|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Higher level gear is more valuable because the materials are harder to get. If you are unwilling to go out and find the mats, you are always free to buy them. Also, you can get three random tier 6 fine mats every day as long as you’re doing your dailies.
The reason we don’t allow this is to prevent players from having 50 free inventory slots.
Wouldn’t it only be 10, since your email gets filled up at 10 emails?
If you could send mail to each of your alts, your alts could send items to your main.
10 mail slots per character if they did this.
5 character slots from the get go.
5 characters x 10 mail slots = 50 free inventory slots.
And that’s if you haven’t purchased any character slots.
This one at least is wrong. Mail is to your account, so you ten emails per acount no matter how many characters you have,
But each email can hold five things, as mentioned above.
The reason we don’t allow this is to prevent players from having 50 free inventory slots.
Wouldn’t it only be 10, since your email gets filled up at 10 emails?
10 emails * 5 slot each one = 50 slots.
Right, was not concidering there are slots in the email, not just one to one.
The reason we don’t allow this is to prevent players from having 50 free inventory slots.
Wouldn’t it only be 10, since your email gets filled up at 10 emails?
There are big red flags that go up when you mouse over armor that your character can’t use for any reason. Basically you’re complaining because you didn’t pay enough attention, which really isn’t ANet’s fault, nor is it the fault of the system.
On that same note, if the gear is nontransferable anyway, there really is no reason to let you access gear you can’t use. Unfortunately, though, this would have significant ramifications across the game, since it would take a redesign of how vendors work. Unless you only want to change things for one vendor, which is kind of a waste of resources.
Yeah, so I have absolutely ZERO interest in sPvP. I will grudgingly enter into WvW when we’re in a braket we can actually compete in, but I don’t enter sPvP for any reason at all.
I play the game itself. The whole section of the game YOU have no interest in, that’s where I spend all MY time. As such, the very concept that they should stop developing for it is extremely displeasing to me, and I find it borderline offensive that you would actually propose that’s how it should go.
When the zerg is on you, how much value will that 91 power, 16 precision and 5% crit actually do you? I don’t even have full rare gear, let alone full exotics and I still kill people just as well as anyone else. No one actually NEEDs the best gear in WvW. No one is forced to do anything they don’t want to just because there is a new best in slot available.
All of Orr feels the same “81-83 level mobs” everywhere. No one ever fights a champion. It’s all the same.
That doesn’t change anything I said, nor make your suggestion better. And since I seem to be the only person who even cares enough to discuss this particular topic I’d say you have your view of the populace right there. Not appealing.
This game isn’t stale, nor static. Gaining higher levels isn’t the only way of defining a challenge. Fighting level 81-83 level mobs as a level 80 is pretty challenging. When there are Veterans and Champions it’s even moreso. You aren’t interested in Staleness, Statics, nor Challenge.
The only thing your proposal does is dictate an arbitrary path for a nonexistant story. It serves no purpose and gains no benefits for the players. So, no, that’s not what I want at all. I like the game the way it is. I want more zones with more lore, which we will get. I want to fight more dragons, which we will get. I want hard areas, which we will get. I want new dungeons, which we will probably get.
I don’t want arbitrary level gains that serve no real purpose and aren’t even retainable.
In Orr a enemy at the top of a map is just as hard as the enemy at the bottom of the map.
But, in queensdale you have to become stronger to bet a level 15.
I want new zone to require the player to get stronger within them. Before the player can think about taking on a level 100 enemy.
Good for you. I don’t. Incidentally, whether you can or not, you still have to fight through all the enemies between where you are and the bottom of the map in order to do that, in Orr.
You have to love when someone wants to change a major mechanic of the game, when all they actually needed was for one small aspect of that mechanic to be reworked so it functioned better.
Instead of being able to disable traits which is a really dumb concept, how about we just fix the handful of traits that are a problem?
Since when is there an order? When I enter a level 40-50 zone at 60 I complete it any which way I want. I’ve never experienced a story that doesn’t make sense because I’m somehow hearing it out of order. Each area is it’s own enclosed story. Maybe there is an event that crosses over the areas that tells a story, but that’s also its own thing.
So again, how does this make sense?
Replay the game and visit each heart in order. You rushing through it to fast.
Hears are enclosed stories of their own. Their intent was not to guide you though anything, but to get you to go where events were occuring. This is why there are no hearts in Orr, where everything was just happening.
