Showing Posts Upvoted By thealienamongus.1968:

Field of View.

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Posted by: Patches.4210

Patches.4210

I’m just curious, thanks.

Here is a good explanation on FoV from a conceptual artist with more than a little under his belt, Feng Zhu.

For more than 12 years, Feng Zhu has contributed to some of the highest profiled projects in the entertainment industry. His broad design skills allowed him to reach across into many fields from hit movies, to triple-A games, memorable TV commercials and toy designs. Founding his own design company, Feng Zhu Design (FZD), his client includes Microsoft, Electronic Arts, Sony, Activision, Industrial Light+Magic, NCSoft, Warner Brothers, Lucasfilm, Bay Films, Epic Games, and many other top studios. In Hollywood, he has worked closely with well established directors including George Lucas, Steven Spielberg, James Cameron, Michael Bay and Luc Besson.

part 1
http://www.youtube.com/watch?v=blZUao2jTGA
part 2
http://www.youtube.com/watch?v=S1XsPYPGcl0

Field of View.

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Posted by: Patches.4210

Patches.4210

FoV only applies to FPS games , in Guild Wars 2 the camera is way too close and you need to be apply to zoom out more.

No it doesn’t, it might be a little more noticeable in a FPS game but that’s all, zoom and FOV are NOT the same thing, watch the videos I linked above!

Field of View.

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Posted by: Diablo.9301

Diablo.9301

This makes no sense. How can you get sick based on the FOV?

Google the words FOV and motion sickness. There has been research on this.

Field of View.

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Posted by: Eternal Duty.4789

Eternal Duty.4789

Anet should implement a slider to adjust FoV for single monitor setups.
I for an example would feel more comfortable without a decent FoV.

As i see it now it’s people with triple monitors have an advantage and a much better gaming experience.
Triple Monitor: http://www.youtube.com/watch?v=5N_q4-sC3v4

What do you guys think?

(edited by Eternal Duty.4789)

Combat UI improvements

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Posted by: sphonz.3129

sphonz.3129

This needs to be implemented as an option. I know I have been wanting combat mode in the game ever since I played tera, vindictus, raiderz, and the guild wars 2 beta. Or at least a ‘toggle rmb/camera’ option.

Real time action combat feels more intuitive, especially if you play a lot of fps games. It also makes dodging and movement control in general feel more fluid and easier to perform. This is especially important, because movement, positioning and dodging become a critical part if the game.

Some people might say that adding RTACM would be an unnecessary waste of time and resources. To this, I say that it is not any more unnecessary than autotargeting and autoattacking, both of which are in the game, due in part to the amount of backlash anet received for not including those options in early builds of gw2. That was probably because autoattack and autotarget have long been the standard in most [hotkey/bar-based] mmos, which is not necessarily a very good reason to include them any more than it would be to not include real time action combat mode.

Additionally, RTACM seems to be where new mmos are heading, so adding the option might make the game continue to feel modern (more so than it already does), and in turn might extend the longevity of the game, or reach out to more players in the future.

If it isn’t obvious, I am very excited about this modification, but I have yet to use it, because I have been experiencing computer troubles lately. However, I generally believe that more options are a good thing to include in video games, even if I am not particularly interested in a certain option. I believe that I have sufficiently demonstrated a few good reasons why RTACM ought to be included in this game, and addressed a common objection as to why it shouldn’t be included.

Finally, the original reason the author made combat mode was to help players with disabilities play the game easier and better, which is a great reason. More games ought to include such features, but sadly many games do not cater to or attempt to help the least advantaged group involved. The only option that comes to mind is colorblind mode, which I believe is not present in any mmo, though I might be wrong about that.
Recently, I saw a video of a disabled gw2 player playing the game with only his mouth and earlobes, I believe, because he is nearly paralyzed. I am unsure exactly how he performed such a great feat, but I am very impressed.

So the question remains, “why not include it?” if enough players speak up in favor of CM, then it may well be implemented, so do your part!

More RP elements please?

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Posted by: datus.4187

datus.4187

Even for non-RPers, I mean how much could they complain. Most these issues are the skillset of an animator / coder, not necessarily the same guys who are going to be ironing out event bugs.

