In a party, you can see someone’s AP by hovering the mouse over their side bar image. In Fractal content, make so so the AR sum of every item a person currently has equipped is additionally expressed in that same way, via a mouse hover over. Simply add an extra line of info there that reads ‘AR: 23’ or whichever.
That way, everyone in the party can immediately see whether their party members AR meets the appropriate level. Because, as with the old version of magic find gear, someone trying to secretly cheese it to the detriment of others running the content is anti-community.
I understand the general idea of build privacy, but AR is different. In the action of joining certain Fractal LFG’s, people are already explicitly stating to others that they possess a particular AR level in the very action of joining that LFG. So it should be there for people to read to avoid cases of deception. In Fractals, AR is more relevent than seeing someone’s AP so this feature should added to improve the Fracatal experience. It would serve to remove an area of contention and dishonesty while increasing assurance levels for people embarking on a Fractal run.
Anyone you see wearing a shield in GW2 is doing so because they like the aestheic.
This thread title is spot on and I hope that when Anet make changes, they do things to improve the performance of condition builds in PVE rather than implement things that serve to invalidate or nerf the effectiveness of zerker.
Reducing the performance of direct damage builds is approaching the problem from the wrong end.
When the occassional frustarted poster says that zerker is too strong and needs nerfing, they are wrong. Direct damage is where it should be. It’s just that condi damage isn’t. I know most people here understand this, but there will still be those voices in the future who cry ‘nerf zerker’.
Four people who are confident, knowledgable and relaxed about the upcoming run.
But for classses, a blend of war/guard/ele. And thief if needed.
The yellow progress bar that appears while activating a switch that takes a number of moments to complete. Like found in the COE dungeon paths.
It can hard to instantly discern whether one has successfully started to activate such a switch or not. Give us a noticable border to the progression bar so we can see immediately that activation has commenced due to the bar appearing.
Sometimes the yellow bar can be up against a backdrop that makes it difficult to spot until a couple seconds have passed, when it has got larger. In synchronized switch activation content, the initial uncertainty can lead to problems.
Giving it a significant border is all it needs.
Yes, like Akikaze says.
Thanks for the thopughtful response. I can say that i didn’t create that post as a new player, nor a bad player who is constantly getting downed.
My point is that sometimes as a melee player, it can be difficult to tell if you are standing in a tiny safe spot outside of one red line, or if there is another line off-screen outside of your camera view that means you are STILL standing in another circle. I am thinking of condi heavy encounters.
Most of the time it’s not an issue. But sometimes it is. And on those occassions, its important to be able to tell the difference unambiguously and immediately.
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So i can immediately tell if i am standing in one.
Just a light shade of red or some lines filling it in. In some fights there is a 0.5 sec reaction time for dodging. And when there are multiple red lines flanking your character in a fight combined with a restricted camera view, it is difficult to know where you stand and whether you need to evade.
I know there are some camera changes coming, i havent read up on them. But still, i think making the zone of the red circle clearer would be a good move.
Additional Edit:
My point is that sometimes as a melee player, it can be difficult to tell if you are standing in a tiny safe spot when outside of one red line, or if there is another line off-screen outside of your camera view that means you are STILL standing in another circle. I am thinking of condi heavy encounters.
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Make the blue reward bags from dungeosn stack. There’s just no reason why they should be scattered throught the inventory after running 3 paths instead of being in a nice single stack.
The accumilation of small changes like this will make for a better gaming experience.
Ah ok, thanks. I didnt play GW1 so didn’t know it was a previous thing. Glad to see this proposal is already out there.
In the Traits UI, have 4 or 5 empty slots which we can save custome set-ups to.
We simply press button x to save current trait configuration to an empty Slot. It will make it quicker and fool proof to change builds when you know which build you want to switch to. We are not talking about the game providing any pre-made templates.
So say I could save my Dungeon trait set up to slot 1. Open world pve mapping to slot 2. World bosses to slot 3. And so on. And when i want to switch between my set builds, i go to the traits screen select one of them.
Because changing traits repeatedly is a chore and sometimes I can make a mistake, returning to the trait screen hours later to find i assigned trait A, while believing i was clicking on trait B in the drop down list.
I would very much appreciate this feature for 1-click pre-set Trait set-ups.
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Forward path The Nightmare tree spawns Oakhearts. Well OK. But the Oakhearts can ghost and walk through the main Nightmare tree and each other, so visually its an effing mess. When everything merges, its impossible to see which attacks are coming from a tree, graphically merged two thirds inside another.