Or, maybe I’m wrong, and there is this great story that reads like a book, but I don’t care and shouldn’t be forced to. This is also something the ArenaNet believes. If I care about the story, I’ll follow it, if I don’t I shouldn’t have to. If you care, you can follow it, but don’t try and make me do it your way because you want to do it that way.
I believe the krux of his idea is that if there are new level 100 zones then players will become level 100. Which means everything else in the game gets easier.
If you upscale then things get harder in that area and the rest of the game remains just as difficult.
The same things happens if you don’t touch the cap and just make the content in those zones difficult for a level 80, just like they did with the Karka.
There is no point in having “guidance” for a story, as the OP seems intent on, because there is no story to be guided through.
Since when is there an order? When I enter a level 40-50 zone at 60 I complete it any which way I want. I’ve never experienced a story that doesn’t make sense because I’m somehow hearing it out of order. Each area is it’s own enclosed story. Maybe there is an event that crosses over the areas that tells a story, but that’s also its own thing.
So again, how does this make sense?
One Account wide access-able bag. In your inventory that has with 4 slots. Anything you put in there will be seen by all Alts.
Or you could just go back to the bank eventually.
People are parking alts at the banks. They shouldn’t need to do that because of Anet laziness.
People park alts in all sorts of places due to game mechanics, and always have. They don’t HAVE to do anything. They choose to do it for ease of use.
Personally I prefer to park them at crafting tables. They’re far more accessible than banks, have banks inside them, and you can also get your crafting done while you’re at it.
This make no sense. You are always the level of the area, not just zone, you are in. So I don’t understand this concept of you’re only that level while you’re there. Of course you’re only that level while you’re there, no other zones have those levels.
What exactly is the point of 81-100? Do you need 20 more trait points to truly genericize your build?
Why not just more level 80 areas with level 81-83 mobs, like Southsun Shores?
One Account wide access-able bag. In your inventory that has with 4 slots. Anything you put in there will be seen by all Alts.
Or you could just go back to the bank eventually.
I have a crap ton of account wide Karma cause I never consume my Karma rewards from anything.
Here is the problem. You’re creating a consumable for Karma. What it creates is something that I can double click and earn some value of Karma. You put Karma in you get the same amount out, right? Wrong.
I put ten thousand Karma into a 10k jug, then I use a Karma booster consumable, get my guild karma booster bonus and use a karma booster banner. Then I use my 10k jug and get significantly more than 10k out of it. In order to prevent this they would have to completey change how karma is received from consumables, which is bad, or just make special rules for this item, which is a waste of time.
Ultimately the effort outweighs the gain
I’m pretty sure the reason is because you can’t send mail to yourself. Mail isn’t sent to your characters its sent to your account. If you tried to send mail to your alt it would just show up in your mailbox right there. I’m also fairly certain they want you to go to the bank. They don’t want it to be nearly that simple, so you have to make a choice. Do I hold on to this thing and continue playing, or do I bring it to the bank, or do I just et rid of it and continue playing. Is it worth it to me right now?
They are, they just came to a better solution than you did.
If you work illegally or self self-employed, or any is bad law in your country, so probably you pay. I am working as employer, so I pay taxes and insurance, so I don’t need to pay for this service
. Does any solder pay for equipments? And they don’t pay for travel if is related with mission. So guys don’t compare real life with game. In Tyria we all are solders and we serve for Tyria.
Sorry, no. My main is a Ranger, that’s an Adventurer. Only Guardians and Warriors are soldiers. That we end up in the Pact and are fighting in Orr has nothing to do with our desire to go do Honor of the Waves, or do jumping puzzles in Caladon Forest.
Also, let us add doubloons to our collections. They’re for crafting, they should be in the crafting section of our bank.
I tried looking this up in the search and didn’t find any topics of it.
Add a feature where it shows each player/member how long they been offline for example, testuser.2324 offline for 2days, 4months, etc. This would make it easier for guilds to see which members are active and don’t have to guess which member hasn’t been online for a while.
It needs to be more indepth that this since a player can be online on a character that isn’t representing the guild. They are effectively still ofline as far as the guild chat and activity are concerned. What you really want is a system that shows the last time they represented the guild, where being offline is concidered not representing the guild.
What you actually want isn’t an extra menu item when right clicking. You want what some other people have suggested, a mini slot in the character sheet, so you can effectively equip a mini and have it exempt from your inventory and always active.