I would really like to see more RP stuff thrown in, especially since we’ve been given so many prompts. Dyes, town clothes, transmute potions… To include all these things in the first place is proffer to RPing. None of them are enjoyable in combat or tactical gathering situations, which comprises the entire rest of the game.

Interactive chairs, barber shops, profiles, whatever you guys can think up would go a long way.

Very good points.

What about the mundane aspects of Roleplaying a character? Do I speak only for myself when I say, that I miss those days where you had to eat, or sleep… or feed your pets? Surely I don’t expect that level of depth – RP wise – in GW2 but, I certainly wouldn’t complain.

Anet has taken a very critical look at the direction and failures of current MMOs. I hope they can continue to ponder these ideas as well because, I really think this would improve the state of modern MMOs, as well as create a better, more mature community.

(edited by datus.4187)

More RP elements please?

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Posted by: Hyral.4168

Hyral.4168

Even for non-RPers, I mean how much could they complain. Most these issues are the skillset of an animator / coder, not necessarily the same guys who are going to be ironing out event bugs.

I would really like to see more RP stuff thrown in, especially since we’ve been given so many prompts. Dyes, town clothes, transmute potions… To include all these things in the first place is proffer to RPing. None of them are enjoyable in combat or tactical gathering situations, which comprises the entire rest of the game.

Interactive chairs, barber shops, profiles, whatever you guys can think up would go a long way.

More RP elements please?

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Posted by: robinsiebler.3801

robinsiebler.3801

I have a list of 20 RP related suggestions scattered through this forum…
custom chat channels, RP instances of public places like taverns and Minister Wi’s Mansion, user definable colored emotes (so they can be read easier), player houses that allow more than 5 people, increased party size, IC/OOC chat channels, disable NPC dialog and bubbles…

This message is approved by the Give The Role Players What They Want Association

Crafting. Does it feel like they forgot about removing grind?

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Posted by: Chiatroll.7109

Chiatroll.7109

It seems everyone I know who is crafting is doing the standad MMO build a whole bunch of the orange and yellow things to level it style work and while we can build faster when making a stack I hate that with so much work put in normal leveling to avoid a grind.

It would be nice to have an alternative.

Maybe if they increased amount of recipies even if some were just graphical options to expan the catalog they would make it unique recipies that increase the level instead of single items. Then if you don’t look at a guide for what exists it’s about experiementing with all the pieces and getting the recipe right. You’d have to make a whole lot of different items and experiement in all the possible things you can make instead of grinding one thing out until it turns green and moving onto the next that seems like more fun.

It’s probably way to late for such a large change to it but they put a lot of work in giving us so many ways to XP in standard level with explore bonuses and craft and hearts and quests and kills that in comparison crafting feels a bit dull.

Get rid of the constant diminishing returns throughout the game!

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Posted by: Middlebud.7295

Middlebud.7295

Then if he’s not willing to put in effort to play the game the way its creators intended and intricately designed it to be played, maybe it’s just not his kind of game. By the sound of things, he’s already 100%ed it, which is all you can do in most games you only paid $60 for. If he, or anyone else, is unwilling to use the entire game world to its potential, especially after already having seen everything, then maybe it’s time to move on.

What the flying kitten is it to you how someone else wants to play the game?

Get rid of the constant diminishing returns throughout the game!

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Posted by: haya.3506

haya.3506

Awesome, someone started a thread.

ANET, you need to get rid of diminishing returns, it’s wrecking the game for me, I log in do 1 event in cursed shore… just 1…. BAM! DR hits and I start getting no drops.

How am I supposed to craft anything when you nerf the drop of rares, I can’t get any ectos if you do this.

If you don’t change this, remove the requirements of using ecto in every single recipe. Every single one of them.

If people (not botters) spend time to farm mats for crafting, they should be rewarded on a linear scale. Now, with the nerf of drop rates of yellows, and what seems to be the nerf of the salvage rate of ectos from yellows. I will never have enough ectos to craft armor for my characters unless I play hours upon hours which is the farming requirement I thought ANET wanted to avoid?

What you’re saying with diminishing returns is basically: Please buy our new game, however, if you play too much (more than 20-30 mins) we don’t like you so we will make your playing experience as horrible as possible to try to stop you from playing as much.

