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What exactly is "End Game"

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

I hope there is no “end game”, because, that would mean no expansions/NEW CONTENT as the game will end. Think about it.

Thats not what End Game means.

Please enlighten me, what is your definition of the term “END GAME” because end game means just what it says.

It means, thinks people do once they reach the max level.

There is a desire for mounts! [merged]

in Suggestions

Posted by: Devata.6589

Devata.6589

Minis can be bought with laurels, which are in-game (some not all) as can some minis be made during holidays (toy ______) so…..

Helicopters? those arn’t mounts those are vehicles. What people call mount is usually an animal of some sort and I hardly call a machine “living”.

They don’t fit lore, because no one ever rides them (npc’s). You don’t see a cutscene with them riding one, you don’t see them in town or in the world riding them. They are always along side the “mount” so no, they don’t fit lore.

Yeah, there Winterdays mini’s where a good example of a way to put them in the game. It’s not the only way but one of them. Laurels is not really one of them. You can also farm gold and buy gems to buy mini’s. But the fun is going for the mni’s them-self.

About the vehicles not being mounts.. Well I gave multiple examples but I would suggest going to google images and search for “Flying Machine mount”. But like I said before, fine then we will not name them mounts we name them vehicles.

“They don’t fit lore, because no one ever rides them (npc’s).” No, The fact that they never ride any of them does not fit the lore. Thats something else.

And about seeing them in cut-scenes. I indeed did not see them ride animals in cut-scenes but I did see them ride animals on this page:
https://www.guildwars2.com/en/the-game/releases/january-2013/#

An option to disable right click targeting

in Suggestions

Posted by: Devata.6589

Devata.6589

Is that why I keep targetting random things?

I had no idea this whole time.

I agree. Please fix this. I thought it was just some auto-target thing based on the direction I was looking.

Yeah it also took me some time to figure out the problem. First I also thought it was a broken auto-target thing.

NPCs, Customization, Mounts

in Suggestions

Posted by: Devata.6589

Devata.6589

Ah, the daily mount thread.
Instead of making a new one how about posting in one of the other million mount threads that all resulted in a resounding “no”.

I did read a lot of them but none of them had a resounding “no”.
You can in every threat about it find people who don’t want it but most people seem to want it.

Please Explain the Logic of the AoE Limit

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Well AoE limit is oke if everything is logic. I will not take an Ele but a arrow-card as example. An arrow-card has 19 wholes. I also counted how many times it shoots when you trigger it and I don’t remember exactly but I think it was something like 8 times in 4 sec. Let’s say that is accurate for the example you shoot 19 arrows every 0,5 seconds. Irl if an arrow hits you I think you have 50% change you die. The surface looking from the top is about 50% head (dead) and 50% shoulders (not dead).
The next thing you do is seeing how many characters would fit into the circle of the arrow-card. All characters have the same hitbox so that would be easy. I am not acting like if there is collision detection (if you ask me it should be in WvW) so you can not stand inside of each other. Now let’s say 50 people fit in to the circle (it a big circle) then every 0,5 seconds you have 38% change of getting hit. And because I said there is a 50% change you get killed in the game we can change that to getting about 50% damage (depending on your armor). If you do it like that AoE limit is valid.
To make it even better check how fast those things could be reloaded in reality and how long it takes the arrows to hit the floor (in reality). Then make it so that you can only shoot once and have a cool-down for the time it would really take to reload. The arrow on the ground appears the moment you shoot and the arrows hit the moment they would also do in reality (more or less).

At the same time you remove the cap from siege weapons and you have a pretty realistic way that has a limited. And also make collision detection for siege weapons so you cannot place them inside each other. In that way you also have a limit to the number of arrow-cards you can place even how many you can place on one wall.
Why going to all this trouble? Because it that way you never get it OP and you never get it to weak. It is just realistic. (I know the game itself is not realistic but still try to get logic into the game and it will fix many problems) Doing it like this also means good tactics can easily win over zergs. But just nerving or just making people stronger in a not logical way, but just to try and counter something usually results in problems instead of fixing them.
I also still wonder why they took consumables out of WvW. People where thinking out of the box, they were using their brain, there were using tactics and took consumables from PvE into the WvW matches. That is great. I love to see that. That makes fights interesting, then tactics start to count. But apparently that’s not appreciated because the developers took it out. Like every time somebody thinks of a tactic that possibility gets removed because the developers did not what you to play that way (other example is not anymore being able to stop bounty’s from walking by talking to them). It’s a game, people should play it like they want and if they find smart ways to do something that’s great, it should not be removed.

What exactly is "End Game"

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Well if community stuff is what you are looking for the guild-hall might be an idea. I never really cared about that (saw many people asking for it) but last week I saw a video of guild-halls in Rift and I must say I was impressed. They could really build thinks (placing items in specific ways) and in that video somebody even made a jumping puzzle in the guild-hall.

If you search on google for “Rift Storm Legion (the bigger, beefier review)” and in the video you find you go to 20:40 you see what I am talking about.

But I would be happy with the thinks I said.

What exactly is "End Game"

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Posted by: Devata.6589

Devata.6589

Well I already posted something about that here: https://forum-en.gw2archive.eu/forum/game/gw2/Why-I-think-you-re-losing-active-players/page/3#post1826087

But end-game depends on the persons. For some it is building armor, for other it is WvW, for other it is raiding or for some it is attacking the enemy main city. Some of those are available in GW2, some are not.

WvW is my main end-content in GW2 but what is my end-content if it would be available.

Collecting mini’s, and then I am not talking about buying them from a gemstroe but completing achivements for them, doing dungeons for them, farming mobs for them and, getting them from quest so on. In another MMO I went so far as not completing quest that temporary gave me a item that spawned a mini. (by not completing those I could have multiple mini’s at a time what I think is nice)

Same for mounts and pets. I am a ranger and like to tame rare pets. Not really available in GW2 but I like to do that if it is available.

As last I like fun-craft, mainly crafts like engineering or (if is is very dynamic) breeding mini / pets and so on. Of course that should require recipes you need to get from dungeons or from fishing or from rare drops and so on.

There is a desire for mounts! [merged]

in Suggestions

Posted by: Devata.6589

Devata.6589

Mounts should be like the flying broom is now, no extra speed and no available skills. Purely cosmetic.

Why no speed boost? Not on a mount in city’s you can have a permanent speedboost because you can get boost every few meters and outside of a city you also have a lot of options to get speed boost and then what is the problem if the speed boost of a mount would be a little faster then you now have with the available speed-boost?

I don’t get the problem.

During the beta I did see people saying it would be possible to skip content and that it would decrease the world-size but waypoints do that even more.

