Showing Posts For Darkever.9732:

Free travel to major cities

in Suggestions

Posted by: Darkever.9732

Darkever.9732

Short version

Allow free travel to any major city without paying any fee.
Of course, traveling FROM cities to anywhere else MUST NOT be free.

Reasons
People are already traveling freely using WvW, but this method just crowds LA for no reason. Also, this contributes in making other major cities even less populated than they already are, because most people just stop in LA for crafting/storage/whatever to save portal loading time even though they like other cities more.

Long version

Let’s say you are in Cursed Shore, you are fed up with running from zombies while grabbing orichalcum, and maybe today doing Plinx for 79 times is enough (just joking, I hate farming like that). Now you have three ways to go back to Divinity’s Reach, where your storage/crafting/personal story/friends/whatever awaits you:
1. Running all the way back. —> Kill yourself
2. Spend 4+ silver using waypoint. --> Good luck getting rich if you always do this
3. Travel to WvW —> portal to LA --> portal to Divinity’s Reach. —> Three minutes of loading screen (go fetch a drink meanwhile), no gold wasted

Now, I bet 99% of players use the 3rd method. It’s natual, since it’s usually better to watch a loading screens for 2 minutes than spending 4+ silver.
But this “trick” creates certain problems:
- Crowded LA: since the bottleneck of this journey is LA, it is natural that it gets crowded. This may create overflow problems during peak hours, for absolutely no reason. Also, players who may like to craft/store/whatever in other cities, often just stay in LA to avoid another loading screen. Consequently, this also contributes in making the other five major cities even emptier than they aready are… but this is a topic for another time.
- Tedious process: every time I use this trick, I save money, but I feel wasted potential. Why “force” players to do go though this? Either remove this “trick” completely, or make travel to major cities completely free. I suggest the second, of course: waypoint traveling to far away locations is already quite expensive as it is, and doubling it seems a little too harsh.

Unidentified Dyes drops are becoming too scarce

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Posted by: Darkever.9732

Darkever.9732

They may be trying to compensate for the over-abundance… I just hope it’s not permanent. I don’t even want to think how much will Abyssal dye be worth if it stays like this.

Barber Shop

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Posted by: Darkever.9732

Darkever.9732

They will probably add this in the gem store like it was in GW1.
If you aren’t careful enough when creating your char, will have to pay later

Largos must be a new race

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Posted by: Darkever.9732

Darkever.9732

Would rather be able to play as a Tengu/Skritt/Quaggan-/Kodan (in that order) before I play as one of them.

I agree that playing Largos, Tengus and Kodan would be awesome and entirely possible.
Not sure Skritts and Quaggan will ever be playable, for background reasons: Skritts are too stupid when they fight alone, and Quaggan are all pacifists, with very rare exceptions.
I think those minor races the player gets to help during personal story will stay minor. Another thing is for Largos, Tengus and Kodans…

Dungeons runes from soulbound to account bound

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Posted by: Darkever.9732

Darkever.9732

Oh, and those runes can’t even be thrown into the Mystic Forge. I have 5 Minor Rune of the Monk between all my characters, but since I can’t even take them out of storage, there’s no way I can try to “recycle” them… :-/

Unidentified Dyes drops are becoming too scarce

in Suggestions

Posted by: Darkever.9732

Darkever.9732

With the November 1st patch, getting dyes was really too easy, and the market price was consequently falling. But now, after the November 5th patch, they have become very rare, and are consequently becoming way too expensive!!!
I realize they are cosmetic stuff, but there are there are 400 colors and every new characters must start collecting them from scratch! Also, it’s a kind of “basic” cosmetic customization, that should be easily available for all players, at least for common and uncommon colors.

I personally think the Unidentified Dyes drop rate pre-November was just fine, and I see no reason to change it. I hope you made those dyes so scarce only to compensate for the previous over-aboundance, and will reset the drop rate on the next patch.

Annoying NPC dialogue box when fighting & looting

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Posted by: Darkever.9732

Darkever.9732

Completely agree. Looting should have on key, and interaction another key.
Having dialog pop-up while fighting is very very very annoying.

Malchor's Leap

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Posted by: Darkever.9732

Darkever.9732

Its not the number, its the respawn rate.

Completely agree. Many zones have this issue, but in Orr it’s more evident because mobs are tougher.
I think respawn rate should be somewhat linked to the ammount of players in the area. This way, a lone player gets some breathing space, while groups do not have the easy life they currently have. Going through Orr with a 5-man team is trivial.

Elementalist Improvements...

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Posted by: Darkever.9732

Darkever.9732

If we ignore the bunker build, which is incredibly boring, it’s true that Elementalist have currently a hard time playing solo. Just to make an example, my War lv40 is much much easier to play in lv40- areas than my Ele lv80 in the same areas.
Elementalists play just fine in groups, where they can support the entire team and deal huge AoE damage, but they struggle when they are alone.

The problem is not the lack of weapon swapping, but rather the lowest hp and armor in the game together with the almost complete lack of defensive mechanism (unless you use focus, which has some). Also, I think some skills from air and water attunement need a buff: I find myself using those only for running, desperate healing, or when all strong skills from other attunements are in cd.

Randomize the requirements for the Daily

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Posted by: Darkever.9732

Darkever.9732

I agree with create more variety for dailies, but I must say… I don’t like too much your suggestions on possible tasks. Daily stuff must be easy to do, and must happen almost naturally after playing in PvE for a couple of hours.

Dungeons runes from soulbound to account bound

in Suggestions

Posted by: Darkever.9732

Darkever.9732

TLDR version

Runes dropped by chests in dungeons should be account bound, instead of soulbound

Reasons
- Soulbound runes force the player to run the dungeon always with the same character for a chance to get a full set: this is definitely not good, since it limits diversity (and consequenty fun) for basically no reason.
- Getting a rune drop for a character that doesn’t need it really feels like wasted luck, not being able to re-use it on different characters.
- All the above happens for no apparent reason, since account bound runes are more than enough to ensure running dungeons is the only way to acquire those.


Long version

Some weeks ago my Thief received her first Superior Rune drop from a chest in CM; well, in fact I got two Superior Runes of the Noble in the same run… talk about luck! When I checked the description, I noticed it was soulbound to my Thief, but didn’t give too much thought at that time.
I continued to play CM with my Thief because she was doing quite good, until some days ago I decided I wanted to try CM with my Mesmer… but then I realized that if a Superior Rune dropped, I couldn’t use it to complete the set for my Thief!!! In the end I decided to play CM with Thief, instead of the Mesmer I wanted to use, on the worry I may get a “useless” reward.

A similar thing happened to me while playing AC with my Warrior: she got a Superior Monk Rune drop from a chest. Great thing!!! …too bad she absolutely has no use for it on the build I want. My Elementalist would love to have it… but no, he can’t, because it’s soulbound.

The thing that bugs me the most is that these runes are soulbound instead of account bound for no apparent reason!!! I perfectly agree in making dungeon runes non-tradeable, so that only people who are good enough do dungeons can use them, but I sincerely see no point in making them soulbound on drop.

I think that runes dropped by chests in dungeons should be account bound, instead of soulbound. This would make it possible to run any dungeon with any character without the worry of getting a rune that character doesn’t need or another character may need.

Let me know what you think about it

Edit:
I am perfectly aware that the set can be completed by buying runes with tokens, but that don’t solve the issue. Also, I plan to get the complete CM armor set for my Thief, and since it already has a full set of Superior Rune of the Noble, the two that dropped become useless too, not being re-usable on any other char.

(edited by Darkever.9732)