Showing Posts For Jornophelanthas.1475:

Provide Elementalists with Weapon Swap out of combat

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I find this a very good idea.

Additionally, by not having a weapon swap option, Elementalists and Engineers are also disadvantaged in inventory space: since they cannot store their spare weapon set in an equipment slot, their spare equipment takes up bag space that other professions have available for other things.
Add to this the fact that both these professions also only have one underwater weapon choice, so they have a full three spaces of inventory less than any warrior.

This is a minor not-so-obvious implication of not having a weapon swap available.

Lack of incentive to play dungeons

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

minor edit: changed topic title

Lack of incentive to play dungeons

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I have an issue with the non-exotic dungeon armor sets. (For clarity, this is the cheap armor set you can buy with dungeon tokens, not the expensive exotic level 80 set. The exotic sets are fine.)

The “basic” dungeon armor set is the same skin for all dungeons.
The “basic” dungeon armor set is not unique to dungeons.
(For example, the light armor items also drop in 50-60 areas as “cabalist” armor pieces.)

This results in a number of problems:

Playing a dungeon in “story mode” awards an equipment piece from the “basic” dungeon armor set, and NO dungeon tokens. Because the same skin is also obtainable outside dungeon play, this reward is relatively lackluster. Especially if you are already well past the intended level for the dungeon, and already possess better equipment suited to your own level.
Conclusion: Playing a “story mode” dungeon is only worthwhile if you want to unlock “exploration mode” for that dungeon, and awards a non-unique piece of equipment that is only useful if you happen to be at the minimum level for the dungeon.

Playing a dungeon in “exploration mode” awards dungeon tokens, with which it is possible to purchase both “basic” and “exotic” dungeon armor pieces. However, there is NO INCENTIVE WHATSOEVER to ever save up for the “basic gear”, because saving up sufficient tokens for a complete set requires a number of dungeon runs that yields so much XP that you will already have outleveled the usefulness of the “basic” armor set. And because the skin is not unique, that is no reason to save up for it, either.
Conclusion: Playing an “exploration mode” dungeon in order to attain the “basic” dungeon armor set for that dungeon is not worthwhile. It is only worthwhile if you want to save up for the expensive “exotic” set.

It seems that this reward system is based on the incorrect assumption,that Rare (yellow) dungeon armor cannot be made obsolete by regular Fine (blue) and Masterwork (green) drops or karma items of a higher level. However, it can, and is.

I believe that the intended purpose of the “basic” dungeon armor set is to make it worthwhile to play (and repeat) dungeons without putting in the extreme effort required for an “exotic” dungeon set. However, as I have shown above, “basic” dungeon armor is NOT serving this purpose.

My proposed solutions are the following:

EITHER introduce a unique armor skin for each “basic” dungeon set;
This gives players an incentive to complete a “basic” set by playing and repeating each dungeon, as they are rewarded with an armor skin that is not obtainable outside of dungeons.

OR introduce a unique “basic” dungeon skin that is the same for all dungeons, but still unique to dungeons.
This gives players an incentive to play (and repeat) multiple dungeons, as they work towards completing a single “basic” armor set that is not obtainable outside of dungeons.
If you would choose to implement this latter option, please also consider to replace the reward for a dungeon’s “story mode” with dungeon tokens, so that players have the option to spend these on a part of their set they do not yet possess, in order to avoid players possessing multiple dungeon equipment pieces (e.g. headgear) with the same skin.

As a final remark, I would like to note that as long as the armor skin is unique, it is not really important if the equipment’s game stats become obsolete through leveling up. After all, that is what transmutation stones are for.

I hope you agree with me that this issue is deserving of further designer attention, even if you do not agree with my proposed solutions.

Make helmet and shoulder removal apply to the character selection screen

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I second this idea, and would like to add a suggestion:

Create toggles to display/hide head and shoulder gear during dialogue cutscenes. Or perhaps simply bring this in line with the current hide/unhide options.

Honestly, why would a warrior remove his/her helmet when he/she is exchanging taunts and challenges with a major story enemy. And similarly, why would an elementalist remove his/her circlet when talking to Logan Thackeray, Caithe, or Zojja?

allow players to post items 1 copper below vender price, it will help the servers and the players

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I believe a better solution to this issue would be to disallow putting items up for sale on the Trade Post when not near a Black Lion Trader NPC.

This discourages players from dumping everything they have on the Trade Post without a second thought, and ruining the economy as a result.

If it is goldsellers who are doing this, then they either lose time by having to find a Black Lion Trader NPC (or gold if they use waypoint travel), or purchase the Gem Shop item that summons one. Both of these options significantly reduce their profitability.