And about the people saying that mounts should have no speed-boost.. Somehow I have the feeling that where the same people (or at least a lot of them) that use to say there should be no mounts at all.

About the flying mounts. I don’t think we will see those anytime soon because of the way the game is build. All maps are instances and you should need to get rid of that when introducing flying mounts. I don’t say they will never do that but it’s a big thing. Looking at the lore flying mounts would make a lot of sense with the choppers flaying around, the zeppelins and of course the dragons.

“Make it a Gem Store purchase with some mounts as a rare/holiday/event drop.”
But if they introduce them please DOT NOT make them only Gem Store purchase. For a lot of people collecting mounts and mini’s is end-content buy buying them from a gem-store does take that away. It’s no problem if some mounts are in the gem-store but most should be available in the game.

WoW having something in the game makes it an automatic “No!” in this game to a lot of people due to some irrational fear that it automatically makes GW2 a WoW clone and spawns elitism, as if it isn’t already rampant in this game anyway.

As I’ve said before, having mounts as rewards for achievements, random drops, and gem store purchases would make a ton of money for Anet.

I really dislike this waypoint system. Just being able to click on a map and go to a waypoint from anywhere in the world makes no sense in the game at all.

WoW isn’t/wasn’t the only game with mounts. Many games have mounts.

Mounts simply don’t fit lore, and anet breaking lore doesn’t make them “different” it just makes them irresponsible. The broom was hardly a start to mounts, they wanted to put out some fun town clothes and they succeeded. Just because the broom is between your legs and it moves doesn’t mean its a “mount” as other mmos have used. It is a town clothing item and offers nothing but looks which btw, is what end-game for gw is about. Looking you’re best and showing off any acheivments you got (titles, achivement points, minis). If you want a speed boost, equip that signet of yours or find something with perma swiftness. Outside of that, just dance in LA like every other person who thinks mounts are necessary does.

“Mounts simply don’t fit lore” How do they not fit the lore? Not having mounts does not fit the lore. There are horse carriages but no horses (mounts), there are dolyaks that are being used to transport material but nobody uses it to ride on? There is a submarine in the game, the Charr build bad-mobiles that are parked in their main city, there are helicopters in the game, there are zeppelins in the game, there is a Moa racer in the game. It would fit the lore if people then also can mount. It makes no sense for the lore that you have all those thinks but nobody would be able to use them / mount.

What does not fit the lore are mini soldiers. But mounts do fit the lore.

About the end-game, minis would be end-game if you could earn them in the game. Now they are gem-items and gem-items are extra’s, not end-game.

About the broom. Thats no mount it is just a fun item? Just because you are sitting on it and it does move you does not not yet make it a mount? Lol, oke then I think I can make a deal between you and the people who want mounts. Those people do not get mounts, they just get a nice item, machine, pet they can sit on and that can move them. Just with a little speed-boost to make it extra fun. No mounts, just horses they can ride on and so on. Looking you’re best and showing off there cool item, machine, pet!

BTW I have the signet equipped and in addition use the speed-boost from he warhorn all the time. So what would be the problem of having that speed-boost (maybe even 1% faster) while sitting on a mount that indeed totally does fit the lore?

(edited by Devata.6589)

There is a desire for mounts! [merged]

in Suggestions

Posted by: Devata.6589

Devata.6589

Mounts should be like the flying broom is now, no extra speed and no available skills. Purely cosmetic.

Why no speed boost? Not on a mount in city’s you can have a permanent speedboost because you can get boost every few meters and outside of a city you also have a lot of options to get speed boost and then what is the problem if the speed boost of a mount would be a little faster then you now have with the available speed-boost?

I don’t get the problem.

During the beta I did see people saying it would be possible to skip content and that it would decrease the world-size but waypoints do that even more.

And about the people saying that mounts should have no speed-boost.. Somehow I have the feeling that where the same people (or at least a lot of them) that use to say there should be no mounts at all.

About the flying mounts. I don’t think we will see those anytime soon because of the way the game is build. All maps are instances and you should need to get rid of that when introducing flying mounts. I don’t say they will never do that but it’s a big thing. Looking at the lore flying mounts would make a lot of sense with the choppers flaying around, the zeppelins and of course the dragons.

“Make it a Gem Store purchase with some mounts as a rare/holiday/event drop.”
But if they introduce them please DOT NOT make them only Gem Store purchase. For a lot of people collecting mounts and mini’s is end-content buy buying them from a gem-store does take that away. It’s no problem if some mounts are in the gem-store but most should be available in the game.

(edited by Devata.6589)

NPCs, Customization, Mounts

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Posted by: Devata.6589

Devata.6589

I really want mounts. This game doesn’t really feel like it needs them, but I really miss collecting them. Collecting mounts is usually my ‘endgame’ so I’m a bit bored now since this game has none. =/

This game does need alot more customization! There is a disturbing lack of options in the gem store to buy. When I heard gw2 was going the f2p cash shop option, I figured the shop would be packed with new things to buy every week, inlcuding gowns, faces, hair colors and styles. I’m very disappointed with it.

You should check out this thread: https://forum-en.gw2archive.eu/forum/game/gw2/Why-I-think-you-re-losing-active-players/page/3#post1826061 and then my topic. I think you are one of those players I am referring to.

There is no doubt in my mind that they will not introduce mounts, as a matter effect they already did when they introduced the broom. First is was some rare Halloween drop if I remember correctly and later they permanently put it in the gem-store. I think to see what people reactions would be.

What I read about it is that ArenaNet had planned on implementing mounts but that there old GW fan-base did not like that because it would be to much WoW-like (as if only WoW has mounts). So they did not introduce them. But at this moment old GW1 players is just a part of the players so mount will come in the future.

I do hope that they will not only introduce them as gem-items because like you said. Collecting them is part of the fun and end-contend. Buying them from a gemstore is not a lot of fun. They can put some on there but most should be put in the game as a rare drop from a mob, from doing a quest, maybe even make with a craft, earning by doing achievements and so on.

Why I think you're losing active players

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Posted by: Devata.6589

Devata.6589

I agree with the OP… I love guild wars… I see myself playing it for years to come but the dungeon difficulty is just too much. I’m an officer in a very active guild of 250+ and I feel like I’m pretty much the only one in the guild that runs dungeons daily. Win a very active guild of 250+ and I feel like I’m pretty much the only one in the guild that runs dungeons daily. t to bother learning it. We have a few people who run fractals but pretty much nobody besides me runs other dungeons. ~

Good luck anet, I still love the game though!

