, i thank you.

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Posted by: Sages.3496

Sages.3496

Everyone who is hating on guild wars 2 should know that as of the moment, GW2 is the highest quality free mmo out there. i mean sure you pay $60 but that carries out to months upon months of endless fun and epic gameplay. for all those P2P lovers, i say this. You can have your kittenty WoW, i will be rocking 8 classes in gw2 all level 80.

It's Unrealistic

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Posted by: Beorn Saxon.4762

Beorn Saxon.4762

To think that any update, much less an april fools day one, would satisfy 100% of the community. In fact, if that did happen, I would question the sanity of our community

I personally have enjoyed the sillyness and look forward to this day every year. But I realize it’s not for everyone, and those players have valid opinions. So I’d like to remind everyone to keep things in perspective. For those of you that haven’t enjoyed it, I’m sorry, this patch just wasn’t for you. For those of us that have enjoyed it, don’t beat others up for not having your same taste in humor!

~ You stay classy San Diego!

Tarnished Coast
Critical Impact [Crit]

April Fools: Bobble Heads

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Posted by: Angelica Dream.7103

Angelica Dream.7103

Great April fools joke! Loved it ( and I have seen them all)

At this time I would like to say we all like to complain, but in the end love the game. I know many of the April Fools jokes are done on personal time out of love for the game.

So any one else want to thank the develops for a great joke just join in……

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

A list of everything about the game that can be improved is useful. But I don’t believe everything listed is “needed” though some would be nice. Moving stuff directly from a guild bank to the bank for example would be nice…but I’m not sure I need that feature. I actually prefer some of the features that are coming up in the patch. Better PvP rewards, for example, will make it so that I actually PvP, because I hate spending time in PvP, as it felt wasted. That’s a game changer for me.

Some things are needed to you (as a PvP player). Some thing are needed to other players. So to an extent, all these things are needed to different kinds of players. You may see a new reward system as a game changer, while I see daily QoL as my game changer which makes me feel that developers care and thus support them with real money. My latest purchase, however, was a gold-to-gem conversion due to specific news regarding the patch.

A large portion of these suggestions would be greatly welcome in the game. Implementing all of them would probably take a couple of years with the devs doing nothing but that.

I’m a developer in my own field and I see many if not most of these features as “things which should’ve been there from the start” and “things which require tiny amount of time but are not as PRable so they have ultimately low priority”.

According to the Pareto principle, 80% of the effects come from 20% of time invested, and vice versa. I see the wardrobe as a 80% time consumer with 20% effect, but highly PRable to hype-prone buyers. Will I need the wardrobe once I’m done with my look? Not really, at max I’ll have several free slots in bank previously occupied by skins (in exchange for charges though). At the same time, I see most of the changes in the list take 20% of time but give 80% of effect to every day every hour every minute play. Is it as hypable as “no repair costs”? Nope…

The “couple of years” to add “use all” on stacks of luck? To add an “adjust particle effect intensity” slider? To untick “soulbound” on dungeon runes similar to sigils? To let mystic forge eat exotic sigils similar to exotic weapons? To add a “cast AoE at max distance”? To add a pinable bag? To add a tick “always skip cutscenes”? To add a collapse icon to UI elements and allow them to be dragged? Oh, come on…

Option for auto deposit upon loot only.

Hm… Could you make it more clear please?

126: Option to use “preferred” reviving:

1. Downed players
2. Dead players
3. Npcs

:)

Nice, will add later. Doesn’t it work like it now?

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Figgy.3856

Figgy.3856

126: Option to use “preferred” reviving:

1. Downed players
2. Dead players
3. Npcs

:)

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

152. “Bags shown (slim mode)” in inventory which shows bags as a table but keeps their names in slot-sized placeholders (will help to save space by eliminating half-empty rows in “Bags shown” mode). May be a replacement of feature 29.

153. Option to display world map at 90% opacity (useful for many cases when you get attacked by a random mob who walked/spawned next to you, and you have to close the map, kill the mob and then search for the waypoint again).

154. Warning when buying a 2nd identical accessory/ring on a character who has the same unique trinket equipped, so that the player sees he will not be able to use it (case reported too often in the game and forums). Additionally: an in-game explanation of what “unique” is. Alternatively: removal of “unique” mechanic.

155. “Type in item name” confirmation box on deletion/salvaging/mysticforging/vendoring of all precursors and expensive named exotics.

156. “Unsalvageable” in description of karma/vendor gear.

157. Option to turn off contour highlighting and target ring highlighting in no-UI mode (ruins screenshots if a mob/NPC is in the center of the screen and gets highlighted, and makes it difficult to make screenshots with a mini as it often relocates and receives an outline).

