NO! NO NO NO NO NO! No pre-orders! Please do not encourage ArenaNet or NCSoft to create pre-order bundles that explicitly withhold features/content from those who don’t pay early. EA already does this and the end up releasing unfinished or poorly made games. Pre-orders are how big corporations make a profit without even delivering a product.
ArenaNet, please, I beg you. IF you do a pre-order option PLEASE do not make it so that there is some content/feature/item that you can only get by giving you guys money for an unfinished product. I want to give you my money, but not like this.
I’m looking forward to the expansion, but I am wondering if there is any chance that it will release as a 64-bit client (so we can stop getting OOM errors). I’d be willing to pay an extra $20 on top of the list price for 64-bit. Actually, if you release 64-bit, I’ll buy the collector’s edition (if available), up to $250.
Now, I know somebody is bound to bring DirectX into this, but personally, I’m fine with DX9, since they seem to do fine with just DX9. However, if they were going to change the programming that much, I’d prefer OpenGL over any DirectX upgrade (Linux support
).
I think in all this debate, people actually forgot the scope of the whole journey. We are to figure out where Caithe went with the egg, and why. That is the reason why we are going through all those memories.
The story is poorly written not because of the syrupy love dialogues – because, after all, we’re dealing with Sylvari, they ARE all lovey-dovey – but because it contradicts so much of the lore and history to date.
Let’s see the “sins”:
1. In this memory it’s not Rhiannoc who died first, like the PS (and the wiki itself) describes. But other 3 first born and Rhiannoc is getting ready to go on his journey.
2. The Asura, after capturing and torturing Malomedies, realize he is a sentient being and release him and apologize; then they turn around and capture more sylvari for their experiments? Also, Sylvari powering up golems?
3. The second born only now are awakening, and haven’t really gone beyond “Mother’s roots”, the first ones doing so are kidnapped by the Asura. Neveretheless, Faolain comes to the Silverwastes with a full platoon of assorted Sylvari fighters. Who are they and where did they come from? The answer some people gave me was “oh it’s been a while so they had time to get all trained and stuff”. Doesn’t seem at all like “it’s been a while” at least not long enough.
Feel free to add.
Game Design Lead
I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.
Jon
Let’s go all the way.
Your guild instance map is seperated into four sections: Politics, economics, art of war and architecture. As you upgrade these things through the I-VI lines, the sections will get grander; for example, if you have level 0 politics, you have no building on that section, if you have level 1, you have a basic lodge, all the way up to a palace at level 6.
The other smaller upgrades have smaller effects on the plot. For example, if you build a guild workshop, you have an actual workshop on your architecture plot. If you have Outsource Asuran Contracting, an Asura hangs out in your Politics building and you can talk to him. If those upgrades are actually doing something then they’re doing something in the guild hall; for example if you’re building something at the workshop, the machinery is running and you have a few NPCs running about working, if you have the Asuran Contractor working, he’s fiddling about on one of those computer things they have. Every upgrade should have something along these lines actually happening in the guild hall to correlate with it.
Also a few upgrades could have added functionality, or new upgrades that come out of them. For example, you can upgrade your Guild Workshop to have crafting tables.
This is a great start and since I said I would try and break down a single thing lets do it with this topic during the week. I think your proposal is great but it really only 1 step of the way. I hope we can take this a lot further and look forward to doing that on Monday.
Jon
I don’t remember saying locked. I said how would you change some of the current functionality to be more integrated with guild halls? I don’t think functionality has to go away to do this and I’d like to see what value you all might envision a guild hall could bring to things like Guild Missions, the current Guild upgrade system, etc.
Jon
Let’s go all the way.
Your guild instance map is seperated into four sections: Politics, economics, art of war and architecture. As you upgrade these things through the I-VI lines, the sections will get grander; for example, if you have level 0 politics, you have no building on that section, if you have level 1, you have a basic lodge, all the way up to a palace at level 6.