I see the same in our guild. We have members who like to do dungeons but most people are not very interested in them. I think this is also because of what they have to offer. A lot of players don’t want to do the same content over and over again if there is nothing to gain from it. Well the tokens and the armor and the achievements but for the achievements you only have to do it once so that is is the question, are you interested in the armor? If not a big group of the players is not interested in the dungeon anymore. And then there is of course the people who like raids. They are also not interested.

So if it go’s about the dungeons (in my previous post I was talking about other things then dungeons) I think adding raid dungeons will help and adding other stuff to dungeons (and then we kinda go back to my previous post) like recipes for crafts, pets for rangers, mini’s, rare loot, town clothes and in the future maybe mounts and so on. Things for people to collect. Introduce the funcraft fishing and combine that with a dungeon. A specific drop can only be obtained by fishing in a specific dungeon. That will get a lot of the people that don’t do the dungeons now.

Why do people think Thieves are "OP"?

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Posted by: Devata.6589

Devata.6589

So what if they disengage? What about it? Is it really that big of a deal? Why is it?

I honestly don’t see why if ever it would be a bad thing for you neccesarily if a Thief disengages. He can avoid every fight he wants, and? What’s so “OP” about being able to disengage a fight? You lose nothing, he loses nothing (Except for losing time if you’re going to be stupid and chase a Thief as a non-Thief, even as an Ele).

You don’t understand why that is OP? I will explain. He can go in for a fight and see how far he gets. Is he winning then he can finish it but is he losing he can disengage even if he is in a whole enemy zerg.

After disengaging if he still wants the kill he can follow his target and wait till it is weakened and that try another time. Still losing? He disengage again.

(edited by Devata.6589)

[Video]The truth about average thief players.

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Posted by: Devata.6589

Devata.6589

This video proofs that thief’s can not do as much damage as they did before (and to demonstrate that you did pick guardian. One of the classes with the highest survivability.) yet while trying to demonstrate that you pretty much solo a whole zerg. You don’t get any kills (inside of the enemy zerg) but try what you are doing with any other class and THEY will get a kill. Notice how the other player (not a thief) dies.

Also see how little HP you lose when fighting the guardian (not saying that you would have to much HP it’s just because he can’t see you the whole time, so thats shows how powerful (and according to some to powerful) that is ) You and another thief get him to about 10% HP. Then you run into the zerg and they get you to about 50% HP.

Eventually you get downed, outside of the zerg.. By a thief!

Before thief’s could use the backstab to medium / light armor players that do not build on toughness and/or vitality to get them downed instantly. Those players will now (only) lose about 75% of there health when you do that.

(edited by Devata.6589)

Invisibility= invulnerability exploitable bug

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Posted by: Devata.6589

Devata.6589

Very amusing post of a lot of people just blasting out, calling me a noob because they want to protect their thief’s or something.

Next week I will try to make a video. Not sure if I manage to, but we will see. And you are of course able to do the same just to prove that I am wrong.

Besides lLobo.7960 also explains a little bit how it works but indeed you can shoot in front of you holding right mouse button. Still you don’t seem to be able to hit the invisible target.

Like I said I will try to make a video of it.

Invisibility= invulnerability exploitable bug

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Posted by: Devata.6589

Devata.6589

I always blind people I finish. Everything will miss aside from the ones where they get up and run away.

I’ve never heard of this “bug” despite having over 1K hours on my thief.

If you have a friend on another server you can play against in WvW I would suggest testing it. I would if I could. Just let him shoot at you while visible. Then go invisible and let him shoot again without any of you having moved. Then you see if you have damage.

You can also test the finishing off. Just go invisible and try to finish him while he uses Thunderclap.

The problem with this bug it that is is so hard to check because you need a controlled environment for it. We can’t duel and most people don’t have friends on other servers they can test this with.

-

“Its not buggy the aiming system is non existent in downed and sucks in general for projectiles without a target.”

“When warriors throw their hammer projectile it commonly will fly over the thiefs hitbox since the aiming/tar getting system in the game is poor.”

I would consider that being a bug. And stealth is then a way to well increase severity of that bug.

Why Represent another Guild Causes Rage?

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Posted by: Devata.6589

Devata.6589

Some guilds just want you to represent 100% but our guild for example does not mind if you also represent other guild but there is a problem.

It is very hard to see if people are never or almost never representing or if they for example are representing on one char.

The problem is in the guild-options. You don’t see when somebody represented the last time and you don’t see how much % of the time he represents you and you also don’t see a line over time with this information.

If guilds could see that, they could easily make the difference between a player who only represents on one char, or only once a week and a player who simple stopped representing at all.

Invisibility= invulnerability exploitable bug

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Posted by: Devata.6589

Devata.6589

Like I said I know it because of the finishing example. I tried to use Point Blank Shot on invisible Thiefs all the time and it never works. Now let say for some reason I always missed. (It’s likely that I missed a few times but I tried it so many times it is very unlikely I missed all the times because you kinda know where they are standing)

Then there is the example of the Thunderclap that also never worked. Could I be blinded some of the times. Of course, and I will be honest, I don’t keep a look at all the conditions all of the times but will I have been blinded all the times, of course not.

Is is possible that I did the Thunderclap to early because I did not see the thief so had to guess? No, I know that because of the time between me doing the Thunderclap and getting finished.

I would love to have made a video to show the whole mechanic but to really do that I would have to work together with a thief from another server what is kind of a problem. But if anybody does not believes it I would suggest trying it in a controlled way.

I just saw a topic here where somebody posted a video:
https://forum-en.gw2archive.eu/forum/professions/thief/My-WvW-thief-video/first#post1814936

Now is it very hard to see in an action video but I think you can see it at 3:03. The thief is there fighting with a ranger. The ranger only has cripple and bleed and just after the thief go’s invisible and before he heals himself there is a shot (from the ranger) that seems to hit him but you do not see a red number (him losing health).

Like I said, this is hard to see, best is to try it in a more controlled way.

On the thief forums there are plenty of players asking for stealth to interrupt a chain attack, since it currently does not. Play a thief for a while and you will find stealth does not make you in any way invulnerable in PvE or PvP.

It does not really make you invulnerable like other skills do, but you simply don’t get damage from those attacks.

(edited by Devata.6589)

Invisibility= invulnerability exploitable bug

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Posted by: Devata.6589

Devata.6589

There are a lot of people (including me) that complain that in WvW thief’s are to ‘strong’. With strong I mainly mean that the combination of very fast and invisible makes them very hard to kill, besides that they can do a lot of damage however there are things you can do against that.

But in addition there is also a bug that makes them even harder to kill for a lot of professions / builds.

The problem is that invisibility also makes thief’s invulnerable for multiple attacks.

