Showing Posts Upvoted By nesh.7234:

Partial hand disability...

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

I wanted to add a small note. I play Ranger and I love the profession! The combination of ranged and tank attack is great. I have a pet and I dual-bow, and while that’s not considered the best or most powerful option (yes, DPS experts, I know, I know ) I do love it! The Ranger — maybe with one bow, maybe with two — coupled with a pet, seems like a good option for you so I’m glad you’re checking it out.

There are a lot of options and customizations for playing a Ranger, but there’s one setting that might help you a lot: auto-attack. You set auto-attack by mousing over the skill and then clicking CTRL and Mouse Button 2. (That’s the one on the right for me, depends on the mouse). You can try it out and if it’s not for you, disable with the same process. I only have a few of my skills on Auto-Attack, but it could be quite useful, and you might want to play with that option for your attacks.

All the best — I hope you have a blast in the game! And our forum members, as you can see, are a helpful lot, so don’t hesitate to ask more questions if they arise.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

A couple of Combat Suggestions

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Posted by: Paulytnz.7619

Paulytnz.7619

Disclaimer: This thread does not touch on the Action Camera and I do not use it for the most part so please take that into account before offering feedback/suggestions for fixing my current issues by telling me to use the Action Camera. With that out of the way lets continue.

So I have been changing my game up some to try and better myself for PvP. There are a few options in the settings which can help a great deal here. Such as:

Ground Targeting to Instant

Basically this will instantly shoot off your Target skills wherever your cursor is at. No need to aim the skill aoe field or click the skill twice. This can be VERY helpful when combined with the next.

Snap Ground Targeting to current Target

This one will fire your targeting skills straight on to your target, excellent in a lot of cases and for a lot of skills. Like I said above, this combined with the above makes an awesome combo and the QOL goes right up.

So now we come to the reason I am posting this. Although these 2 options can help the game in a great deal, I think there is room for improvement and so I have an idea. I think this idea will help a great deal especially when you are in the heat of battle and every decision and action you take should work as you intend and not having to workaround the current annoyances of the current system. So with that out of the way, back to those two Settings Options and their current annoyances and my idea for a fix.

The Issues

One of the biggest problems here is that you may not want to cast the skill at the location of your cursor or even at your target if you have the Snap Ground Targeting to current option turned on as well. How it works at the moment is any Target skill you use will be used against your target if in range, if not in range it will be fired at your cursor and in some cases depending on the skill on you.

You can see the basic problems here, you don’t ALWAYS want to use skills on your target such as heal or cleanse skills. The only way around it is to drop your target and aim your cursor. Not exactly what you want to do in the heat of battle now is it? Before I move on to my fix for this there is another small issue here. That is there is no in range indicator below Target skills like there is for non Target skills. This needs to be addressed and added. So that I guess is my first suggestion.

The Fixs

1 – Add an In Range indicator on Targeting Skills.

2 – Now my fix for the other issue should fix all my issues with these 2 settings options I think, well I hope lol. So the idea is:

For weapon, utility and F skills we NEED a right click option for them ALL individually with options of where they will be used.

Example you right click on a skill and will have a few check box options as to where this skill will fire (everytime you use it). The options could be:

1 – Fire at my target.
2 – Fire at my cursor location.
3 – Use on myself.

I will now give some examples how this would help me (and I hope a lot of other people). My example will be for Engi since it is my main and class I am most familiar with. Add to that, that Engi’s have a lot of skills that cover a lot of roles this will just add to that as being a good example.

Example:

Lets say I have Ground Targeting set to Instant as well as Snap Ground to Target on. Now lets say that I have equipped in my utility bar, Rocket Boots, Flamethrower and Elixir Gun and Mortar for Elite.

For my Flamethrower I could choose which is more important for the fire wall skill, either my target for some extra damage and a way to make them move. Or I could set to my cursor so I could pin point an area. Lastly I could choose myself if I want to cast it on myself so I could then shoot skill 2 which would give me a Combo for might (Fire Field with Blast). Just here in this simple example you can see how I would have options and can choose which is best for me.

