Showing Posts For Fyrebrand.4859:

Things that should already be in-game.

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Posted by: Fyrebrand.4859

Fyrebrand.4859

4, 5, 6, 8, and 10 are all win.

Mini-Pets: Seriously, what is the deal with these? Taking up bag space if you want to bring one along is a fail in itself — but then when I click “Deposit All Collectables” the mini-pet goes back to my BANK?! Unbelievable. This has got to change, if you want people to actually enjoy collecting these little guys.

Dungeon Finder: Pleeeease, can we have this?

Needed End Game Changes

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Posted by: Fyrebrand.4859

Fyrebrand.4859

Dungeon Finder; ascended gear more widely available: YES. PLEASE.

Universal dungeon tokens: Eeeehhhhh, I get what your goal is, but I fear that the result would actually have the opposite effect you intended. People would quickly figure out what the “easiest” dungeon is, and just farm that one over and over again.

Fight to survive: I like it the way it is. Having to decide whether to how/when to rally, and whether you can safely help a downed ally, is all part of the challenge. Yes, sometimes people are too lazy to run back. Yes, sometimes people get downed themselves just trying to rez others. That’s their fault.

Mounts: Nope, sorry. I understand the feeling like we don’t have this cool ride to zoom around on and show off, but the convenience afforded by waypoints vastly outshines that in my opinion.

Preview on Trading Post: Yeah, I’m surprised they don’t already have it. I believe it’s coming, though. Also, they really need to let us browse according to light/medium/heavy armour types.

Please give us another way to reach 80

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Posted by: Fyrebrand.4859

Fyrebrand.4859

Pffft, no. I’m sorry, but reaching max level in an MMO is supposed to take a while. It’s an achievement to be earned, not bought.
Granted, I understand your concerns about not having enough players around to do events — that can happen, and it will be a challenge for ArenaNet to fix that. However, the solution is NOT to simply allow people to skip playing the game.
Kosmos’s “Underflow” server idea sounds interesting, as are some of the other solutions people have suggested. Getting people to keep visiting low-level zones on a regular basis is a worthy goal, and we’re certainly not going to achieve through Pay-to-Win purchases.

Switching character builds for versatility

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Posted by: Fyrebrand.4859

Fyrebrand.4859

This “dual spec” option was a must for WoW — and while it’s somewhat less crucial for a game like GW2, it would still be very useful. I can imagine a lot of people wanting to organize one set of traits/gear for dungeons or PvP, and another for exploring/soloing. For example, stacking toughness or healing power for a more supportive dungeon build, versus a Magic Find/damage/mobility build for soloing and events.
People who really want to do it are going to do it anyway — you’re just making it a hassle for them by not including this functionality, which to me seems like a fairly simple thing to implement.
Not the highest priority in terms of improving the game, I admit — but not something that should be dismissed.

My opinion of Orr: why I haven't been logging in

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Posted by: Fyrebrand.4859

Fyrebrand.4859

I agree with a lot of the complaints about Orr. It’s monotonous, unrewarding, and all-around a terrible place to be in. Just getting from point A to point B is beyond aggravating.

I was actually looking forward to Orr, based on what I’d heard. I didn’t mind the idea of there being no hearts to complete, since I figured I wouldn’t need them to hold my hand and I’d have my own reasons to explore around. I assumed territory would be gained and lost through real-time events and shared goals, which didn’t seem to be a problem since events were scattered throughout the rest of the game and 9/10 times we finished them just fine.

But, actually being in Orr has proven endlessly frustrating. Being the end-game zones, I thought I’d essentially become engaged in a more intense and gratifying version of the mechanics I’d seen in the rest of the game. Instead, every time I go in there no one’s around. Every waypoint and base is taken by the enemy, and even if we do take a fort it gets taken back within 5 minutes. Swarms and swarms of zombies are everywhere, and you NEED to be in a party to accomplish any real objectives. And aside from all that, it’s just plain boring. Orr is ugly to look at — a barren wasteland, mostly empty, and overall just not as fun as the rest of the game.

I get that it makes sense for Orr to be this way, from a lore standpoint — but not from a gameplay standpoint. Orr should be the BEST place in the world to be. People should WANT to go there, because of how awesome and important it is. We shouldn’t have to go there grudgingly, just trying to get our personal story done, or yelling at the game because we can’t get map completion or resource nodes.

Maybe the problem varies from server to server, so I don’t know what a quick fix would be. Basically, I feel like territories that we’ve won should stay safe for a much longer period of time. Perhaps there should be less mobs just wandering around everywhere. Perhaps more characters, or permanently-held safe zones could be trickled into the game as time goes by (or maybe you can only access it if your character has cleared it in the personal story).

I know Guild Wars 2 wasn’t necessarily designed with an “endgame” in mind, and it shows. But, there are things you could do to entice more players to get into Orr more often, and populate the zones with something other than NPC zombies. Orr-specific daily achievements? More events that aren’t JUST killing enemies? Permanent goals and fortresses that can be gradually won through player involvement?

(edited by Fyrebrand.4859)

Black Lion Trading Co : Filter Options

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Posted by: Fyrebrand.4859

Fyrebrand.4859

Yes, definitely. I can’t BELIEVE you can’t filter by armour type in the trading post. I hate trying to browse for viable gear, only to have the bulk of that gear be unwearable. Why the heck would I want to look at light and heavy gear, on my ranger? It makes no sense.

Being able to confine the search to categories like Light, Medium, and Heavy seems like an incredibly useful and EASY feature to add (or, at least as easy to implement as any of their other criteria). It’s so weird that this wasn’t in there, from day one.

Suggestion for Mounts

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Posted by: Fyrebrand.4859

Fyrebrand.4859

Sorry, I really don’t see the point of this, outside of just the novelty of it. You want to travel from point A to point B, but don’t want to put any effort into navigating your character? That’s exactly what the waypoints are for. I know having to pay for them is unappealing, but it’s a necessary evil.

It’s not like they could just slap down a dolyak caravan route, to and from every location you could possibly ever want to go to. Settlements get taken over, there are countless obstacles in the way, enemy monsters will attack you, and dolyaks can’t jump over rocks and mountains. They’d either have to severely limit the caravans to take safe, flat roads between a handful of major locations, or redesign the landscape to make it flatter and more boring for the rest of us.

Maybe the solution to your issue could be something like the zeppelins or boats they had in World of Warcraft — but, all that would serve is to just artificially add wait times to your travels just so you can chat and maintain your inventory. If that’s what this is for, you might as well just stand there, do your business, and warp when you’re ready.

By all means, if they find a way to make a caravan system interesting and useful in certain instances, then go for it. I just don’t think the result will end up serving as a transit solution with any efficiency or regularity.

(edited by Fyrebrand.4859)