An example is all ranges attacks that bow’s have, like Point Blank Shot and Rapid Fire. The AoE work but the normal range attack wont work. Another example is the downed skill Thunderclap.

In my example I pick Point Blank Shot and Thunderclap because I use them to interrupt people who try to finish somebody off.

There are some skills that other professions have that have similar behavior like the skill that prevents you from getting dazed or crippled and a skill that protects you from range attacks. But this is something different. The problems / bug seems to be in the fact that there is no target and the system/game can’t handle this.

The whole idea behind invisibility is that it is harder to damage them or do something against there attacks because they are invisible, but this problem now even makes them invulnerable (for some attacks) even if you use the correct skill on the correct moment or you do shoot correct at the invisible thief.

If you do know of this bug you might want to switch to melee but still it should not be the case. Most thief’s are also abuse this bug for example when they finish somebody. (not saying they are all aware of it. They will just notice that they almost never get interrupted when they finish somebody in stealth)

I did find out this bug because when a thief is finishing somebody you pretty much know where he is however the Point Blank Shot never ever works and Thunderclap also never works when a thief tried to finish me.

Personally I also think that the combination speed and invisibility makes them to good at getting away. It makes it to easy for a thief to try and back-stab and if they see it does not work (they lose the fight) they can use a combination of speed and invisibility to get out of the fight. Something that does not really seems fair as you should have the possibility to attack the person that attacks you. However adding the partially invulnerability to it really makes it to much. (for some builds / professions)

Some professions / builds will not have this problems others do. See for example rangers, they usually use ranged what becomes unusable, they have the thunderclap that becomes unusable and there pet is also unusable (that the pet is not useful for attacking a invisible thief is not a bug, but it adds up to the total). I think professions like engineer will have similar problems but a warrior will most likely do not have any extra problems because of this bug but only haves to deal with the invisibility and speed like what he is supposed to have to deal with when fighting a thief.

Imprevement to the message of the day window

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Posted by: Devata.6589

Devata.6589

There is already a thread about guild-options where this is one of the suggestions made. Lets try to keep this discussion in one thread.

See: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/4

On page 4 is a total list. First post is not being updated anymore.

Show primary and secondary weapons + effects

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Posted by: Devata.6589

Devata.6589

No thanks…the amount of graphical pyrotechnics in this game is already overboard.

It will not really add graphical pyrotechnics. You will just have the weapons on your body. Yes if that weapon has an effect thats visible but that is already the case.

And if 3 weapons have such effects (what will be rare anyway) you will have the same as when you now have 2 weapons with effects (main-hand an off-hand), so footprints only visible from 1 weapon. Other effects (like flames) well thats then 1 added in very rare situations like if you have 3 legendaries (there are a few other weapon with visual effect but not a lot).

That really does not add up against for example a armor set with flames on every item.

So normally no extra effects, only in very rare cases one extra effect like fire or light.

(edited by Devata.6589)

Show primary and secondary weapons + effects

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Posted by: Devata.6589

Devata.6589

Um… not a good idea.

What about using two legendaries that both have different footprints?

Please read my comment again. I will quote myself:

“I don’t know how those effect now work if you have 2 legendary weapons, one in your main-hand and one in your offhand but I guess it only show one of effects. Thats also no problem, active weapon should then have priority and main hand go’s for offhand.”

So only 1 effect will be visible. The difference is that even if that is from a secondary weapon you will see it.

Edit: Have a look at this video: http://www.youtube.com/watch?v=hx3qhzlSGYU It shows 2 legendaries used by one person at the same time. Both with footprints (dagger and sword) but when the dagger is in the offhand you don’t see the footprints of the dagger, you see the footprints of the sword (5:10). So it works like I already suggested. Main-hand go’s for offhand and then you can easily add active go’s for inactive and so only sowing one effect (footprint).

(edited by Devata.6589)

Show primary and secondary weapons + effects

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Posted by: Devata.6589

Devata.6589

Yeah, I was also thinking about PvP where people might think it’s not good, thats why I suggest an option to have it off.

Then again, it would make sense to have it also visible in PvP because you should not really have that “element of surprise” because you have the weapons on you.

However, if this will be implemented I guess it will only be for when you use two-handed and main + off-hand weapons because of the clipping. And so you would not have that “element of surprise” in that case but you would have it when using 2 times the same sort of weapons what would not be fair.

So an option to toggle this on and off would be useful. I personally would also have it visible in PvP but I do understand that other people might want to keep them invisible in that case.

Allow bow 'skins' on longbow's and shortbow's

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Posted by: Devata.6589

Devata.6589

yes, cause all the short bow skins are putrid at best absolutely kittening kitten kitten at worst.

Well my favorite bow skin is actually a short bow but yeah being able to swap these skins gives everybody what he likes. Thats the whole idea.

(edited by Devata.6589)

Show primary and secondary weapons + effects

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Posted by: Devata.6589

Devata.6589

Show primary and secondary weapons + effects

It would be very nice if you would see (or have the possibility to) your primary weapon and your secondary weapon at the same time.

In some cases this might cause clipping but when you use a two-handed weapon (go on the back) and you use a main-hand and off-hand weapon that problem does not exist and it would look very nice. So it would be great if in that case all weapons would be visible.

Same for the effects, and then I am referring to effect like the Legendary weapons have. Also show those effects when that weapon is in the secondary slot especially if the weapon is visible (what I suggested before).

I don’t know how those effect now work if you have 2 legendary weapons, one in your main-hand and one in your offhand but I guess it only show one of effects. Thats also no problem, active weapon should then have priority and main hand go’s for offhand.

I think this would really increase the looks of characters. Maybe still have the option to turn it off because there will always be some people that don’t want it visible for some reason.

(edited by Devata.6589)

Allow bow 'skins' on longbow's and shortbow's

in Suggestions

Posted by: Devata.6589

Devata.6589

As the titles says, allow bow ‘skins’ on longbow’s and short-bow’s.

They are both bows and the size seems similar (in game), it happened more then once that I recognized a short-bow for a longbow or a longbow for a short-bow.

This might also be possible with other weapons and armor-skins but especially for the bows it would be very nice, also giving some extra choice.

(edited by Devata.6589)

Someone linked this today:

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

This was brought up on the SAB forum, a dev confirmed what it is.

All the weapons in SAB get upgraded in future levels. The fire sword is the final upgrade of the pointy stick.

In-SAB weapon only.

Ok, so it is also confirmed they will release the other worlds?

(I don’t know what SAB forum you are talking about, have a link?)

Guild System Improvements

in Suggestions

Posted by: Devata.6589

Devata.6589

What about Recruitment boards. Somewhere you can post your guild rather then yelling it about.