Elixir Gun

I could choose to fire skill 5 to hit myself for the heal and cond remove or at cursor location to drop a water field or to heal and remove cond in an aoe area.

Mortar Kit

Now this is a biggy, I would want skills 1-4 to either hit my target or where the cursor is at. Personally I would want the cursor if I think I need to lead my target or just the target if I am just too lazy lol. For skill 5 again this would be like elixir gun.

As you can see, with the current system I can’t mix and match any of this. I have to either choose to have the Target set to manual to be able to choose where to fire by leaving this option unchecked. I could turn on Fire at Target but then my heal Target skills are not going where they need to unless I drop target. Finally I can’t target myself unless again I drop target. Add to this mess you can’t see the range of the Target skills so in some cases if you are out of range you WASTE the skill by firing at your cursor location and then have to wait for the cooldown.

I hope all of that makes sense lol. Please add your support if you too face these issues or add any other ideas that you think that could also work or be better than my ideas here.

Cheers.

Since when did this business of being a hero become being a business?

[Satire] My New Game: Outside

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

I’m leaving Guild Wars 2 as I found a brand new game. It’s called Outside. Even though this is a Guild Wars 2 forum I’m sure everyone really wants to know about the details of my life.

So Outside. My first day.

ITS BRIGHT. LIKE REALLY REALLY BRIGHT!
(Note to self: first forum post, if I can find the forum >.> is to ask for the graphics to be turned down. That bright light in the sky is to much.)

The game is free to play, but OMG the Devs ding you with charges on everything. And there no waypoints. Right now I’m still on foot. I’m hoping for one of the mounts called a car, but the prices are outrageous.

One thing I’ve found is that there’s PvP in this game and if you gank someone you can loot their personal inventory. However all the PvEers get really upset when you gank There’s a guild (name of guild: The Police [GUNS]) that makes it their business to stop ganking and since they are max level with game store bought weapons, they’re a bit too strong for me to tackle. I’ll wait till later. Maybe I can find another guild that pvps against them.

(A few hours pass)

Ok, I’ve found out that the endgame involves the permadeath of your char. You get moved to another server and all your gold and inventory is taken from you. There seems to be a lot of different servers. From what I can tell, you join a guild in this game and after you finish playing the game and are ready for the endgame, you move to that server. They all have guild houses called “churches” or “temples” depending on the guild.

Note: I’ve found out the Devs hold a real grudge in this game. Tick them off and you get sent at endgame to a server called Hell where the drops are awful and RNG is always against you.

(More time passes)

Still on foot. This is ridiculous. I need gold for my car mount. I tried killing mobs but nothing drops from them. All sources of gold seems to be PvP related. I’m still to low level with only crappy noob weapons to do much. I guess I could try ganking someone to get their inventory loot…. This game badly needs a NPE to explain it and give rewards for leveling.

Hmmm. The Devs must have read my post about the bright graphics. They’ve removed that bright light and put in a much dimmer one. I’m not in favor. I can barely see anything. I’m walking around in the dark here. I supposed to pay for lights now with the nonexistent gold I’ve made? This is KITTENKITTEN!

Well, I’m logging out for a while. I might try it again later but for a f2p game, they have to many gamestore costs and I’m suspicious about the endgame.

Be careful what you ask for
ANet may give it to you.

The 3 "Damage Types"

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Posted by: Asumita.2174

Asumita.2174

Just separate the two modes. Balancing the two is a wild goose chase, wasting time and resources imo.

GW2 playerbase

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Posted by: Qugi.2653

Qugi.2653

2,482,863

;)

(IMO) Please don't do another expansion

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

In my opinion, LS Season 2 was not very good. A few hours of some instances, never to be visited again. Finished on the first day of every release.

I much preferred Season 1. So, who should the Devs listen to?