If your aim is that, congratulations, it works!
If your aim is to stop botters, there should be a captcha pop up in game after you kill x amount of mobs instead of DR.
If your aim is to stop the economy from being flooded with mats from people trying sell things for gold, you should bring back the money cap from guild wars 1.
EG: each character can hold a maximum of 50 gold at a time. Bank can hold a maximum of 100 gold.

Get rid of the constant diminishing returns throughout the game!

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Posted by: Galactic.6453

Galactic.6453

I feel like Arenanet was surprised at how quickly people got things that they thought would be only obtainable in more than a month.
Honestly, those aren’t the average players. Most of those who already are level 80 and play normally barely have the money for exotics yet.
You should have known that some people just want to be faster than anyone else. It doesn’t mean that everyone already has 5 level 80 characters decked out in full exotics and have 1000 gold sitting in their bank.

Arenanet, stop trying to artificially extend the time the hardcores have to spend while punishing the more casual majority of the playerbase.
Stop panicking and calm down. Wait a month until the economy has settled down and then start adjusting it.

Get rid of the constant diminishing returns throughout the game!

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Posted by: SHM.7628

SHM.7628

What happened to “no grind”? When you make the good armors cost a ton of Karma and then deny the rewards to players that IS grind.

Not only have they punished players for overparticipation in dynamic events, but they level scale you down to make each fight a battle WITHOUT scaling up your loot/gold/karma.

In reality Anet caused this farming behavior in the first place. By making gold/Karma/XP hard to come by. This whole thing is bizarre and offputting.

Get rid of the constant diminishing returns throughout the game!

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Posted by: Ang.2157

Ang.2157

They make crafting require a pretty decent amount of materials and then they make it impossible to farm them?

What kind of logic is that?

Get rid of the constant diminishing returns throughout the game!

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Posted by: Sunduck.2450

Sunduck.2450

Ok. “Do not repeat chain in 30 minutes”. Can live with that. But kitten’s anti-farm kicks in when we fail one objective in chain, and need to repeat previous event to complete chain.
Example: Temple of Grenth – kill priest and protect dude (cant remember his name) that cleanse temple. We not farming, we just failing, and NPC dies.

And suddenly i stop get anything except kitten’s bones.

In any zone, from any mob.

Wery nice improvement, really.

(edited by Sunduck.2450)

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

I think perhaps those of you troubled by this simply rushed through your levels too quickly.

You would be wrong. I’ve played 1-2 hours per night (skipping some nights) since the headstart. That’s hardly “rushing”.

But regardless, that’s 100% beside the point of the post. I still have plenty of maps that are not complete in the game, but there is now a HUGE disincentive to go and do events/go explore the map because of the anti-farming code kicking in super fast and causing all drops to stop after a few minutes.

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

I’m already level 80, for one thing. And the anti-farming system goes across areas/zones with the enemy types, so it’s not a simple matter of leaving the area.

And no, my only goal is not to accumulate money/loot. I like to play the game AND BE REWARDED FOR IT not sit around getting no loot from hundreds of enemies and less and less reward from events constantly.

The point is that these systems affect normal players the most, not bots, and that it’s not fun to be constantly slapped with diminishing returns for simply playing normally.

What exactly are you doing that you’re fighting hundreds of enemies and not getting loot?
Where are you finding the patience to spend all that time in the same area doing the same thing over and over?

100 enemies is about 5-6 minutes when you’re killing 10 at a time. So, basically, where I’m finding this is ALL OVER THE GAME. Go kill 100 drakes or skale or whatever, you will get almost nothing, even if you just arrived, aren’t killing stuff you’ve already killed over and over again etc.

I don’t know about you but 5-6 minutes doesn’t require some monumental amount of patience from me.

Sounds to me as if you are OPd for the type of mob you are killing. 100 kills in 5 minutes solo? I think you deserve not to get good drops. This sounds like mass grind/farming, the very thing Anet was trying to avoid.

Really? I shouldn’t EVER GET DROPS? Solely because I can kill more than one mob at a time? What you’re saying literally makes no sense at all.

As I explained before, I’m talking about when I get into a zone initially (usually I just started playing for the night) and go and kill mobs for 5-6 minutes only to get crap loot (junk items or maybe 1-2 whites from 100 mobs) or nothing at all. I’m not farming. I’m not staying in the same spot for hours. I’m literally JUST ARRIVING to kill some stuff, and getting nothing out of it.