It was already in the list “-Guild Advertising in the Forums Improvements” but I will put “Recruitment boards” behind it.

Someone linked this today:

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Still wonder where this weapon is. Haven’t seen it, it is not one of the skins.

An option to disable right click targeting

in Suggestions

Posted by: Devata.6589

Devata.6589

Our development team reviews play input on a regular basis. They are aware of this suggestion, but have not yet reached a decision on what changes, if any, they will make to targeting.

There is a lot going on right now with the upcoming event, but after that, the team will take a look at a lot of different game elements, and may make some changes in the future.

Sorry I don’t have more specific information, but you can be sure this is not being ignored or rejected without due consideration.

Thanks for understanding.

Well that was 5 months ago. The events being mentioned where Winterdays and we are multiple events down the road. A promise was made that after those events (so Winterdays) the team would look into this.

It would then also be nice to get an answer. And as I don’t see a good reason to why not being able to disable this we should even already have the option. Just to give an idea how ‘much’ work this is, here a code that would do this.

Add an option in the menu (in the code this might be variable useRightMouseToSelect).

When capturing the “right-mouse-leave” put the code in there between:
If(!useRightMouseToSelect)
{
[existing code here]
}

Why don’t we hear anything about this? It is really annoying and it’s one of those things a developer can fix in no-time.

Guild System Improvements

in Suggestions

Posted by: Devata.6589

Devata.6589

I have another option to add to the list. It would be great to have the option to not only show local time or server-time but also an option to show both. I see this as a guild-option because international guilds will use the server-time a lot to organize events. However people like to see the local time so it happens more then once that people got the time wrong. Having the option to show server-time and local-time would solve this problem and be great for guilds.

cannot complete guild mission - guild trek

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

It’s not a problem. The image gives an indication of the area, not the exact spot. So the golding ring is in that area somewhere.

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

I see here that Jefferey says most have a 95-120 sec timer (what is a bid strange, I would think is was dynamically depending on the type of mob, number of people and so on) but if you look how it works it is almost like if there is a buffer for the mobs to spawn. Because you have some that indeed seem to spawn immediately however after having them killed for example 3 times they don’t show up anymore for a much longer time. So it’s like if there are 5 spawn-places it is possible there are 10 mobs that spawn but will only spawn if the current mobs on the 5 locations are dead, so you get like 5 in a buffer and as soon as you kill one, one from the buffer spawns until you cleared the whole buffer and then it will take some time for them to spawn again. I don’t say this is how it works as I don’t know the code they use but it almost looks like it works this way.

Besides that, even if your with a big group you don’t want to kill the same mob multiple times. You should not really see them spanning so yeah they should spawn sooner if there are more people in the area but at the same time you should try to only let them spawn if they (the spawn-locations) are in nobody’s line of side. This will not always work, but you could work with a max time trying to wait for a moment the spawn-point is in nobody’s line of sight, if the max time is over you spawn them anyway. This would solve most problems and gives a more natural look. So for example there are 100 people in the area the spawn-time gets reduced to 0 sec, but then the “not in light of sight”-timer starts that is for example 1 min. That means that as soon as the location is not in any body’s line of sight they will spawn or else they will spawn after 1 min.

Spawning times was already one of the big issue’s you saw back in the beta-forums, same as mobs that suddenly run back to there location and regenerate heath and are invulnerable until they are back at the “home” location. Both have not yet been solved.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

We have tried a few Guild Bounties now.. My personal opinion on this is that, it will be more fun and better gameplay if we do not “allow” to scout for the npc prior to starting the game. Please do something about this. Whether you are going to increase the time for higher tier, make instances for all guildie to accept entrance/participate (??). Thank you

p/s btw, guild trek is awesome awesome. Do not mind no personal reward tie to this. :o)

How about if you do it on your way and let other people do it on their way in stead of trying to force your ways on other.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

This news article https://www.guildwars2.com/en/news/guild-missions-a-good-foundation/ gives some new information about guild-missions but what I noticed is that ArenaNet really seems to have made a big calculation-mistake and still do in a way.

It’s this line. “Instead of Guild Merits, 3000 Guild Influence will be rewarded. This ought to be perfect for the smaller or less active guild that can’t earn at least 1000 Influence a day.” So if you earn 1000 influence a day you should have no problem unlocking the guild-missions………..

Wait, what? So rather then rewarding Guild Merits, they gave us Guild Influence instead? Guild Influence aren’t really that hard to obtain but geez. The setup for the regular Bounty Mission is annoying as it is and that is the only way to get Guild Merits compared to something that seem easier for a smaller guild to do, like Trek. Even if the small guild can get those influence (mine did with flying colors), they are stuck with being undermanned to do the Bounty Mission to begin with.

What the hell??!?

No, they introduce a new mission (training-mission) where you only have to kill 1 bounty and that is what gives you the influence. The rest stays the same.

Scaling these event to the guilds seems a good way to include as many guilds as possible.

You still have the problem of the influence for small guilds. There is no real need to require the influence for unlocks so with future additions they can better not require that. Most guilds that have no big problems exist from the beginning but image starting a guild today. You can not offer anything (because you need to unlock everything first) so it’s hard to get people and you need the people for the influence.

The idea of influence to unlock some things was not bad but they should not keep that system for new unlocks because the total required amount of influence to unlock stuff will then only become bigger and bigger making it near impossible for new guilds to start.

Maybe they would add more guild-missions that give more merits and work more with merits, because if you make sure the missions can also be done by small guilds it will be possible to unlock everything even for small guilds.

(edited by Devata.6589)

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

When I see the discussion about end-content I always miss something. You know what my end-content was in other MMO’s. One in particular. Getting rare pets (as ranger), getting (rare / special) mini’s, rare mounts and doing funcrafts (like an engineering craft) to get special items.

In GW2 all those thinks do not exist but I have fun in WvW and with the guild (Thnx for the guild-missions) but for people who do like those things and don’t like WvW or guild-stuff they miss a lot.

Special mini’s.. well farm farm farm gold and buy them, or get real money and buy them. A lot of people want to ‘farm’ for the mini (material) itself not for gold to buy the mini (material).

It’s not really a challenge because you can always buy them. Make it more fun to get a mini, make ‘quest’ (GW2 does not really has quest, but introducing some would not be bad) or special ways to get them. You might need to get materials from all over the world (because a quest sends you all over the world) to get your mini. Materials or mini’s you can not just buy because even if they are not account-bound because of the rareness they are extremely expensive.