158. On death on any WvW map, the map view is brought up with no way to exit it other than to return to a spawn point (to counter corpse spying).

159. Adding a right-click function to inventory items/item links to search for it on Wiki (similar to /wiki chat command).

160. Mining/harvesting always as a single long channel depending on the amount of digs/chops available (custom animations may need to be tweaked though).

161. A /world or /server chat channel to let WvW people from a single world communicate in mixed-world PvE maps without sharing information with opponents (also useful for guild advertising).

162. Ability to use the same weapon as mainhand in the 1st weapon set and as offhand in the 2nd weapon set.

163. “Close all” function for event reward medal alerts (probably as right-click to dismiss all).

164. Option to block whispers and mail from anyone except your friends, guild members and current party (addresses gold selling spam and harassing).

165. Automatically remove messages of blocked users from chat (same).

166. Automatically add luck when salvaging, or consume on “deposit collectible” (may be an option, however I do not think that first levels’ artificer refinement is worth all the clicking for all other players).

167. Free waypointing to the home city of your race (adds some lore spice, helps redistribute players, encourages “racial” communities especially if cities are removed from the megaserver system).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

123. Fixes to “stuck in place, use /dance to unstuck”.

124. Fixes to dungeon exploits.

125. Fixes to mob AI.

Other features suggested in this thread:

126. New default order for reviving interaction: downed players first; then dead players; then dead NPCs.

127. Option to auto-deposit collectibles on looting (coding may be simplified by tying this action to on opening inventory instead).

128. Option to always display 2nd weapon set on character (not likely as it is hard to make it look not cluttered and heavily clipping; may be mitigated by displaying the 2nd set only when 1st set is unsheathed (character in “combat stance”), or displaying only for 2-hander+two-1-handers combo).

129. Make all, current and future, cutscenes skippable through the usual “Skip” button (say hello to Scarlet stomp achievement).

130. Stacking partially used salvage kits up to 25 (not 250 as the Mystic Salvage Kit requires a Mystic Forge Stone from gemstore).

131. Option to automatically take all purchases on speaking to a BLTC merchant/on purchasing items while speaking to a BLTC merchant (the behaviour contradicts usual merchant behaviour and makes it possible to forget items while purchasing “directly”).

132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

135. Undockable chat panels to have different relocatable chat panels with chosen info.

136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

137. Being able to view collections (“read-only mode”) from inventory. Makes sense as we’re already able to magically deposit items, so simply accessing a “piece of paper where the character wrote down how much of everything he has” looks plausible and makes gathering or buying necessary materials easier.

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

140. Ability for Commanders to assign Generals (may be a buyable ability).

141. Official version of “Combat Mode” – a crosshair which targets anything under it and makes AoEs cast at where crosshair points, plus various rebinds. Thread on reddit, video demo.

142. Fix to “no reward chest if disconnected during but before event end” issue.

143. Ability to hide engineer backpacks (if not for PvP and WvW, then at least for PvE).

144. Option to turn off completely and to relocate target’s damage indicators (like to center of the screen or to target’s info bar); several reasons behind it: too hard to read in particle spam; too hard to read when overlayed several times over itself (e.g. Shatterer hit by mortar); can’t be read on mobs with a high/distant target point as gets rendered out of screen (e.g. Shadow Behe and other world bosses).

145. Damage indicators which are out of screen can be shifted to the respective side of the screen to be always visible.

146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

147. Bring focus onto TP window when clicking “buy more on TP” from inventory/bank/collection/crafting window.

148. Different icons for dead and downed players and NPCs; preferably identically to the way minimap shows them – skull/downed icon (too many times in mass events you can’t see whether you’ll be ressing dead or downed until you start, and it’s too easy to start ressing dead when you actually had a downed player who is always a higher priority).

149. More vivid blue color for downed player icon (often difficult to tell NPCs and players apart when post-processing is set to high and it significantly alters screen colors).

150. Option to rebind right button camera mode to another button (with toggleable/holdable option, as in feature 25).

151. “Compact” function for Bank and Guild Bank (with proper permissions) similar to inventory.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

74. Crafting an item automatically crafts appropriate amount of sub-component (e.g. refines ore).

75. Queues in crafting.

76. “Favourites” list in crafting.

77. Ticked crafting tiers are preserved upon game restarts and are independent for different crafting disciplines.

78. Having minis and halo/horn-like items persist through zones.

79. Having boosters and BLTC consumables put into wallet/finisher-like system.

80. Exchanging skill points and karma for Tomes of Knowledge.

81. Ability to salvage ascended gear (especially rings).

82. New ways to spend fractal relics and ascended materials.

83. Ability to exchange different types of ascended materials through Mystic Forge at a discounting rate.

84. Ability to put exotic sigils/runes and ascended gear (especially rings) into Mystic Forge.

85. Mystic Forge should be treating stack of items as multiple items (e.g. lets drag 4 sigils of air without unstacking them); or automatically refresh listing when stacks are split in inventory.