Mastery points, ugh [Merged]

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Posted by: Wasted.9675

Wasted.9675

Is it just me or is the mastery system terrible design? Whatever happened to the old philosophy of “play the way you want to play”? Now in order to increase that stupid little number beside your name or make use of gaining experience you have to do tedious little tasks that you normally wouldn’t do by way of achievements. For me, i hate doing jumping puzzles, they frustrate me and i’m plain not good at them, but Anet deems fit to force me to do these annoying little things to progress. If i don’t want to, then tough, i’m stuck with a little gray exp bar that wont move until i do.

I like where they are going with making experience useful (To an extent) but it was just so poorly implemented. Instead, why not give those points for every achievement and make excess points turn into something useful, spirit shards perhaps? Or even make it so you gain one just for filling the exp bar?

As it stands i have no reason to gain exp anymore and no desire to pursue those annoying little achievements

Please Devs, Fix this! This one little system has diminished my will to play almost completely. I’m sure i’m not alone in this either.

Sorry for the rant, just needed to get it off my chest..

Fire Elemental need to be HARDER

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Posted by: vesica tempestas.1563

vesica tempestas.1563

^^ yup scale elemental up again to give us this, much more interesting fight back then.


“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize

How observant are you of looks?

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Posted by: nottsgman.8206

nottsgman.8206

I stopped looking at other’s creativity when wings on everyone became a thing.

70 ‘mains’ and waiting for more slots
| 61 Asura | 5 Charr | 2 Norn | 1 Human | 1 Sylvari |

Discussing Mystic Coins

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Posted by: EphemeralWallaby.7643

EphemeralWallaby.7643

Assuming your math is correct, I think 9 months is more than reasonable for obtaining a legendary.

…this is coming from someone who’s been playing on and off for 3 years, has never gotten a legendary, and will have his first ascended piece outside of laurel purchases in the next couple of weeks….

…when I see people stating they have 3+ legendaries (compared to my 0… I haven’t been actively trying to get one, tbh), I can’t help but wonder if they’re a bit too easy to obtain… they certainly aren’t living up to the name “legendary” when everywhere I go I see someone with sunrise/twilight/eternity.

~EW

(edited by EphemeralWallaby.7643)

LW Season 3 what i would like to see.

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Posted by: Teennine.3901

Teennine.3901

The huge open world events from Season 1 were amazing, I loved them so much and I think they’re really what made me fall in love with this game. (I would love to see a better video recap of Season 1 at least in the story journal also!)

I can understand why they moved to small story instances in Season 2, it makes it so they can be replayed and they can have the chapters available in the gem store later for those who missed them… obviously they can’t bring back the big open world parts from Season 1 like that, it wouldn’t work out.

I would love to see a mix of both of those in Season 3. Give us the story instances like in Season 2, but on occasion throw in some big world event like Season 1 had that’s a lot of fun for everyone. Asking for that is… well asking for a lot, I get it, but I would love to see that if it was ever possible.

LW Season 3 what i would like to see.

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Posted by: Sages.3496

Sages.3496

Hey all, Sages here.
Looking back on Living World Season 1 where scarlet attacked lions arch, i remember the huge battles we had against the Molten Alliance, Aetherblades, and the Toxic Alliance. The impact it had on the world was seen throughout Tyria not just in Lions Arch, after the fight with Scarlets minions and the death of Scarlet herself. Lions Arch was left in ruin.

I would like to see Living World Season 3 return to the idea that events actually impact Tyria instead of this map meta thing we see going on in the HoT maps where you do the event and it resets, I am asking for permanent change. Change that makes the players actually feel like their efforts made a difference weather it be in a good or bad way.

If we failed to defend some thing, make it known. Make the consequences obvious, for example. The large scale destruction of Lions Arch and the awakening of a new elder dragon.

If we succeed, make that known as well. If we stand up against a enemy that threatens all of Tyria and we beat them, force them to retreat and perhaps even have some of them defect to our side. but do so with caution as it could be a way to set up even more future events.

These are the types of things i would like to see happen again in GW2, things that made the game unique when they did happen. As it made the world actually feel like things were effecting it when they did happen.