Let rangers also catch more pets in a more generic way. Not just a list with pets you can walk to, pres f and you have it. A lot of PvE ranger mainly go ranger for the pet, not pure for there attacks. Make some pets hard to catch and because of the generic way people might even catch pets ArenaNet would not want them to catch. Well heey, a very rare pet. Thats for a lot of people end-content and a sport to get them.

Same for a fun craft. Armor and weapons.. well some people like crafting that but a lot don’t really mind the armor until they are 80 so they need to craft just to get to level 400 to be able to craft something interesting (what is kinda boring). If you have a fun craft then there is just a fun item to make every step. Make it harder of course by requiring recipes that are hard to get, or drop (rare) from a boss in a dungeon and so on. Also require material from other crafts to get those people to also want to do those other crafts (not only to get to 400).

For now we don’t have mounts but you understand you can do something similar there. There is a very very very big group for whom this is the end-content but that does not exist in GW2, Adding it would be a big step forwards.

(edited by Devata.6589)

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

They will come, and the reason that they are not in yet is probably because a big part of the core fan-base (GW1) was against them. And whatever you think about now not having mounts it is good that ArenaNet did listen to their community.

But at the same time the core of the game is designed for the use of mounts and for the lore it also makes no sense to not have mounts. I did see horse carriages but no horses??? There is a moa-racer, there are dolyak, there are cars (batmobiles) but there are no mounts? Well there is. With Halloween they introduces the broom and when that did not made the community mad they added the broom to the gem-store (but no speed-boost, then again, in every city you can get a speed-boost ever few meters).

So will they come and ArenaNet is already introducing them slowly. Will we see flying mounts? Well thats a whole other story. The problem is (and I kinda wonder why ArenaNet did that) that maps are instances so you do not have seamless zones. To introduce flying mounts they would first have to change that and thats possible but once you chosen the current design it’s almost! impossible to go back. At the same time the lore tells you there are flying mounts. I mean, there are dragons and there are helicopters so it makes sense to have flying mounts.

ArenaNet also loves using invisible walls (sorry, but I hate invisible walls. It’s like cheating by the developers) and introducing flying mounts would also mean they not only had to ‘fix’ the whole core to have seamless zones but they also have to remove all invisible walls and put something else there if people still may not enter that location.

So maybe in a future expansion, maybe even in a completely separate map there will come flying mounts but don’t count on it in any short term.

What I hope to see is a new WvW map, much much much bigger where we drive in the big Char machines (those batmobiles in Black Citadel) but also just on little mounts or with no mounts. If they will use those cars as mounts in the current area’s I think they will shrink them down but for as now I did not see anything to believe they did already work on that, except for the big cars themselves of course. For under water I think they will use dolphins as mounts and for on land moa’s. That those moa’s were designed as mounts is very obvious.

Guild bounties - bounty hunt time

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

I do like the new guild-missions and I love that ArenaNet has put them in but I also do think they underestimated the effect it would have on smaller (or new) guilds.

In the first post it is being said that he has a small guild and is loosing people. Looking at how things are going on our server I think thats thats very well possible. We are one of the guilds that are able to keep on going and are even doing much better with the new guild-missions (we love them, finally content to do together) but I did notice a big change for guilds.

If you go to this topic: https://forum-en.gw2archive.eu/forum/game/gw2/Guild-Missions-merged/page/45#post1687764 I also looked to what AreanNet had in mind. Every guild who would get 1000 influence a day should have no problem unlocking the missions, but for those with less then 1000 influence they introduce a special bounty that ears you 3000 (every guild can do it, I think it’s also on a weekly base). In my post there I calculated how long it would take to unlock everything if you had already everything unlocked when they introduced the patch and there would be no influence at that point but the guild would get 1000 influence a day. Well then it does take you about a year to unlock everything. For new guilds who have to start from 0 it is extremely hard.

Also in this thread it is being said (by ArenaNet) that you can do a tier 3 with 30 people after a lot of tries. And I belief that (with 15 bounty’s). It’s about 1 person per bounty if you do tier 2 and if you do tier 3 you indeed need like 30 persons. I however see that about 50% of the representing members wants to do guild-missions, not all want to use TeamSpeak, not all are level 80 (most are) and not all have world-completion. So 30 people, on TS (not even talking about World completion) is a lot, no small guild but a medium-big guild . I can see how adding 3 more bounty’s drive smaller guilds crazy.

Something else they also seem to forget. The guild-missions give merits you need to unlock new missions and guilds like to unlock new missions. So they do not just want to do hard missions 10 times and then succeed. They want to succeed to get the mertis. To organize a guild-mission, get the people online at the same time and so on takes time so guilds can not do it on a daily basis so it’s also not like if they fail they just try it again. Guild-missions are maybe created with the idea of ‘fun’ but they are now also a ‘must farm’ because the merits are require to unlock new missions. Once a guild has everything unlock I can image that guilds just try them with less organizing or a higher tier then they did before just for the fun, but for now most guild want to succeed in doing them to be able to unlock new missions.

What I would suggest is to make tier 3, tier 4 and add a new tier 3 where you get 4 bounty’s and one of the 4 is one of the 3 new ones. You can then also add a tier 5 where all bounty’s count (all 18) and you have to kill 6 or 7 of them. In that way the new bounty’s can give a lot of new fun without harming the smaller guilds.

Thats just my 5 cents. We manage also with 18 bounty’s (but I must confess I am happy that we hopefully have have the merits needed for the next unlock before they 3 new bounty’s are introduced) but I do understand how this can be a problem for smaller guild, just like the required amount of influence. Future additions to the guild should also not all require new influence to unlock because in that way you make it impossible for new guilds.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

This news article https://www.guildwars2.com/en/news/guild-missions-a-good-foundation/ gives some new information about guild-missions but what I noticed is that ArenaNet really seems to have made a big calculation-mistake and still do in a way.

It’s this line. “Instead of Guild Merits, 3000 Guild Influence will be rewarded. This ought to be perfect for the smaller or less active guild that can’t earn at least 1000 Influence a day.” So if you earn 1000 influence a day you should have no problem unlocking the guild-missions.

Now lets say you have an everything already upgraded to the point where they introduced the guild-missions. Then to unlock all the guild-missions including the required upgrades (and we had all upgrades until that point, even one that did not unlock anything) that would cost you about 330 000 influence. (5 * 30.000 = 150.000 to get to a higher level and 3 * 50.000 + 30.000 = 180000for the guild-missions itself is a total of 330000 influence. And I might be wrong, can’t remember all the upgrade cost but this is the minimum of what I am sure of. Then you also get the influence for the missions you need to do to get merits to unlock new missions but I won’t even calculate those. That brings me to 330.000 / 1000 (a day) is 330 days. So it will take a guild who makes 1000 influence a day almost one year to get all the influence.