The other smaller upgrades have smaller effects on the plot. For example, if you build a guild workshop, you have an actual workshop on your architecture plot. If you have Outsource Asuran Contracting, an Asura hangs out in your Politics building and you can talk to him. If those upgrades are actually doing something then they’re doing something in the guild hall; for example if you’re building something at the workshop, the machinery is running and you have a few NPCs running about working, if you have the Asuran Contractor working, he’s fiddling about on one of those computer things they have. Every upgrade should have something along these lines actually happening in the guild hall to correlate with it.
Also a few upgrades could have added functionality, or new upgrades that come out of them. For example, you can upgrade your Guild Workshop to have crafting tables.
Staffs is an acceptable pluralization. The supposed grammar kittens in this forum are really tiresome.
The only time Staffs is an acceptable plural is when referring to Staffordshire bull terriers.
“They are desperately sacrificing fun on the Altar of Metrics, hoping to stave off an untimely end, but in typical self-fulfilling prophecy fashion the very thing they are doing to prevent that end is paving the way for it.” ~ my little voice
“Revamped Traits, New Player Experience… why am I reminded of that old saw about bad things happening in threes? Hah ha! Who wants to bet there’s a third shoe almost ready to be dropped? Bringing about a happy little Trilogy of Terror.” ~ my other little voice
“Hey, go get some fresh kitty litter already.” ~ my cats
It’s getting quite clear that this isn’t the same Anet that released the game 2 years ago. Somewhere down the line the management changed and they decided to relaunch a “mainsteam” (dumbed down) version of the game, for “new players”
That seems to be what’s going on. I hope it’s not, but that’s really what it looks like from where I’m sitting.
We used to always make fun of this game by calling it Casual Wars 2. It was a joke, mostly. It was meant in jest as a bit of fun to criticize the game while still recognizing that the game had a lot going for it. But, now you could probably call the game Casual Wars 2 without using any sarcasm. Every time I get back into this game, it seems that Arenanet caters to casual players more and more. I wouldn’t mind that if they didn’t change the entire game just to do it. I bought Guild Wars 2, not Casual Wars 2. I wish they had someone who could figure out how to adapt the game for casuals without changing the entire leveling experience, getting rid of fun content, removing options and freedom, and all of the other stuff that we’ve lost over the last half a year.
I mean, seriously, level-gating the personal story? Level-gating Skill Challenge? Well, technically, level-gating the activating of skill challenges. It’s horrible. My personal story feels much less personal when I have to feed a bunch of cows….. uh, entertain a bunch of cows to gain an arbitrary number of levels just to do a story quest which I was able to complete perfectly fine before without having to do all of this other stuff.
As a new player (got the game exactly 1 week ago and have 1 lvl80 and 1 lvl48 character) i feel this change is pretty much a punch in the face.
When i first made my character and started fighting i noticed right away that i got weapon skills unlocked by using the weapon, this gave me the feeling of my character mastering the weapon which makes more sense than “after you reach level X you can do this”.
Having my character master the weapon simply by using it felt more like an accomplishment and it encouraged me to try out combinations and and unlock the skills for all the weapons and find my playstyle, it also gave me a more varied combat than traditional MMOs where i am not allowed to explore possibilities before level X.
I also enjoyed the fact i could jump straight into the action(story) from the beginning with a purpose, a goal instead of having to do chores to a certain level first.
If i were to start the game today as a new player my first impression would be “whats different with this compared to other mmos? its the same grind as all other games”
that impression would not encourage me to continue playing, in fact it would make me leave the game probbably before even reaching level 10 or 20.
For me the personal story itself was my level up reward, after i did a personal story i saw i was underleveled for the next part (me being maybe 4 levels lower than the recommended) so i would do some events and gold hearts for 2 levels or so and then be back into the action, now it seems more like a chore like in other games where i have a big gap between story progression and grind.
Now everyone is different and i do like the level up rewards but this is seriously too much, i would say split chapters into at least 2 parts at minimum, unlocked every 5 levels and they should give the exp to compensate for the grind gap between them.