86. Discovering (“unlocking”) Mystic Forge recipes on first use for recipes with constant output or constant type output (material promotion, forging weapons and infusions).

87. Ability to mail dungeon potions to party members without being blocked.

88. Unsoulbound dungeon runes (makes no sense as you can run dungeon on char A, then buy gear with char B, salvage and get another set of soulbound unstackable runes).

89. Account-bound story mode for dungeons.

90. New titles (e.g. for jumping puzzles, for legendary collector).

91. Trackable “Dungeon paths/world bosses/fractal tiers already run today”.

92. Trackable dungeon paths in Dungeon Master achievement.

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

95. Option to hide/show/make semi-transparent self commander tag.

96. Account-bound (or at least transferable) commander tags.

97. Option to make commander tag visible only to its guild.

98. Option to change commander tag colors (“Go to red commander for main zerg, yellow for north turret defence, green for south turret defence!”).

99. Player-side option to disable displaying of commander tags on minimap and/or game.

100. Option to always show self name-guild-title.

101. Option to always/toggle show object names.

102. Option to toggle ally/enemy/etc. visibility on keypress instead of show-while-pressed.

103. Option to disable “Screenshot saved in C:/Users/SugarPinkPony…” messages in chat window unless folder is full.

104. Auto-create new screenshot folder when previous is full.

105. Option to mute skill phrases (“For grape justice!”, “I could outrun a centaur!”, necro minion phrases etc.), with option to choose between self/others, triggered powers/received conditions separately.

106. Audio notification for WvW queue (with an option to override “Mute GW2 in background”).

107. A “natural” way to input item chat links instead of whispering to self.

108. Ability to read multiple guild channels (possibly without being able to say anything).

109. Ability to keep party chat log on party disband (useful in case of kick abuse).

110. Logging party member names in chat on joining party though LFG (useful in case of kick abuse).

111. Option to always skip cutscenes (or “auto-skip unless path never run”).

112. Option to disable green arrow Personal Story helpers (possibly once at least a single character hits 80).

113. Improved personal reward system to deal with AFK leeching, counter-productive zerging in large LS events. Will probably be addressed in “Facilitating Friendly Play” blogs.

114. Choosable overflows. Same.

115. Home-server players get priority over guests. Same.

116. “Kicked on dungeon opener leave” problem solved. Same.

117. “Merge parties” problem solved. Same.

118. Fixes to pathing and shadowstep issues (Blink not blinking, Illusionary Leap not leaping and so on).

119. Fixes to skill/trait bugs – being worked on though not advertised.

120. Alterations to skills which are cast at a distance with no target to be cast on self instead (mesmer’s Feedback, ele’s Drake’s Tooth); or an option for it.

121. Fixes to “stuck in combat for no apparent reason”.

122. Fixes to “stuck inside a wall after blink/retreat/destroyed graveling burrow”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Share your Mix 'n' Match TOWN CLOTHES!

in Guild Wars 2 Discussion

Posted by: Hamfast.8719

Hamfast.8719

We are apparently about to lose our ability to mix and match town clothes. Let’s show ANet how much we will miss this by showing what creative ideas we’ve come up with and enjoyed for our “down-time” clothing.

It is possible that some of these WILL be able to be replicated under the new system. Most will probably be gone forever. Even if our pleas against this change fall upon deaf ears, then this thread may serve as a fond scrapbook memory of the good old days gone by.

Allow me to begin with poor Bubbles Powderpuff. She will likely be forced to quit her waitressing job at Two-Ters restaurant if she can no longer adhere to the dress code.

Shirt: Dragon Emblem T-Shirt (Becoming a tonic? Noooooo!)
Pants: Khaki Cargo Shorts
Boots: Starter Town Clothing

Attachments:

Build a man a fire, and he’ll be warm all day.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist

Hugh Norfolk - Look Into My Eyes

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

When you passed out, your face hit the keyboard. While you slept your warrior won 5 consecutive tPvP tournaments.

Hugh Norfolk - Look Into My Eyes

in PvP

Posted by: Void.4239

Void.4239

I wonder how many folks where thinking the same thing , when Hugh said he’s main was a warrior en then talked about shaving.
Look at grouch , he mains engy , and thats how you shave ….

All in favor of banning warrior from Hugh’s character list ?

+1

(edited by Void.4239)

Hugh Norfolk - Look Into My Eyes

in PvP

Posted by: Buttercup.5871

Buttercup.5871

6, 5…

Hugh, you will wake up as a ranger instead

4, 3, 2, 1, 0.