I don’t know how the new mission training works, you can also do that once a week for influence? But it is a good update. Still you an see that something went wrong in the calculations.

Our guild is big enough to unlock everything about in time. For now we were able to unlock everything including all upgrades but we just lack the 100.000 influence for the last two missions. We still have some time because we need to earn the merits first anyway. But I can see how this will be a problem for smaller guild, or what if somebody now created a new guild.

I really hope that ArenaNet is smart enough to do still give future additions to the guild but that they do not require influence to unlock most of them. If they would do that only existing guilds really have a change of getting anything.

Maybe one more big upgrade for a guild-hale (I know a lot of people want that) but other additions should really not require influence to unlock them.

Perpetual bar brawl, what happened to it ?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Southsun Cove is indeed empty but what I meant to say is that I do not dislike getting new content like an island but the priority / order seems a bit strange.

I agree that the other city’s should get some more to pull people. All the city’s are big but you only get there when creating a new char. After that LA will be your home city. And of all he city’s Divinity’s Reach still has the most people, the other city’s are empty.

New mini-pets on the island?? You can get them in another way then the gem-store?

Perpetual bar brawl, what happened to it ?

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

I was interested in the fights with your mini’s in an arena in LA but was also wondering when the bar fights would be implemented. Strange that it is still not implemented.

ColinJohanson says “we decided to table for a while in favor of focusing on features and areas we felt were more important for the game.” but that was 5 months ago and those features that are more important, see for example this thread: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/4 have not all (most not) yet been implemented.

But we did get a new island. Personally I would think a new island is less important then even the mini-games but it is a lot more work.

Not that I did not want the new island but I don’t really understand the priority’s.

Can't click to select a target

in Bugs: Game, Forum, Website

Posted by: Devata.6589

Devata.6589

I don’t know what causes this bug but suddenly I can’t click targets to select them. Clicking them simple does not do anything.

Yesterday the problem suddenly started in Fractals now in WvW but I think it can happen anywhere. Only way to fix it was to restart GW2.

Can a Mod close this topic please

in Suggestions

Posted by: Devata.6589

Devata.6589

If moderadors can come here to infract somebody they are also able to give a comment one would say.

Anyway, on the other topic that I liked before: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/4

I compiled all the suggestions about the guild that I have find so far (page 4). The thread is also months old so shows how long people are asking for it. I would suggest continuing this discussion there.

Can a Mod close this topic please

in Suggestions

Posted by: Devata.6589

Devata.6589

I looked for topics about guild-improvements and found about 7 similar (in the first 3 or 4 pages) and posted that message in all of them so people would only use one big topic.

Looks like the Moderator in this case is some automated system trying to merge topics but what it did was remove all the topics (in stead of one) and place my comments from those topics all in this topic.

Luckily I already read those topics and added new suggestions to the list on the topic I mentioned. So they did not get lost and most suggestions where already on there.

(edited by Devata.6589)

Ranger: Held back by pet

in Suggestions

Posted by: Devata.6589

Devata.6589

A ranger is supposed to be with pet so taking it away I would not want but improvements are welcome. In WvW in the Beta pets could get up walls now they can’t but mesmer clones can that gives a big disadvantage. Also a lot of pets are so weak that they are never useful.

In addition I would like do see a more dynamic (less rules) way to tame pets so you are not just limited to a fix number of pets but that you can also search for special pets and maybe even pets that ArenaNet had not anticipated on, collecting such rare pets if for many rangers a big part of the fun but thats also not possible so it’s not very strong in WvW / PvP and the fun-factor is also gone.

Another bad thing is that you get into combad when your pet is fighting but you can not take your pet away when in combad. That only slows you down.

WvW, End of Culling and PVE?!

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

When I read the article about culling being gone there were only two thinks I did not like. “culling off completely IN WvW” so not in PvE.

And “(except those using invisibility skills, of course)” well it’s time for them to go as well.

So Thnx for giving some information about the PvE part however I would like it is the answer was ‘yes thats also gone’ in stead of ‘later’.

btw I am not sure why the created of this post only noticed since January, the problem has been there for a long time. Especially with vertical difference. You can maby see whats 10 meters in frond of you but you can’t see what is 3 meter above or below you. We did some jumping puzzle events with the guild and that was almost impossible to do.

Another way to see this culling is to go to Divinity’s Reach and then in the long street the go’s down towards the exit jump down on one of the balconies. There are then roads above you and below you that you can see but you can’t see anybody on them. You can understand that for doing multiple guild-events this is very bad.

Can a Mod close this topic please

in Suggestions

Posted by: Devata.6589

Devata.6589

Lets try to keep all these suggestions together in one topic. If I look in the suggestions almost every page has multiple topics about it.

There is one big topic about it. on page 4 of that topic I summed up all the suggestions about guild-options (two post long) if your suggestion is not in it please add in that topic:
https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/4

(edited by Devata.6589)

Way more guild options and rights

in Suggestions

Posted by: Devata.6589

Devata.6589

Just waned to add that I moved all suggestions here to the topic from BioHazard.2147
I also made a list there of all suggestions that I could find.

You can find it here: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/page/4#post1629906

It is easy to only have to keep track of one topic.