Game Improvement - Suggestions

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

One suggestion I would like to put forward concerning the Black Lion Trade Post:

Please make it impossible to sell items to the Trade Post from just about anywhere, because it’s killing the economy.

Because it is possible to put any loot you find up for sale on the Trade Post from anywhere in the world, this is becoming a preferred method for some players to not run out of bag space. I believe this is bad for the game economy, because it severely lowers the value of such items in the game. In effect, this results in such a high level of inflation that items (especially blue and green equipment) lose their value.

In my opinion the problem consists of the following parts:

1. No non-junk items ever get sold to NPC merchants (which removes them from the economy), which results in a massive oversupply of equipment items on the tradepost.

2. Selling on the Trade Post at minimum price results in less money earned than selling the item to an NPC merchant, but for many players this outweighs the inconvenience of locating an NPC merchant and travelling towards it.

3. Because items can remain up for sale on the Trade Post indefinitely, and because there is no limit to the number of active items up for sale, players experience no penalty for overloading the Trade Post with useless items, even those that never sell.
(These players are most likely the same as those who complain about the gold cost of armour repairs and waypoint travel, because they are low on cash due to their items never selling.)

4. Meanwhile, players looking for equipment can buy optimal pieces for their level at bargain prices on the Trade Post, and have the option of putting any equipment they find (and therefore no longer need) up for sale on the Trade Post at minimum price, resulting in a vicious cycle of inflation.

In conclusion, I believe it is far too easy for players to sell their items on the Trade Post compared to selling to NPC merchants, and they should either be encouraged more to sell equipment to NPC merchants and to salvage items, or discouraged from using the Trade Post under any and all circumstances whenever their bags are full.

In my opinion, removing sell access to the Trade Post when not near a Black Lion Representative NPC would contribute to solving this issue. Additionally, it would add value to the Gem Shop item that allows a player to summon a Black Lion Representative NPC.

Game Improvement - Suggestions

in Suggestions

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I have a number of suggestions:

1. Add the option to display/hide headgear and shoulder gear in dialogue cutscenes.
I would like to have the option to see my wear character wear his/her helmet/goggles/mask/hood when talking to Logan Thackeray, Eir Stegalkin or other story NPCs, especially since many professions receive iconic headgear from answering a biography question during character creation.
This can simply be done by creating more options than ‘hide/unhide’ for these equipment slots. My suggestion would be to give the options:
- ‘always hide’
- ‘hide in dialogue cutscenes only’
- ‘hide in character display only’
- ‘always unhide’

2. Add the option to display/hide headgear and shoulder gear in the character selection screen.
Simply have the character selection screen respect the ‘hide/unhide’ options you can select on the Hero screen.

3. Sylvari townclothes are hardly recolourable.
The male Sylvari townclothes only have two dye channels, and these only affect the frills and highlights of the garments. More than half of the townclothes is NOT recolourable. To make matters worse, the main colour of the garments (especially the shirt) is identical to the character’s skin colour, and as a result it can be quite hard to distinguish the townclothes from the sylvari’s bare skin.
Compare this to the male Norn’s townclothes, which have FOUR dye channels.
My suggestion is to either retroactively ADD a dye channel to the Sylvari townclothes, or to offer fully recolourable townclothes in the gemstore.

4. Add more Maguuma Jungle zones.
The Maguuma Jungle appears to be a very small area. Asura and Sylvari players each have their own city and their own 1-15 area, are subsequently moved into a shared 15-25 area, and are then shunted towards Kryta.
Compare this to Humans who can level up to 55 without ever having to leave Kryta, Charr who can level up to 70 in Ascalon with only a 5-level gap (between 25 and 30), and Norn who can level up to 60 in the Shiverpeaks, all three in exclusively level-appropriate areas.
As it stands now, the Maguuma Jungle appears to be woefully underdeveloped, leaving little room for Asura and Sylvari flavour to the world (compared to the numerous human villages in Kryta, Norn lodges and homesteads in the Shiverpeaks and Charr warcamps and fortresses dotting the Ascalon landscape).
My suggestion is to add a 25-40 area to the Maguuma region, and the perfect spot for it would be north of Brisban Wildlands and (north)west of Kessex Hills, so that level 25 players from both these areas have the option of exploring it. Additionally, there are numerous locations from Guild Wars 1 that can be incorporated into it, including Rotscale’s Mausoleum, Bloodstone Fen, and (possibly) Ventari’s Refuge.

5. Add a collectibles bank tab for rare crafting materials
We have bank tabs for common crafting materials (cloth, leather, metal, wood), for fine crafting materials (totems, venom sacs, fangs, claws, blood), for cooking ingredients (butter, spices, fruits, meats, vegetables), for gemstones (garnets, turquoises, pearls, etc.), but not for the rare crafting materials (ectoplasm, essences, and onyx, molten, glacial, or destroyer shards/fragments/lodestones).
Could this be added, optionally as a purchasable expansion in the gemstore?