If you’re standing in one spot farming, FINE that’s an appropriate time to kick in the anti-farming system, but AS I ALREADY STATED I AM NOT JUST STANDING IN ONE SPOT, THIS IS HAPPENING ALL THE TIME.

As to killing 4-6 mobs at once, there’s a thing called “Area of Effect”. Learn what it is.

I’ll repeat it again, that simply does not work. The event cap doesn’t care where you are. It kicks in regardless of where you are or which events you complete.

Furthermore, you can hit the event cap in 25 minutes if you know what you’re doing.

This exactly! People responding with disingenuous trolling remarks aren’t helping, given they’re just ignoring the posts here and randomly spouting nonsense.

The anti-farming systems in place are a serious problem and only affect legitimate players, not bots. It needs to be fixed or people are going to start getting dissatisfied with the game. I know I am. I’m tired of going out and playing only to get nothing or junk for my effort.

(edited by ChairGraveyard.2967)

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

I played many hours of Tetris and didn’t get any rewards. I don’t understand why you think you should get rewards for playing GW2. I think having pixels labeled as “money” or “stuff” in a game is distorting your perceptions and expectations. You should get that fixed sometime.

Because getting rewards in the form of experience, items and gold is part of the game and is a staple of RPGs.

Tetris is a puzzle game, you get “rewarded” by getting into the harder levels. Your argument doesn’t even make any frickin’ sense.

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

I’m already level 80, for one thing. And the anti-farming system goes across areas/zones with the enemy types, so it’s not a simple matter of leaving the area.

And no, my only goal is not to accumulate money/loot. I like to play the game AND BE REWARDED FOR IT not sit around getting no loot from hundreds of enemies and less and less reward from events constantly.

The point is that these systems affect normal players the most, not bots, and that it’s not fun to be constantly slapped with diminishing returns for simply playing normally.

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

go play in another area when the code (if it even exists) kicks in for you…

this is not hard…

I shouldn’t have to manage an anti-farming system to play the dang game. I didn’t buy Anti-Farming System Simulator Wars 2. That’s absurd.

It’s not hard to deal with botters while NOT ruining the entire game for regular players.

Get rid of the constant diminishing returns throughout the game!

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

The new anti-farming, anti-event, anti-dungeon reward changes have made the game into a massive time sink in order to actually get any sort of rewards, which barely offset the gold sinks in the game (repairing, traveling etc.). With the new changes to dungeons, they are universally not worth doing because you get less reward than the cost of a couple of repairs.

The anti-farming system also makes it incredibly unfun to go and collect materials or try and make money, giving you junk items or nothing for dozens of kills after only a few minutes.

The event diminishing rewards discourage even participating in events, since you get horrible rewards, usually less than what it cost to travel there in the first place.

Dungeons were barely worth doing before given the horrible drops and mediocre money reward, and now with the new “we don’t want you to have fun” dungeon changes, they’re guaranteed to lose you money and waste your time.

All these changes simply serve to alienate normal players and make the game into a giant unfun time sink where your time investment is rewarded with nothing or a few coppers at best.

Please ArenaNet, for the love of all that is great about GW2, get rid of these anti-fun changes.

Allow us to wear previously equipped styles

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Posted by: Khisanth.2948

Khisanth.2948

The reason the system is the way it is now is because they need to make money. There is no monthly subscription fee. It has to be this way or the game will make no money, and henceforth shut down.

They could gain the same or probably even more money with what drizel suggested. There are definitely going to be more people who are constantly changing their appearances simply because they can and it’s easy.

They would still be selling transmutation stones so there is no lost of income. Maybe a separate transmutation stone for the one that can use your “collected” skins.

Allow us to wear previously equipped styles

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Posted by: Hermod.2643

Hermod.2643

The reason the system is the way it is now is because they need to make money. There is no monthly subscription fee. It has to be this way or the game will make no money, and henceforth shut down.

I asked for a stone to give us the look of other gear archetypes (medium can use graphics fom light or heavy etc…) and I would be willing to pay for it. That is a much more realistic request because it makes them money, where as your request loses them money.