Hope You all leave positive suggestions and even positive criticism for my suggestion.
Thanks,
Sages.3496

precursor collection is a ripoff

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Posted by: cesmode.4257

cesmode.4257

So if I am understanding this correctly…
Community has waited years for arenanet’s post-poned and pushed aside “fix” to the legendary “problem” and the long awaited solution is still either grind for mats your self or buy off TP? Not about the adventure, not about skill, not about exploration…just find the best spot to farm mats, which they have a great track record of nerfing to the ground.

Is that what I am reading here?

The community waited years for this?

Karma is as abundant as air, and as useless as the Kardashians.

precursor collection is a ripoff

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Posted by: Superfrick.1536

Superfrick.1536

After spending 3 years trying to gather the materials and precursor (and failing) I expected that the new precursor was going to be:

1) Entirely based on progress, no Trading Post at all.
2) Account Bound, no Trading Post at all.

I really wish the developers were more transparent about these things, because frankly I would not have bought HoT at the $100 level. (I used those gems for gold to finish my gift of fortune).

precursor collection is a ripoff

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Posted by: AWACS.6537

AWACS.6537

My issue is not the price, but how it doesn’t really feel like a ‘Legendary Journey’.

No.

Cheesy GW2 jokes here!

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Posted by: Noir.3204

Noir.3204

Anet Announcement made October 5th 2015 following amazing responses and reviews of their final Beta Weekend event before launch, “Due to Trahearne’s popularity throughout our Guild Wars 2 community, We are proud to announce that Justin Bieber will be voicing this character in our upcoming expansion!”

A Trial in Atlantis

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Posted by: Eirdyne.9843

Eirdyne.9843

Hi,

A long time ago, 2001, there was this game made called Dark Age of Camelot.

In this game there were 50 levels for all time. Players were the primary source of ones armor, which was crafted by way of Legendary Crafters (a status made by crafting for very long periods of time at huge expenses). A feat not for the faint of heart, but rewarding and sometimes quite a relaxing affair There were many kinds of crafters from Dye Crafters, to Armor Crafters, to Spell Crafting. This last, Spell Crafting, could be quite comical as it involved a particularly unique risk… death. Trying to get that extra 5% bonus into your stats wasn’t just achieved… you could fail. The armor might explode, the crafter did explode, and the only way to do this was to be that Legendary Crafter.

Armor in this game had fixed stats, just like Guild Wars 2. There was a hard cap on just how much you were ever going to be epic and it could degrade. It was around 5 to 15 gold to repair a high level piece of armor or weapon. No matter how much you liked it, one day a level 12 water beetle would sneeze, your tailor would smile, and the epicly awesome shiny would break. At that point you would need to craft new armor.

This assured that at least once a year Sir Epicness Most Awesome Have-it-All was reduced to Sir Have It Not of Fables.

I don’t think Guild Wars 2 is about that nor needs it. However, in the course of this other game there came a day when the devs made an Expansion known as Trials of Atlantis.

Curious things emerged in Trials of Atlantis no crafter could ever produce. These things were called Artifacts. They were many and often came with great boons to assist the would-be heroes and Sirs. Many were glad and then they were sad for something great had been broken. A game that had been fair had been shifted ever so slightly askew.

It was this access to a soft push into the stat-cap. Though 5% was hardly a lot it was enough to wave goodbye the crafter’s chore and the community threw quite a fit. Enough so that there came a day when the Developers were forced to make a server where never would this Trial in Atlantis be part of the game again. One expansion removed and a story to learn from in all future games to follow.