The game was fun as the spread of the storyline and content felt good for a new player and it made me recommend this game to some of my friends but i now feel more like warning them about getting guildwars2 as the game gives a false sense of progression in the early levels (yes the faster exp from 1 to 15 is accepted but it just feels out of place with the story)
As for the changes in the utilities/elite gate locking i feel the new levels are too spread out and gives new players a feeling unlocking these is just tedious work, when i was about to unlock the second utility i was looking forward to that as i was in deep need of it as a new player, now they have to wait even longer?
Same with skill points, i always loved to explore and try to find them, even then i ended up being way to low level to do them, sometimes i got them just by helping someone else get them which was rewarding in it self.
Also i am regretting even getting the game now if this is how the leveling and story progression is going to work. And i certainly regret the fact i bought a new character slot as i wanted to roll some more alts after my mesmer reaches level 80
Lastly i would like to point out that the new dodging tutorial (which i dont really get why was added?) along with a combo tutorial (as i am still abit unsure how combos work) could instead be worked into the early story as part of a training mission or something that can be skipped but does reward you if you do it.
“Do not fix what is not broken, improve it bits by bits”
PS: i pretty much just got on the forums to voice my opinion about these changes from a “new players eyes”, i will however keep an eye on this thread.
(edited by HikariKnight.2156)
Anet, please, this mask is amazing only IF it could be dyable, PLEASE…. MAKE IT DYABLE… caps has never worked so far but just for the idea q.q…
Give us the option to colour atleast the glow part..
I’m getting tired of this game. All what I’m doing there – it’s trying to save money in time to buy something that will soon be removed from the game. And hastily make achievements until they decided to remove too. It no longer brings pleasure. A game in which nothing is permanent. Everything is not for sure.
Do you even want a scelerite skin?
I want ALL skins. That’s the problem. This is my “style” of play. And the game (would seem to be) designet precisely betting on this, with all of these collection cells, minis, wardrobe, not necessary equipment grind etc.
Collect until you get tired…
However, developers are constantly rushed. Collect all is simply impossible. Need huge infusion of money (unaffordable for me (and I, let’s say so, pay much MUCH more than the cost of subscription in most games).
When you realize that developers destroy something that you aspire to, the game dramatically ceases to give pleasure. And this happens in GW2 almost every month.
(edited by MeGaZlo.9516)
Many times while playing GW2, I’ve often though to myself “how cool would it look if I could use some of the sun glasses, or one of the face tattoos (which count as headgear), in conjunction with other headgear, such as the Thief’s Anonymity Hood?”
Considering many of those items are worn on the face, so to speak, wouldn’t it be better if Anet made a separate face item slot that was purely a cosmetic slot (no extra stat benefit)? I mean, it doesn’t make sense for a face tattoo or glowing eyes to take up a headgear slot, thus denying you the use of a helm, hood or hat along with a bit of face paint, glasses or eye effects for a cool aesthetic combination.
Helping downed or defeated players
It would be really useful, IMHO, if we were able to notify a downed or dead player that we are coming to help! So many times I have pinged the mini map where a player has fallen in battle (this is primarily PvE), ran all the way to their aid just to have them poof right in front of me because they’re looking at the World Map for the closest WP to port to.
Even if we were able to see who it is by name, we could shoot them a whisper real quick.
Contributing comment from Hamfast.8719:
You should be able to right-click his icon on your mini-map, and choose to either send him a quick generic message to the effect of “A noble soul is coming to your rescue!” or to initiate a Whisper.
On HIS mini map, he should then be able to see a DOT indicating your position. Amongst other things, this helps the downed player see whether or not it is a serious rescue attempt, or just somebody tolling to see how long he’ll lie there quietly awaiting a rescue that never comes.
PROPOSAL
Create a key-bindable function to instantly toggle between TWO FULL SETS of gear while out of combat.
Why?
- Save time if you have different armor sets for different activities (PvE/WvW/PvE etc.) Since stats are tied to gear instead of the character, this would streamline things immensely.
- Restore the lost functionality of Town Clothes somewhat. With one click, you could switch from full combat gear to whatever “in-town” look you have created.