So with that being said, I think your suggestion will not happen to be honest.

:)

— Kirsten

PS

You can buy more bank slots with gems. You know, to keep all those extra cosmetic gear slots you got laying around. Oh wait… that makes them money also… See a pattern here?

I’m not saying you are wrong (because I don’t know myself) but I believe that they’d gain money from this system. Currently, I only have motivation to get one style. Sure, it’s a long grind, but after I get the style I want, what is pushing me to get another one? Why should I get another dungeon set if I got the best dungeon set out there?

This could be remedied by making me able to wear several sets (that I earn) whenever I wish. Not only that, but they’d be able to sell gearsets on the Gem store for cash. They could as well limit the amount of styles you can carry- if you want more styles, pay up.

Allow us to wear previously equipped styles

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Posted by: Maddeth.5893

Maddeth.5893

Just made a similar suggestion, only just seen this one.

https://forum-en.gw2archive.eu/forum/game/suggestions/PvE-Wardrobe

Light -- Medium -- Heavy -- Transmutation Stones

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Posted by: Kirsten Wilson.1762

Kirsten Wilson.1762

Kuzzi, If you honestly are stopping to check out if a player is wearing a dress or if it is just a long trenchcoat before how you decide to fight them, you probabaly have already lost the fight…

The Thief vs Engineer example is perfect. Both classes can look exactly alike, but will play totally different. How about sword weilding casters as compared to human cultural armour for heavy that is a halter top and skirt?

The truth of the matter is that if you look at the PVP locker and look at all the gear in the game, you will see that every set (light, medium, and heavy) has multiple sets and items that could easily be mistaken for something other than they are slotted as.

The simple truth of the matter is that some players (myself included) not only care about what they look like, it is a total gamebreaker if they are unhappy about it. Now, we have a really good system here with loads of options and if players are willing to spend real money on upgrades to change what they look like, it should be implemented.

GW2 does not have a monthly subscription. It needs players to buy stuff off the store to survive. This is clearly a way to get players to not only spend money to keep this game thriveing, but to also make a large ammount of players happy.

I can see no reason to not allow it.

:)

— Kirsten

Character Creation: Weapon Selection

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Posted by: Daenji.5280

Daenji.5280

The character creation process presently allows the ability to select some special items as part of your character’s armor package. This is an interesting part of the process and I feel adds a lot to the initial impression of your character. I’m requesting that a weapon selection be added to this so that every class is able to select their initial main weapon during character creation. This is a very fluid event at the time that you’re deciding who your character is and what they will be doing. It also adds something unique about the player as they load out and may not be using the same weapon as a character of the same class standing next to them. This also lets more experienced players jumpstart their style of play without having to acquire their first copy of their favorite weapon if that’s different from the default choice. Just a small thing to speed up arriving at the first moments of a player loving their gameplay based on each individual’s preferences.

Dye Color Adjustments for Leather Armor [Bug?]

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Posted by: Hsinimod.5784

Hsinimod.5784

I’m no expect in hue, colorfulness, chroma, saturation, lightness, or brightness. But I do have experience with everyday color like the rest of us. So forgive me if I get the terminology about color wrong.

The colors on Leather Armor are just off. Or wrong. Or bad. They have a brightness to them that is too white. I don’t mean the texture of the colors. But there seems to be something lacking.

The darkest colors of Black on Heavy Armor look black. They also look like metal. But when placed on Leather, they look gray, don’t approach anywhere near black, and they don’t look like leather except for maybe a texture of shoulder or boots, or some other small patch. The majority of the leather looks like dingy cloth.

The best example I can paint is with Abyss Dye. On Heavy, it looks like shiny pitch black metal. It is what you expect with Abyss.

On Leather, it looks like a cheap worn out black leather couch, that’s been in the sun too long, and looks far more gray and like dirty cloth. It does not look like an expensive black leather sofa, with the dark light-draining matte finish. It basically doesn’t look black. It’s a dark gray. And I use dark loosely.

Please look at the Black Dye, Abyss Dye, Midnight Dyes, and the other colors, and look at the whiteness level in them. There is no dark options, as everything is brighter or more saturated than what it should be. I almost wondered if it was a bug, as turning the gamma down super low still didn’t allow the armor to darken properly. It looks like dirty cloth (with darker shades) with the exception of the browns.