That would solve all the problems at once.
This would be really cool. I would definately like to make pure magic find gear, just to see if it does anything useful.
The only problem as I see it is there are at best 8 different types of fine mats. Are there only 8 types of buffs? It also doesn’t account for exotic recipes which include ectoplasm for the inscription.
Though I suppose in that case you could buy the recipe for the exotic inscription and in order to make that you would use an ectoplasm then combine that with the mats. Though it would also drastically reduce the goldsink value for those recipes, since they have to be purchased. It also doesn’t account for jewelry which uses a different set of mats, of which there are only seven.
(edited by Kal Spiro.9745)
Pointless, there is no reason to cater to the QQ’ers.
I laugh at people that struggle with the dodging daily, it basically says you suck.
I could probably make a list of people NOT to invite to dungeonsThe only new daily I don’t like is healer, the Charr area is filled with dying soldiers and I’m certain a lot of people are not aware of that.
But the QQers are normally the people who get what they want. I personally didn’t see the need for gear better than exsotics. But people QQ ed about it as you put it. And look what happened. So maybe it’s not as pointless after all?
As Anet stated that they intended to release ascended items for release but didn’t as they wasn’t ready, I wouldn’t really say QQ’ers was the reason it was put into the game
Me recollection was that they did not intend for such gear to exist for well into the game, but some people progressed far more and far faster than they ever anticipated so they put it in to appease them.
Instead of this, because since when is this not already a thing? I would like a log. I don’t enjoy that when I change characters whole sections of my chat window disappear forever. It would be great if we had a log so even if that happened there would be a copy of the conversations somewhere.
I see a bunch more people who want this more than just a few who think “oh too slow.”
What you see is the people who want to complain about it making those complains while only those who actively think it’s dumb replying against it. You can’t take those quantities to be representative of anything, for or against.
Now, for those that were curious, this is how it ACTUALLY used to work. Also, I’m pretty sure it was a bug.
If you had not finished your daily, AND you didn’t log out or change zones, the values of the previous day would remain allowing you to finish what was left. Once you finished it would then roll over into the next day. If you logged out, changed character, or zoned to anywhere, after the day change had occured, it would roll over to the next day whether you finished the previous day or not.
Again, I don’t believe this was ever how it was intended to work, and was a bug that no one ever reported because why would they?
It seems to me that the MOST optimal solution is to allow us to choose when our daily rollover occurs, rather than having it take place at the same time worldwide. Why do we all have to have the same dailies active at the same time?
(edited by Kal Spiro.9745)
The way it works now is absurd.
Lets do some maths.
4 characters: 4 necks wanted.
1 neck = 30 laurels, 4 necks = 120 laurels.
Maximum obtained in a month 38-41. Thats 4 months before you can equip 4 characters.
Some other math suggests that it takes 0 months to get 4 necks, an ascended neck can be obtained through the following items:
1 Glob of Ectoplasm
1 Mystic Coin
1 Triforge Pendant
1 Fractal RelicDo that once per character and you can easily get 4 ascended necks. If this seems like too much work, maybe 4 characters is too many to be concerned with getting ascended necklaces.
Pity it’s a rather bad amulet. All the points it has in useless stats mean less points in useful stats.
That just means you need a trade in system like with Rings so you can get the amulet you actually want. It doesn’t detract from the fact that it is possible to get an ascended amulet without spending a month doing dailies.
The way it works now is absurd.
Lets do some maths.
4 characters: 4 necks wanted.
1 neck = 30 laurels, 4 necks = 120 laurels.
Maximum obtained in a month 38-41. Thats 4 months before you can equip 4 characters.
Some other math suggests that it takes 0 months to get 4 necks, an ascended neck can be obtained through the following items:
1 Glob of Ectoplasm
1 Mystic Coin
1 Triforge Pendant
1 Fractal RelicDo that once per character and you can easily get 4 ascended necks. If this seems like too much work, maybe 4 characters is too many to be concerned with getting ascended necklaces.
Madness! Are you saying you can get items for doing fractals by doing fractals? Just like with Rings? Are you then going on to say that purchasing them with Laurels is just a way for people who don’t want to bother with fractals to get ascended gear, all be it a longer way? That’s amazing!