Little Details
- As mentioned, this would be out-of-combat only.
- You can swap ANY gear from the Hero screen; Armor, Weapons, Accessories, Harvesting Tools, and Underwater Weapons).
- Gear does not swap in and out of your standard Inventory. When inactive, a gear set is stored in its own little space, just like the Town Clothes used to be. Otherwise there could be issues if for some reason a piece was removed from Inventory, or if your Inventory would become over-filled by swapping.
- Some people won’t want to swap out every single piece of equipment. That would mean having to buy two of everything. You would be able to Right-Click each gear icon in your Hero Menu and toggle “SWAP LOCK” on and off. When locked, a particular piece of gear will NOT be changed when using the Equipment Toggle.
Please examine the sample pictures below. This can be done without massive changes to the familiar interface. Imagine how helpful this would be if we ever get the ability to save and reload different TRAIT setups!
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
A long, long time ago I had a suggestion to add fishing, but not your boring old WoW style cast and hook. GW2 style fishing. Now, being GW2 style fishing, there should be a few obvious things, such as:
1. When you equip a fishing pole you get a new set of skills. Ideas for this could be…
- Bait/Cast – Bait baits your hook with your choice of bait. More on that later.
Cast: Charge up type of skill. The longer you hold the button the further you cast. - Jiggle – Jiggles the bait to make it more interesting to (hopefully) the fish.
- Set – Sets the hook. Not setting the hook properly could result in your fish escaping.
- Reel – Reel your fish in!
- Thwack – Thwack your target in the head with the fishing pole.
Fishing should, of course, be a leveled discipline. The higher your fishing level the more success at catching fish you’d have. In addition, you’d be able to craft better fishing gear, up to exotic (for now) poles. (Could be some rather nice skins, even a steam-punk style fishing rod.)
Bait. Different fish should require different baits. Baits could be acquired by a variety of means, including gathering nodes (worms form dirt piles or when harvesting “root” types of plants, grubs when chopping wood, unique “bait only” nodes, etc.), cooking, and the Trading Post as well as purchased from vendors. (“Bait” would include mechanical baits, such as lures.)
Tackle boxes. Hey, we need somewhere to store the bait, right? So, have a unique bag slot available that can only store a tackle box. Tackle boxes would be crafted, most likely by the assorted armor crafts, and range up to 20 slots.
Of course, fishing means fish, which means new foods! Cooks, grab the lemon and butter!
And finally, to round this all off, fishing GW2 style would be more than simply catching fish. It would be more… dynamic. You see your pole wiggle, you set the hook and, instead of landing your fifth consecutive trout an event pops up: “Defeat the Rampaging Champion Krait”. Yep, you accidentally hooked a champion Krait, and he’s not amused. Other random event things could involve catching fish for a group of skritt who then take the fish and continue the chain along, etc. There are many ways to rarely kick off new events that stem from simply fishing. Things like hooking a champion would be rare random spawns, but other events (skritt example) could be more common (they ask for help, you do or don’t, yada yada).
But that’s the gist of it there. Fishing GW2 style as I see it, open of course to refinement.
(edited by VOLKON.1290)
I really don’t know why you wouldn’t think this is serious.
It’s a pointless waste of time having where it is.
I waste more than 30 seconds per day doing almost anything else.
Real life needs a nerf and QoL patch, imo.
First of all can you bring back Guild Halls. these can be like home instance but only available to those representing that guild. these where great place in the original guild wars. you could meet all your guild mates there and organize a party etc. I also remember that when a member of the guild died in real life we all met there to remember him. also you could make it so you can upgrade the hall by working as a guild or as rewards for guild events.
Second. the Mailing System is an issue for guild leaders when they have to sent a lot of mail out to guild members. You can be messaging one minute and then your messages are being held because you have done too much messaging. if you are a guild leader you should be able to at least mail members of your guild without this issue.