Guild System Improvements

in Suggestions

Posted by: Devata.6589

Devata.6589

Part 2:
-Uninvite vs Kick when people have not yet joined
-Guild control area options like in GW1
-Guild pays for repairs / waypoints and places to put money for these goals
-Notification of achievements of individual players (eg. XYZ has gained 100% world map completion!)
-Look at giving guilds rewards for doing stuff together, eg. completing a dungeon, or an event etc.
-Guild PvP or WvW rewards or achievements that could be noted or listed on the guild panel, or encouraged
-Make guild-banners that work like the warrior banner. So you can pick them up, place them and they will buff everybody in the area. In WvW they can be captured by the enemy and using permissions to carry the guild-banner
-Possibility for a transparent emblem background (think that is already possible)
-a simple forum in-game private to only your guild or a message board that uses sticky notes or is essentially a daily message with more room are very viable. (roles on ‘forum’ permission based)
-Guild members have got to show up on the map. (like party members but then orange)
-Option Guild Deep Cave Withdraw and Deposit
-If a member leaves also show the name of the character that left apart from the account-name.
-An option to automatically let people get to one (or more) higher ranks when they reach a certain time of representing, or influence or time member. Of course that should be variable for the guild-leaders to choose.
-Show how much they are online (like in actual time and in percentage)
-Show how much they represent (again in actual time and in percentage)
-Show when they represent for the last time. (This is something else then list time online)
-Show how much influence they have earned for the guild
-Show when they earned influence for the last time.
-Show a full and detailed history going back to the beginning of the guild or (if the information is not being saved at this moment) to the moment this option would be implemented.
-Show who buys and uses guild-armor and other guild related stuff (how much, when and so on) So now that would also mean showing who joined guild-missions
-An options to see account-names in the guild-chat (and party chat).
-guild-message of the day should have a date/time option you can fill (not required) when the message will automatically be deleted. (this is when there is also an options for a bigger message besides the message of the day like suggested before)
-Split permission about money and bank tab
-Stack items in guild-bank directly out of your bags
-Option to select members by criteria like ‘all members who have not been online since x.’ and do something with that selection like changing the rank or sending a message/ mail or adding a note (if the option to make notes for users would become available)
-Option that guild-leaders can send a mail to the real mail from members. But only if members allow that and guild-leaders don’t see the real e-mail addresses. (this to contact members that have not been online or whatever)
-Show date and time spent representing
-Add confirmation when changing important things.
-Automated sorting option in guild-bank
-Option to not show the not representing / or not count the not representing members.
-More guild representation in WvW, not only showing the banner for a claimed keep
-Guild-unlocks not per server
-Be able to see guild-chat when not representing as an option that leaders can set on or off
-Make it possible to export a list of all members including all there chars (only that they use to represent the guild, for private reasons) and information like current level, rank, profession, race and crafts to a CSV or XML file.
-Next in line officer to become leader if a leader leaves a guild
-Show join date
-Show total Influence earned for Guild
-Show total time online and representing
-Transfer influence from one guild to another guild
-export mails (I guess you can say that might be guild-related in a way)
-progression-line per member showing, time online, time represented, influence gained over time.
-Have the option for people to show server-time and local-time together.
-Special option in the ranks to activate a guild-mission @ location.
- An API option to get all the claimed camps, towers, keeps, castles by a given guild-name.
- See who accepted / declined credits for another guilds mission.
- Open world guild-houses / guild-castles that guilds can design and build themselves in WvW-like maps with ground around it. On that ground people can then build there own houses and people can fight and defend land.
- See guild-chat from multiple guilds. (See FF14?)
- Option for guild-members to share influence to multiple (selected) guilds.

It’s really time ArenaNet tells us when we can expect most of them. It’s a big list but most are just needed to be able to run a guild efficiently.

(edited by Devata.6589)

Guild System Improvements

in Suggestions

Posted by: Devata.6589

Devata.6589

I went true the whole topic and linked topics to make a list of all options mentioned. Just to get a clear list of everything.

So this are not just my suggestions and I don’t say I would even agree on all and the order has also nothing to do with it (for example I disagree with the first point) it’s just in the order I read them.

This is just to help ArenaNet to get one list, I did try to make the explanation smaller so for details I would suggest reading everything in this thread and linked threads.

Because it is so big I had to split the post up in multiple post.

-Also getting XP for not representing members. There are multiple options given how this would be done.
-More options for ranks. Like splitting admin rights, kick / invite, promote / demote and so on
-More options to sort / organize the guild-roster (Like sort by representing)
-Chat-channels based on ranks. So a channel for only leaders or only officers of only leaders and officers and so on
-MotD should be editable in stead of making one whole message. [FIXED! September 2013]
-Have an option to be able to control to show the message of the day when user log on/off or the message changes.
-Guild Description / info. MotD is a short message about something that will happen soon but there also needs to be place for more information.
-The possibility to make notes. Public (notes everybody can make) en rank-based.
-Show in the chat when a player comes online and logs off.
-Last time online should be visible
-Influence tracker
-More and better ways to show the guild-emblem like on your back
-More options for in sPvP like influence increase for PvP or guild Finishing move and so on
-Guild hall
-Mailing to multiple people (in the guild) at once. Rank based or just multiple names at ones or multiple ranks at once.
-Guild calendar to help organize guild-events
-Guild tax. There are also multiple options given how this then should be done. The big difference is some say members should have the option other says guilds should be able to force it.
-Guild Repair Contract an option in “economy” for the guild to pay X amount (determined by Guild leader , customizable per rank ) for guild repairs.
-Guild Bank Change allow for guild leaders to customize the Stacks withdrawn per rank for the guild bank option.
-Confirmation before promoting member
-Guild PvP Server
-Option for alliances
-Option for bigger guilds
-Custom guild emblems that can be uploaded.
-Guild Server Transfer option. Being able to move the whole guild including influence consumables and so on.
-Option for no emblem (Pretty sure you don’t have to use an emblem if you don’t want)
-Confirmation for guild-kick and only available in the guild-roster
-Guild Bound Items
-Guild Badges of Honor for guild-members when doing guild-related things
-Option to make bigger groups with guild-members (permission based)
-Guild vs Guild
-Guild Missions (Well we did get those)
-Guild Daily/Monthly events
-Possibility to put guild-emblem on normal armor
-Guild Banner/Capes like in gw1.
-More guild permissions for the bank like max amount of money they can take.
-Rename Feature for guild-names
-Show information about all the (representing) chars from a guild-member
-The ability to search for guilds in game. Including linking to them (like way points)
-Guilds must be able to enable or disable the option to represent multiple guilds.
-Make it possible to demote or kick another guild-leader. Like an extra option permission I think.
-More then 10 ranks
-Bigger message of the day
-Guild Advertising in the Forums Improvements (Recruitment boards)
-Guild Funded Repairs
-Notes in Roster on each Member
-Limited Withdrawals from Guild Stash etc. (e.g. 1 withdraw per 24 hours) (has already come up as permission but somebody else mentions it as general option)
-Rank Option to have some form of “highlighted” comment feature. For announcements etc.
-Auto-Represent the first Guild you join, but show a tool-tip explaining this feature
-ability to set times for consumables to auto-activate so it doesn’t rely on a guild officer being online to make it happen
-add fields for entering the guild’s website and voice-chat information
-guild chat should have a feature where it alerts you to guild members talking in guild chat but also allows you the option to turn it off.
-Allow guilds to identify a home server and notify members not on that server of their status.
-Player Notes (I guess it’s the same as Notes in Roster on each Member)
-Include a crafting pane similar to the personal bank for sharing mats with other guild members.
-No “Message suppressed due to excessive messaging” message when mailing guild-members
-Unlocking upgrades / building up a guild should also be possible for newer smaller guilds.

(edited by Devata.6589)

Guild Permissions need fixing

in Suggestions

Posted by: Devata.6589

Devata.6589

In order to keep this discussion at one place I would suggest taking a look at this post: https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements/first and posting your idea’s there.