Now maybe people can get on with their lives and stop complaining so much. Personally I think anyone who is spending their laurels on anything other than teir 6 mat bags is nuts, anyway.
There is not a single salvage item in the game with even a similar image to a trophy item.
I think that you mean to say is, there is commonality between Fine Materials and Trophy items. There are similarities between a few of those, which is why you should never click to sell trophy items. Click the sell junk button to clear out greys. Also, before selling always make sure to move collection items to the bank, and there shouldn’t be any more trouble.
Lets see, every day you can get 3 random T6s, practically for free. That is the exchange rate. 3 T6s = 1 day. If you can do it in one day, then it is a reasonable price for 3 T6s. At least until they make changes to the laurel vendors pricing.
I dont’ see the big qualm with this idea other than the joy of telling people no.
-snip-
It’s not as if someone is going to obtain one of these types of legendary’s and then say “dohp, my action bar isn’t working the same for my ele staff and now this button won’t do this, so I don’t recognize this game anymore and the game is broken.” or, " Man i don’t have enough time to get that legendary nor the skills it has therefore I hate this unfair game." What logic tells you that everybody should be able to use all skills from weapons with the same abilities—like that was a big draw to the game or something. “We also have implemented weapons that change your skill bar, if you are an ele and use a staff, it doesn’t matter who you are—you will always get to use the same five skills as everyone else.!” That is not as cool as, "there are epic legendaries out there that will give you a new set of skills.
No one has said any of that. The main argument is this. “I am a Ranger. I love Greatsword on a Ranger. There is nothing about that weapon I dislike, which is why I use it. Since I like Greatsword I would want to eventually get a legendary Greatsword. What I absolutely don’t want, once I get this legendary weapon is for all of my powers, which I love, to suddenly become completely different from those of every other Greatsword I’ve used throughout the game.”
Why would I put all the effort, time and materials into getting a weapon that I don’t know the mechanics of and may dispise once I have it? I want the weapon to work like every other version of the weapon, that’s why I’m getting it in the first place, I already like those powers.
I repect the initiative to think this out but the idea of Legendary exclusive skill sets would never happen. All skills are supposed to be availible to all, legendaries simply are a time consuming thing and not all people have that kind of time or even care to get a legendary. By that logic, not all would have access to these skills and balanced or not, well they really can’t be balanced they’d be different. Bottom line, exclusive abilities are not possible in this game, skins and titles are but not abilities.
I have to disagree. People can choose not to bother, but regardless of how little time they may have they still have the ability to obtain them. It may take hugely longer but it can still be done. As such, absolutely anyone can get a Legendary, eventually, therefore no one is left out.
Granted I’m only willing to follow this on the concept of granting skills, not weapon powers, since the OP still hasn’t satisfied my insight on how it would reasonably work without changing game mechanics across the board to accomodate it his way.
I like the masterwork/rare option. That would make them fall in line with gems, which are actually significantly easier to acquire than the fine materials, but the T6 ones are labeled as rare.
You’ve proposed a problem. What’s your solution that keeps in mind the purpose of the daily is not to reward you for just playing the game? It’s to reward you for doing a set of tasks that you may not normally do during a play session. It can’t really be a set of tasks without making it be a “chore” for someone in the game.
At least with this change there may be days where it’s not a chore for you. Whereas the old one was if it was a chore for you, it was going to be a chore for you the next day as well and the day after and the day after, ad nauseum.
Since when is it not for playing the game. There are a handful of tasts I don’t do as a matter of course, they are craft, veteran kill, and underwater kill. I do craft occationally, but am usually working on collecting mats to level it. Veterans I avoid because I don’t like spending the extra time to kill them. I don’t like underwater fighting much. Everything else I complete by playing the game as usual. Today’s daily I was half completed with before I’d even realized the day had rolled over with gather already cleared completely. They’re not chores unless you make them chores.
My biggest suggestion in the whole wide world would to allow thieves to use Rifles.
Currently i think thief has the least amount of weapons to choose from. …
What? Did you ever tried to play as engineer? Having only pistol, rifle and shield? And don´t come with all those bundles, the engi have to lose utility skills to have them, and the engi can´t change weapons on the fly they need to get out of combat to change.
And give a stealth class a head shot? Are you sure you are in the right game?
aren´t you wanting a FPS instead?
You realize the engineer gets two powers per skill, right? They don’t lose a skill for having a kit, they just only get the one utility power, along with the other three plus the other skills in their skill bar.