I’m telling you this story because while I have no issue with Ascended Armor being the new end-all-be-all for raiding, you’ve effectively changed the meta of the game irreversibly.
Players must now face the choice to push themselves to get ascended, a chore really as trying as a Legendary Weapon in most cases, or set themselves away forever from a piece of content least their fortunes run across a friendly group of players who could care less about Ascended Stats.
And there’s no assurance this friendly group of players, however good they be, will be able to do a darned thing in the face of needing that little bitty stat difference. So, there it, staring so many a player in the face. It’s a bit like the story of the Mantis in True Facts… and we all know how it turned out for the mantis…

Some nay-sayer to all this is certainly going to post after I do to tell how this is all wrong. I merely have to point at LFG to site otherwise. I quote" [Read] full run 5k+ap lvl 80 zerker." Here’s another. “p1/p2 Zerker EXP 80.” That’s an Ascalonian Catacombs group. A level 35 instance. So much for the new player’s experiencing dungeons in a nice inviting way. Replace “zerker” with “ascended + stat type + trait” and you’ve got the road map you’ve set out for us with this already developed.
This is what I’ve been talking about in my posts about LFG. It’s really not LFG. It’s LFG Meta. Yes, it’s entirely right that – as some have pointed out – this will always be the case. There’s going to be a meta. However, there really ought to be two LFG tabs if you’re going to persist with this: LFG Meta and LFG Relaxed.

This goes on to say that many people’s desire are possibly right to want see a difficulty mode selection come into the game for those seeking it; whether it be purely dungeons or going right on into open world content as well.
If you’re going to cater to a niche of the community who just want to run the meta and the “win” be the thing they need to enjoy a game that’s fine. However, you’re going to have another niche who wants to coordinate with other players or defend a location and chat about it during some tense lulls in the fighting just as much. You’re mistaking “Relaxed” as “Don’t care to win”.
Relaxed people get a great deal more joy out of doing something unconventionally than following the cookie-cutter corporate formula because sometimes the only real goal is to hit the boss in the face with a hammer – be darned if it did no more than send it bounded around like a rag doll. Tim cooked it with a fire field all just the same.

Just think carefully where you’re taking this game if you’re going to up the meta to the wall. Is this Guild Wars 2 to be a “trial” or a “game”?

How does death work in the lore?

in Guild Wars 2 Discussion

Posted by: Substance E.4852

Substance E.4852

It’s just a game play mechanic and not one that should be viewed as some kind of canonical plot element.

The game could not work without players reviving like Grenth is your personal BFF. It’s no different than any other game that doesn’t have “perma death” design.

We might as well bust out a chair and start to wax philosophical on our characters’ apparent lack of the basic life necessities like food, water, and sleep among the multitudes of logical inconsistencies.

Why can I rapid fire a flint lock pistol?
Where do my arrows come from?
Why is there not an arrow in my hand when I fire the bow at all?
Where do all these throwing axes come from?
Why does anyone walk anywhere when it costs pennies to teleport across the known world instantly?
Why does my sword never need sharpening?
Why can I breathe under water indefinitely even without a mask?
Why did we wait nearly a year to see what happened to the Maguma expedition?
Why can I run for literal hours with no fatigue but get winded after 2 somersaults?
Why can a 2" tall Asura hit as hard as a 10" tall, 600lbs of muscle, Norn?
Why do enemies suddenly reappear out of thin air after I defeat them?
Why is a brick gold worth far less than a single coin of gold?
Why is a full suit of steel plate mail only marginally more protective than a silk ballgown?
Why is stabbing someone with a knife more damaging than hitting them with a meteor or a massive hammer/sword?

And the ever classic:
Where did this wildlife get all this loot/gold?

Connection error(s) detected. Retrying…

(edited by Substance E.4852)

BLC heading in the Right Direction

in Guild Wars 2 Discussion

Posted by: risa.1382

risa.1382

Are you kidding? Gambling boxes are NEVER the right direction. Profitable maybe… but so not right…

In images: 10 Options we'd still like to see

in Guild Wars 2 Discussion

Posted by: Teofa Tsavo.9863

Teofa Tsavo.9863

Options I would pay for.

Particle slider

“Hide all Backpacks/wings” toggle.

The core art in this game is very good, when not obscured by cheesy effects.

“Hide all legendary effects” toggle.

Ley lines. The perfect solution to deadlines and writers block. Now in an easy open Can.