Third. the Chat System could use a bit of work. you could make it that when you send a guild message it sends it to everyone in your guild even if they arent representing. its hard to organise guild events when people are in multipal guilds and might be elsewhere at the time. this will make it easier than having to whisper to every person in your guild to organise things. you can make it so that the guild message will tell you which guild it is from.
eg.
Guild [BEEP]: Hey everyone
Guild [TK]: Events happening soon.
Guild [LOUD]: Whats everyone up to tonight?
I posted this in the human forums, but I want to see this hairstyle in a future update, in addition to more rugged styles instead of the constant boy-band junk we’ve been getting. Also, more dreadlocks would be nice, like that new asura male one.
An equipment slot for every type of weapon that a class can use, and two slots for weapons where two can be carried at once.
ex: Elementalist would have the following slots: Dagger®, Dagger(L), Scepter, Focus, Staff.
Each equipment slot would have 1 or 2 “Active” buttons.
For classes which can only use one weapon per battle, you would simply activate which one you wish to use, or pair of weapons if possible.
For classes which can swap between two weapons, you would choose which sets you want a weapon to be active on, 1 and/or 2.
This would make changing your load out on the fly much more streamlined, without the hassle of items getting thrown to the end of the inventory when exchanging a 2 weapon set with a 2 handed weapon.
Here is a thought, why dont anet just make, gasp, OFFICIAL role playing servers, dun dun dun, and give free transfers to it and maintain it with the context of it being an actual rp server. Oh right, its because your RP is NOT and this needs to be made very clear, it is NOT an actual function of this game, nor is it any of areanets legitimate concern or responsibility to accommodate and cater for it. Its annoying to see “this hurts RP” and “this will be bad for RP” with what seems like zero regard for how this will help the ACTUAL players, well to bad, companies can not accommodate the needs of people who make up things to do in their game.
Option B
Or, to aid in the current way things work, ask anet to make “channels” for zones, sort of like overflows but you can instead choose to enter it. So for example, lets say that every zone has, ballpark, 5 “channels”, it could be made the standard that, say, “channel” 5 is the RP “channel” in all zones and that if you enter it, you are knowingly and willfully entering a specific RP “channel”, as opposed to RP’ers simply claiming where ever suits them that day as “theirs”. Though with “mega servers” in place now i guess its not really an option.
Because we are the Gates of Madness after all….. And this is how we roll in Bronze
Phoenix Ascendant [ASH] | Rank 80
As I’ve expanded my vault space more and more, it would really be helpful to me if each section had a place for a label, similar to what the guild vaults have in each section.
Nothing else, 20-30 characters would suit me fine. Nothing to complain about, just wish I could label the sections, it would help me in the way I organize my storage.
Here’s a counter solution to your OP – why don’t you accept GW2 for what it is and if you can’t / won’t then you can still go and enjoy those trinity MMOs without trying to change this one into whatever you want it to be.
That philosophy won’t last long. ANet develops on the premise of a profit. If too many players have to just “accept the game for what it is” and accept the founding principles of Guild Wars 2, ANet loses money. I imagine they keep some regular tabs on gameplay activity, of course, but if their profit dwindles – and the trinity looks to be a saving grace – you can bet your bottom dollar that they will find a way to implement it.
Separation from the status quo is not always a good thing. Sometimes, it proves to be unprofitable and negligent of a consumer base’s demands. However, I imagine ANet goes through extensive lengths to see if they are on the right track.
That’s how people run a good business.
Here’s what you’re missing :
1) A very small portion of the GW2 demographic actually want the trinity. Why would I assume that’s the case? Because GW2 doesn’t have it. And hasn’t had it for the past year since launch.
Even though a decent number of players who played the classical trinity MMO style game might have migrated to GW2 when it launched that initial population has gone down because they’ve either converted to a non-trinity system and no longer look for that in the game or have just simply given up, realized GW2 is not for them and left.
2) Guild Wars 2 runs an in-game store. Their profits don’t come as much from game sales as they come from gem purchases.
The active population in GW2 right now is in its majority against the trinity. If they weren’t common sense dictates that they’d have left in search of other games more appealing to what they need by now.