Kits are absolutely weapons, and engineers can change out their weapons faster than any other class, and without a cooldown.
Theives don’t need rifles. Rangers need rifles.
You want to get through Arah and not worry about spam?
gw2lfg.com
Done.
An inventory bag that doesn’t allow me to hold items in my inventory… pass
Kal Spiro: “IT’s primarily for WvW so you can learn the guilds that are trashing you over and over, or the guilds that are easy to roll over. Or the guilds to follow in a seige because they know how to do it.”
Yeah, but that could be achieved by other means, assuming you’ve toggled-off guild name display. For instance, maybe you could have a miniature version of their guild emblem next to their name. And even then, why restrict the rest of the game according to what works in WvW? They homogenize all enemy player names down to simply “[Server Name] Invader,” so obviously they can reflect different information in WvW and PvE.
IT falls under a completely different suggestion, but I love this idea. I really feel that those emblems serve very little purpose right now. IT would be very cool if they could be displayed next to names. I would definately take that over tags. Granted it would have the same potential trouble since they’re not unique either.
IT’s primarily for WvW so you can learn the guilds that are trashing you over and over, or the guilds that are easy to roll over. Or the guilds to follow in a seige because they know how to do it.
+1 for preview, yes yes yes
On your server it might take under 30 minutes to get a group. Not on mine.
snip
Sorry, but this just goes to show you didn’t even bother to read the quoted post. The reason he gets groups in under 30 minutes is because he uses GW2LFG.com as he speficially pointed out. It is a website, not a game feature.
Dungeons can be run across servers. Groups can be made across servers. As such, by using that website you can build a group from every single person playing the game everywhere, not just on your server. This lowers the downtime significantly.
What we need to do is change this thread from a suggestion for a casual mode dungeon which is completely absurd, to asking for the features of GW2LFG.com to be added into the game itself so it isn’t needed. The LFG feature of the game is complete trash and not worth using ever.
I can live with dyes being per character, even if it is annoying, but only if I can preview them from the BLTC. Being unable to do it I can’t be certain that the color it shows me will actually be that color when I apply it to my outfit.
For most dyes this isn’t a big deal, but for a small few that are unreasonably expensive it’s rediculous.
The point of the tag is to be an abbreviation under the expectation that you have a longer than five letter guild name, possibly influding multiple words. The fact that guild tags are not unique is somewhat problematic, but is also a fair way to deal with the problem of similar names.
It isn’t their fault nor problem how you choose to tag yourselves, nor that so many other guilds have reason to use the same tag. For that matter it’s not their problem that other people aren’t bright enough to actually identify a person by guild name rather than tag.
The only solution as you have put it forward is to allow guild names in place of tags, but what about those with really long guild names who insist on displaying it anyway? The point of the tag is so that it doesn’t take up much room and can be quickly identified, unlike guild names.
Maybe you would be better off with a different tag. FTD might do you well.
Another option would be a 3d effect like the rings for taking control of a location. If they cam up off the ground you could see them through the puddles and off the edges of platforms.
They reset at 7 EST, which is 4 PST server time. Everything in the game re-sets at this time. This is when Dailies/Monthlies reset. This is when chests reset. Dungeons, everything.
It has always been like this. So unless you live where Midnight falls on that time it has never been midnight.
Sorry no, all this is saying to me is, “I constantly play with people who don’t know what they’re doing and who are apparently incapable of learning. Also that I am unwilling to try and help them both in the fight and out of the fight to maybe get them more compitent during the fight.”
This is actually a good thing. It will inspire people to be better in dungeons. You don’t need a guild, you just need a brain and the ability to learn from mistakes. Knowing how to play your class is also encouraged.
I don’t like the idea of a system that starts eating all my food because I wasn’t paying attention and even though I’m not doing anything anymore it’s still going. It would be much better to have a way to access a handful of inventory items I want from the UI. I’m already using F1-4 for my class abilities, F5-8 would be nice for consumables.
I do like duration stacking though. That would be a really good way to make them more useful.
We’re not doing more than we did before. Technically we’re generally doing less, but with more potential variety. As such it’s easier to get the Karma jug, which should only be concidered a supliment on top of the Karma you’ve been getting from all the other sources of Karma available to you. So if anything Karma costs should go up, not down.
So lets split the differance and just leave them the same.
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