(edited by Teofa Tsavo.9863)

In images: 10 Options we'd still like to see

in Guild Wars 2 Discussion

Posted by: uhohhotdog.3598

uhohhotdog.3598

Allow me to salvage rare items without a confirmation. Or after I confirm don’t reset the salvage kit so that I have to click it again to salvage another item.

In images: 10 Options we'd still like to see

in Guild Wars 2 Discussion

Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Update: Idea #1 has been explained in a NOTE a little more to address a few misconception about the function of ‘Use-all’. Please be sure to read that note.

One of the new things explained in idea #1 is there would not be a “You are Encumbered” Window to prevent item overflow in the event of insufficient Inventory space to which a warning message saying so will come up before players actually use the ‘Use-all’ option.

OR if the “You are Encumbered” Window is to stay, it can be made where not every item in the window is shown, to say that “You are attempting to carry x amount items than will fit in your bags. Clean some space or delete something.” whereupon clicking the ‘Take All’ button reduces the x amount being withheld per click.

/////////////////////////////////////////////////////////////////////////////////

Thank you very much to everyone who has +1’d / supported these ideas so far.

Here are mock-up images of what a few of the ideas explained below could look like:

Idea 1. http://imgserv.com/images/2015/09/19/H1Jd6N8V.jpg (Use-all option)

Idea 2. http://imgserv.com/images/2015/09/19/j0LDX.jpg (Y and N as Hotkeys)

Idea 4. http://imgserv.com/images/2015/09/19/pT6POC.png (more TP items displayed)

Idea 10. http://imgserv.com/images/2015/09/19/nDSpBZ107.jpg (World Boss Timer Window)

Honorable Mention Idea 11. http://imgserv.com/images/2015/09/19/VfP09uDlF.jpg (total of gathered materials in the Bank, Inventory and Stored shown in the TP)

1. Give all container-type items and certain consumable items (for example Essences of Luck, Wintersday Gifts, Trick-or-Treat Bags, etc.) a ‘Use all’ option whereupon a ‘Yes’ or ‘No’ Confirmation Window pops up with a warning message saying, “To prevent overflow of items, the “You are Encumbered” Window will not appear in the event of insufficient Inventory space. Are you sure you want to use all at once?” (the sound effects from consumable/bagged items upon using the ‘Use-all’ option would sound off only once to prevent overload of too much of the same sound).

Forcing players to click 500 times to open 250 consumables that contain many items is a lot of wear and tear on our gaming mice after a while. No player should have to go through this much clicking.

NOTE: If players use the ‘Use-all’ option with an already full inventory, the action of ‘Use-all’ will never go through at all until the player makes more room in their inventory.

Furthermore, when players use the ‘Use-all’ option, it is not necessarily the case that all consumable/bagged items will be used due to lack of inventory space to store all those items, and so in the case of insufficient inventory space, no items will be lost, to which a message will still pop up saying to players that they do not have enough inventory space. Nothing changes like if a player clicks a stack of consumable/bagged items one click at a time to which they are eventually met with the same message regarding insufficient inventory space.

Let me explain this mathematically if the above is not clear:

Say you use the ‘Use-all’ option explained in idea #1, and you have room for all items coming from 150 bags out of 250 bags, yet that 151th bag contained 3 items that could not fit in your inventory because you have only 2 empty inventory spaces left. Guess what? When the game code sees 3 items at once cannot fit into only 2 empty inventory spaces left, the use of that 151th bag will never go through, and as a result, NO excess items will be lost because there would be no excess items left over.

2. Make the ‘Yes’ or ‘ No’ options Hotkeys that can be used in the Destroy Item Confirmation Window where the Y and N are underlined. I have seen this simple option in other games when destroying items and it would be great to see this in GW 2

Doing this will make it easier for players to Destroy items at a faster pace vs. using the mouse to choose ‘Yes’ or ‘No’ for each undesired item, especially after receiving many useless items that won’t sell on the TP from opening a stack of openable items.