Playing Devil’s Advocate since 1990.

Suggestion: Improved Hero Panel and Clearer Tooltips

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Posted by: Vyniea.2054

Vyniea.2054

The one question I ask myself the most when playing this game is ‘’ What the hell does this trait/skill/stat do? ’’

Seriously, I must ask myself this question at least 3 or 4 times a day because the tooltips are so unclear on what a trait/skill exactly does!

Here are some suggestions to make it better and clearer.


First, Tooltips

Take for instance the Mug trait, the tooltip says :

“Deal damage when stealing.”

Really? That’s it? The trait is good, but it sure doesn’t sound that great when you see it because you have no idea how good it actually is, and knowing those things is important because a certain trait might be the deciding factor a player need to go a certain trait line, and while re-traiting is cheap you still have to go to a trainer and it’s a hassle (albeit a minor one).

The Building Momentum trait for warriors says :

“Burst skills restore endurance.”

How much? This one is even hard to test since endurance regenerates itself slowly, I’d like to be able to know exactly how much endurance I get back from a Burst skill.

So the suggestion is simple : Allow us to know exactly what a given trait/skill does on the tooltip, you can put something in the options to choose between the default or detailed tooltips, in case some players prefer the present, concise ones.


Second, The Hero Panel (This is mostly about the Equipment Tab)

Alright so there are lots of stats to keep track off in the game, there are the 4 primary ones obviously (Power, Precision, Toughness and Vitality) and the whole lot of secondary ones (Condition Damage, Healing, Health, Critical Chance, etc) and well, the Equipment Tab as it is now does a mediocre job of keeping track of them all.

Here are my suggestions of things to add to the Equipment Tab

Burning/Poison/Bleed Damage per second :

Conditions follow a specific formula to calculate damage (it’s not dictated by the skill) so I would like to know how much damage a second of Bleeding does, or Burning. This could be added in the little window that appears when you hover your mouse over ‘’ Attack ’’

Condition/Boon Duration bonus :

There are many ways to make our conditions/boons last longer, traits, a specific trait line different for each class (like Virtue for Guardians or Spite for Necromancers), sigils and maybe other things, I would like to be able to know what is my duration bonus for those conditions. This one is mostly nitpicking and I don’t feel it is that much important.

Healing : Healing Power appears in the window you get when hovering over Health, it misses something though, the bonus healing added to the Regeneration Boon, it doesn’t seem to follow the same formula as plain healing so I think something should be added for it.

Critical Damage : Change it so it shows as ‘’ 150% + bonus amount% ’’, I’d rather know the total, even if calculating it myself is easy. Also I assume some players don’t know a Critical is 150% normal damage, so it being there could be nice.

Damage Reduction : We don’t really for how much our Armor Rating reduces damage, I assume damage uses a specific formula and if so there’s probably a way to know how much damage reduction we get from our armor, it’d be nice to have it appear when we hover over ‘’ Armor ’’

Magic Find : There are many ways to get our Magic Find above +0%, be it runes, food or upgrade components, it’d be nice to have our Magic Find bonus appear somewhere. (Thanks CaveSalamander.9150 for this one)

Other Bonuses : If there was a way to see our other bonuses (bonus damage against a specific monster, bonus XP, etc) it’d be nice, though this suggestion too is more me nitpicking, not that important.
—-

Aaand that’s pretty much it! I’m sure I’m missing something but I can’t remember what it is so it musn’t be important, and anyway we can edit posts! So there you go, my suggestion.

Thanks for reading.

(edited by Vyniea.2054)

Allow us to wear previously equipped styles

in Suggestions

Posted by: drizel.6194

drizel.6194

Or they could require the stones to add the armor to your style tab? Or transmute a look from your style tab to your gear. Then you don’t need to keep the physical armor around anymore plus the stones are still required.

Allow us to wear previously equipped styles

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Posted by: Hermod.2643

Hermod.2643

Well if they could include what drizel is suggesting, then i believe that would make it good for everyone- wouldnt let you change gear all the time, but when you have the required stones, you could swap. Transmutation stones would become a kind of currency for switching styles (that you’ve unlocked, of course)