So WHY would Anet annoy and anger its majority of players by implementing something a minority want? So they can drive people away from the game ( and the gem store ) and drive profit away?
To do what? Please a handful of people who want the game to be different but are too stubborn to either accept it for what it is or find a game more suitable for them?
What makes you think GW2 would attract a lot of new players if it had a trinity? A LOT of games have one and chances are players that are playing those MMOs aren’t going to drop everything and start anew.
How much is that minority going to spend? More than the players that play this game because of what it is?
At launch you might have had a point – 1 year into this game’s life the population that’s here is here because of what GW2 is. Not because of what it’s hoping the game will become. The bandwagon of flavor of the year MMO players has come and gone – you’re too late.
This is a suggestion. Why not add a title like that which can only be attained by saving say 250 citizens? This will allow:
1. People to actually search and rescue the citizens,
2. Make it clear that the event’s main goal of 1500 rescued is reachable this way,
3. It will be a reason for “achievement hunters” to partake in the event
4. We will know who really helped to save the citizens of LA when they display their titles..
It would be very easy to implement and help those who actually want to do the event rather than zombie farm bags while following champ farmer train commanders…
Thoughts?
Dear Developers,
Firstly, thank you for your continued hard work and consideration of this and all other suggestions. The community at large is made up of unique personalities, opinions, and desires and I understand this fact alone means not all ideas will be utilized. That being said, I apologize if I am repeating a suggestion that has already been made, addressed, denied or is in the process of being completed. My searching “Guilds” and “Rename” ended with no results. Moving on…
The purpose of this post is to request and discuss adding in the ability to rename a guild. This ability is available among competitors for a real world monetary value and could function similar to the Name Change Contract in theory.
Now that I’ve made this seem overly simplistic, allow me to touch on potential problems. Being unfamiliar with your current coding, I am only able to theorize and assume so please forgive me if there are errors in my thinking. I welcome those with more knowledge to reply and add to the potential problems while posting solutions as well.
1. Renaming the guild and changing the associated guild tag may not show universally across all guild members at the time of the change.
Possible resolution: The completion of the renaming function would force the guild to be unrepresented by all guild members while the change was made.
2. How would the guild members be notified of the change and the need to re-represent their guild accordingly?
Possible resolution: Similar to the pop up window that occurs when you are invited to a guild, a message would show up stating something along the lines of, “Guild X has changed their name to Guild XYZ. Please renew your representation in the guild panel.”
3. What if the guild wished to reverse the name change?
Possible resolution: It should be noted that in line with the Name Change Contract that Guild Name Change Contracts would be a one-time use and irreversible. To change the name they would need to purchase another contract.
4. What would happen to the old name?
Possible resolution: Similar to character names, the old guild name would be available for anyone to use in the formation of a new guild.
5. Shouldn’t the renaming function be available among upgrades?
Possible resolution: This could be a top tier upgrade listed under the Politics tab, but would cost an extensive amount of influence. The reason for the extensive amount is that influence is purchasable through gold, which is purchasable through gems, which is purchasable through real world currency. While adding it as an upgrade feature would offer the chance of grinding out gold for influence purchase or completing other activities to earn influence, it would also offer another source of income for Arena.net who does not currently require monthly subscription fees to play. The extensive amount of influence would also discourage the abuse of this system.
Thank you once more for your consideration of this suggestion.
Sincerely,
Rachel (Xehara.8537)
(edited by Xehara.8537)
The topic really speaks for itself: Every player has encountered getting an amazing item that they use on a character but then maybe they want to give it to another character or delete that character but not lose the item. Well guess what, they cant. I honestly don’t mind account bound items because I can move them between my characters however I choose to. Can we please just remove soulbound from the game? make it account bound because if I want to start a new character but had some nice gear on the one I deleted that took me a long time to get, I don’t want to put in all that money and dungeon grinding just to get the same stuff when I should just be allowed to move it to my new character. It’s mainly a convenience thing but its worth removing for the sanity of the players.