3. Make the ‘Buy more at Trading Post’ option available in all collection windows within the ‘Collection’ achievements section for all collectible items that can be bought and sold at the Trading Post (when players Right-Click on a purchasable collectible item).

4. Without changing the current size of the Trading Post Window (this is not option-related yet should be mentioned), at least 10 items should be displayed (instead of 3) under the ‘Recently Viewed’ and ‘My Latest Trades’ columns where we can use Scroll Bars to view all 10 items under those two columns within the ‘Home’ tab.

5. Under the ‘Miniatures’ section in the Hero Window, add the ‘Find in Trading Post’ option only for Minis that can be bought and sold at the Trading Post (much like you can do within the ‘Dyes’ section).

6. Within the Trading Post, give players the option to ‘Hide all unlocked’ skins and minis like you can in the ‘Dyes’ section of the Hero Window. (This idea brought to you by MashMash.1645 in the comments. This is not really a new idea but a good one).

7. Give players the option to assign a Hotkey for ‘stowing’ and ‘activating’ a Ranger’s Pet.

8. Add a Template Saving System for Builds & Trait Lines so players can switch up their setups on the go during their gameplay to adapt more quickly to different situations.


Note: Idea 8 used to be a ‘View Gear Type’ option, that despite explaining throughout the idea players would only be allowed to view the names of another player’s gear (not Player Stats, Gear Stats and Mods within the View Gear Window), and that there would be a setting within the Settings Window named ‘Allow players to view your Gear Type’ with a Check Box next to it that is not enabled by default… the idea itself (after many conversations I have had about it with players in-game) posed an issue that was argued where elite players doing end-game content would criticize or kick players in parties that did not have the ‘Allow players to view your Gear Type’ option enabled prior to joining the Party, among similar scenarios that were argued.

That is why I no longer stand behind the original 8th idea because I believe all players should be able to go through all their scratches and bruises (as a learning experience) no matter where they are playing in the game, and no matter their game experience.

Just because a great many players have spent countless hours playing through the core content of the game prior to reaching end-game content does not mean they should be expected to fully understand how to play end-game content when they do get to it, because core content gameplay is not the same experience.

9. Create a Toy Tab in the Hero Window where players can store all their Toys bought from the Gem Store to save more Inventory space and to ensure Toys are with players anywhere they travel like players can do with Minis (this idea brought to you by jessym.2109, although I have heard other players in-game say they want this, too).

Note: I have had players tell me in past conversations that one of the reasons they will not buy a lot of Toys from the Gem Store is because they do take up too much Inventory and Bank space, and I can agree because I own many Toys from the Gem Store as well.


The reason why the original idea #9 was removed and replaced with another is explained on Page 2 of this thread between the 7th, 8th, 9th and 10th post down.

10. Implement an in-game World Boss Timer Window that has a timer for each Boss to encourage more players to participate in World Boss Events vs. making players rely on third-party/external sources outside the game to keep track of the World Boss Events. That being said, using external sources to track World Boss Events would still be viable for players not logged into the game, yet an in-game Event Timer would be more accessible.

Furthermore, World Boss Events that are already taking place in the Timer Window would read, “Started” whereas World Boss Events that are over would read, “Pending…”

NOTE: This idea is not option-related, yet it is an idea I believe that will bring more players together on the battlefield during World Boss Events.

(This idea brought to you by the general community)

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Honorable Mention 11. Add a ‘Total Gathered’ label below the ‘Vendor Value’ label for all gathered materials within the ‘Buy / Sell’ Windows of the Trading Post.

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Let me know what you think. If you like these ideas, please spread word and support!

(edited by Eidolonemesis.5640)

Stupid meta bullies ppl

in Guild Wars 2 Discussion

Posted by: Taurondir.7698

Taurondir.7698

In the old days of PnP games with a live GM, you would never run the same adventure module twice with the same players.
I should not have to explain the reason why, because it’s glaring obvious.

We are made to run the exact same Dungeon hundreds of times in a computer MMO because there is (apparently) no easy way for ANet to make them more dynamic, which is in fact what should be happening. This would also then get people screaming because their easy “money making runs” are now more involved.