(edited by Jornophelanthas.1475)

I am the only Charr Mesmer...maybe

in Players Helping Players

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

There is also a rather prominent Charr NPC in one of the storylines.
If your father is an honorless gladium, he will be a mesmer.

10% "Tax" on selling items in trading post

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

No, you do not lose in a mathematical sense. Only if you choose to.

As a seller on the tradepost, you can choose your own price. Just raise your price enough to earn back the 15%.

It’s not your fault if a whole bunch of ignorant people decide to list their items at 1 copper above merchant value. THEY lose 15%.

Just wait it out. People will smarten up, and prices will correct themselves.

Besides, the most profit can be made on raw crafting materials, not green items.

can't sell or salvage karma items

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

You can still put them in the Mystic Fountain.

Question - What is the point of "Commander"? and why so expensive?

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Also, I recall a blog post from several months ago, where ArenaNet explained it was deliberately made very expensive to prevent there being too many wannabe-leaders in WvWvW, as that would diminish the meaning of squads altogether.

Unable to add more than 1 Rune to get both benifits.

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

There is a forge where you add up to 4 of the same item and combine them. Maybe those runes need to be taken there and combined into one rune.

This is wrong.

All the other posts above are right.

Gaurdin Lvl 22-25 Story quest

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Should mention that im a norn

Ok, then the level 22 Norn racial quest is either “Underground Scholar” or “Armaments”.

Gaurdin Lvl 22-25 Story quest

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Your post is very hard to read.

There is no Guardian story quest; the level 20-30 quests are determined by race, not profession. Are you Human, Norn, Asura, Sylvari or Charr? Also, mention the name of the quest in your personal story log. (It is also on the load screen when you play the story.)

Perhaps somebody can help you if you give this information.

Sylvari Pollen

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

By “pollen”, do you mean the illumination? Because that is only visible when your character is in the dark, and I did notice that it always lights up when wearing a disguise.

Unable to add more than 1 Rune to get both benifits.

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

This is not a bug. Items can only have one rune. You need to put the second rune on a different piece of equipment that you are wearing to receive the second bonus.

Low Priority: Hide Headwear/Shoulder Flags Not Honored in Character Select Screen

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I would like to add two related items to this topic:

1. I would like to receive the option to enable displaying headgear in dialogue cinematics, especially town clothing headgear. (All headgear is not shown, by default.)

2. I would like to receive the option to display town clothing in the character selection screen. (The character selection screen defaults to armor.)

Gort's Chest Bug

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I reported this same issue in a separate thread only minutes ago.

My thread title is “Kessex Hills dynamic event reward bugged (Gort the giant)”. Could they perhaps be merged?

Male Sylvari Town Clothing - Missing a dye channel?

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

My male Sylvari’s town clothing has two dye channels. However, these only affect relatively small details on the garb. As a result, I can only dye a relatively small part of the clothes. This is especially noticeable on the chest piece, where about 80% of the item is not recolourable.

The jarring part is that the unalterable dye colour appears to be defined as the Sylvari character’s skin colour, which makes it quite hard to distinguish the town clothes from the character’s bare skin, which makes it appear as if the character is wearing rags (rather than draped in large leaves growing from his body).

My impression is that the most relevant dye channel is not displayed, and should be added to the item, so that the town clothes can actually be recoloured (rather than only rei-highlighted).

If it is undesirable to give town clothes more than two dye channels, I would like to suggest merging the two dye channels that are already available for dyeing together, or making one of the two undyeable, to create room for the “main” dye channel.

Thank you for your time.

Kessex Hills dynamic event reward bugged (Gort the giant)

in Bugs: Game, Forum, Website

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

There is a dynamic event in Kessex Hills that was bugged for me, involving the giant Gort. A group of 7 ettins, led by a veteran, chase Gort out of his cave, and the intention is to defeat the ettins, so that Gort can return.

Upon success (and after receiving the gold, karma and experience reward), Gort walks back into his cave and mentions an additional reward. He then proceeds to clear a cave-in, revealing a large shiny chest.

Unfortunately, the chest cannot be interacted with in any way. It does not appear to be recognized as an object in the game at all, as pressing CTRL or ALT did not highlight an object name of any kind. Furthermore, I could walk right through it without my movement being blocked. No F-key interactin pop-up appeared as I walked around or through the chest.

Other players who were there also mentioned that they could not interact with the chest.

This happened on the Gandara server. Did anybody else experience this same issue involving this event?