I don’t know about the rest of you, but I’d like more surprises in my Dungeons. Once the whole thing boils down to knowing where to stand, what order to press everything and what target order to burn things, why are people surprised we want to get it over and done as fast as possible with Zerg builds?

When I go on site to fix computers, I never know exactly what to expect, which means I have to bring a spread of tools and equipment. We are given a large set of tools, and then we find out we just needed one screwdriver. Every. Single. Time. This happens because we are always given the EXACT same problem, in EXACTLY the same Dungeons.

I think we need to address that first before we point fingers at all the people bringing screwdrivers.

Anet, how will you be successful with PvE?

in Guild Wars 2 Discussion

Posted by: Valderius Rex.4108

Valderius Rex.4108

The number one thing anet can do do help pve is make it more dangerous, specifically by drastically increasing npc attack speed.

It’s not only possibly, but expected that capable players are able to dodge EVERY major attack that is thrown at them. If creatures didn’t have ~3 seconds of recovery time between every hit, not only would squishy glass cannons be in greater danger, blocks/blinds would be much more balanced. Right now, a few well timed blocks can create a huge window of complete safety that facilitates the stack and spam style everyone uses.

Skilful players would still be able to protect themselves and others from big, infrequent, exceptional dangerous attacks but smaller strikes would still take their toll on players.

The end result would be much more value on survival over raw power. That survival could take the form of possission (give player a reason to go ranged/flank/not stack/move in and out of combat), tank stats, or healing from themselves or others.

Once defence becomes a requirement rather than simply a sub optional crutch for players who don’t have fights and dodge timings memorized, pve well be WORLDS healthier, probably more challenging and satisfying too

No tank, No healer, No trinity

in Guild Wars 2 Discussion

Posted by: MattyP.6954

MattyP.6954

Zerker armor should be a high-risk, high-reward proposition. The Reward has always been there, but the risk never has been.

Hopefully, the Expansion will fix that somewhat.

Server — Fort Aspenwood
Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist

No tank, No healer, No trinity

in Guild Wars 2 Discussion

Posted by: Fox.3469

Fox.3469

My thoughts? I’m sick of hearing about the trinity. If players want that, they can return to Warcraft. Please don’t bring that tragedy to Guild Wars 2.

All players want is for not all the game to be so easy bested by 5 zerkers. I think that is a fair request. Imo berserker armor should be something you use when you are in a group that you know can support you wearing it, not for every instance of the game.

If you are looking for a cozy mature Dutch guild (EU) let me know.

No tank, No healer, No trinity

in Guild Wars 2 Discussion

Posted by: fixit.7189

fixit.7189

If they can break the zerker meta then I am all for it. Nothing is more boring to me than a game were going max damage is by far the superior way to go. No matter how much healing/toughness I might equip, I will still get one shot like I would in zerker gear and that to me is the problem…many stats are not that strong beyond the pure dps ones.

(edited by fixit.7189)

No tank, No healer, No trinity

in Guild Wars 2 Discussion

Posted by: Tongku.5326

Tongku.5326

You bring any of those phrases in GW2 and you get chewed out. “Go play wow”, “GW2 was never ment to have them GTFO”

So what do all those naysayers have to say now that the devs has said that was never their intention. Now maybe when some players talk about the way they want portions of future content with maybe more emphasis on fights with roles they wont just be swept under the rug on the guise of “that does not belong in GW”

Originally the game was being designed and marketed for a different kind of trinity. I remember it well from before public betas. What is termed as “soft trinity” which was DPS , Support, Control instead of DPS Tank Heals, where you could still finish the encounter if one of the trinity was abscent, but would need all 3 in order to finish it in an optimal manner.

Unfortunately A-net ubber failed on this, made bosses completely immune to the “control” thus entirely negating it, and dumbed down the AI eitehr due to programming and/or supporting infrastructure design failure, resulting in nothing but DPS.

Heavy Deedz – COSA – SF