They can stealth strike you from an obscured position because their movement and locations doesnt obey the laws of physics.
Make it so they stop overlapping with the Nightmare tree figure at least.
We shouldn’t be able to sell Legendaries anyway imo. Account bound on acquire. They are supposed to be a statement on the things you have achived as a player and areas of the game you have mastered.
Making them sellable undermines their posession and allows for drama such as OP’s experience.
Quote “Some recipes require them though.”
Checkbox option then.
If we acquire an essence of luck, let it instantly go onto our account bar, dont make us have to labour through promoting and clicking it. The player has no use for stacks of it in the inventory.
Let Luck be instantly be added to our account MF bar upon acquisition. Or please ay least give us a tick box in Options for that to happen.
I’m a believer in players being able to play the game’s content without having to break off or travel because of inventory management demands. And for them to be able to carry all the items the would be useful/fun for them across a variety of circumstances.
To this end, there are a few inventory related things I’d like to see change in order to make exploring Tyria a little more smooth and convenient for us players.
More Character Bag slots
Extend allowance to more than 8 bag slots per character. Results in more Gemstore purchases and more happy players who are able to address the game content for longer uninterrupted periods.
Consumables bank access anywhere
A new purchasable Gemstore account feature. A special bank tab, accessible to all characters on your account, that can be summoned at any point. One restricted to consumable items such as Boosters and Dungeon Slayer tonics. This would increase the accessibility, convenience and overall utility of these situation specific consumables for the player across all their characters while also freeing up personal inventory space and reducing time spent on administration.
A general merchant inside dungeons
A merchant (for selling purposes) inside the Dungeon entrance, near where the repair anvil typically is. For selling all the blues and greens a dungeon run produces, plus selling any green runes and sigils that result from salvaging. Eliminates the need for people to exit the dungeon in order to sell.
Item Stacking
The blue satchel reward bags from a dungeon path should stack. That is a no-brainer. They will take up less space and be easier to find. Currently it’s a treasure hunt, needlessly having to look from top to bottom to spot where the different ones landed after running all 3 paths of a dungeon.
Harvesting tools of the same variety should stack. An Orichalcum Sickle should stack with an Orichalcum Sickle.
Big one here. I believe salvage kits should have stacked from day 1 of the game. Not having them do so is part of a design philosophy that on a broader level creates a lot of artificial inventory pressure when it could easily be avoided. I know the situation with Harvesting items and Salvage Kits has now been monitized with Infinite Use items, but really, is this game Salvage Wars, Inventory Wars or Guild Wars?! It feels a bit like them vs us. (And I do own the infinite/mystic salvage kits and infinite tools but that’s not the point).
Essences of Luck
MF gear is gone. Horray! Now we have 5 denominations of Luck Essences. Stacks of the lowest one piles up quickly due to the plethora of blue and green items that you acquire as a lvl 80. It’s also a drag and time sink to promote and process them all, even if one has the Artificing craft. For me, the sort of thinking that created this elaborate system symbolizes part of the overall problem players face.
Solution: If we acquire an essence of luck, let it instantly go onto our account bar, dont make us have to labour through promoting and clicking it. We have no use for stacks of it in our inventory. Let Luck be instantly be added to our account MF bar upon acquisition. Or at least give us a tick box in Options for that to happen.
Raw Salvage items are sent to the bank
I’m tired of loading up the TP in order to sell 2 Salvagable Hides and 4 Rugged Leather Straps etc that are cluttering up my inventory. This is not how i saved Tyria from Zhaitan. Anet should create a section in the account bank for Raw Salvage Items to be sent. Then i can send it away and later sell it in stacks of 250, like all the Mithril and everything else that gets in the way.
And finally: Junk
Why do we have a loot category called Junk? It deliberately has no value for us and just takes up space. My gaming experience isn’t enhanced by it. I never look at it to examine and ponder the different types of junk i’m currently carrying. I know there is recently a collection award for it. But for a long time there wasnt. I wouldnt say this feature adds to immersion at all.
Hmm, ok, that’s all for now i think. Hopefully this isn’t too much of a wall of text
Once you have successfully completed a dungeon with a group, you should be able to leave the party without receiving the ‘you hve joined too many parties recently’ disabler. That specific application of the mechanic makes no sense.
It should recognise that you completed the dungeon, ie are not trolling the lfg system, and allow you to join another dungeon group immediately.
I just completed 3 paths with same group of people, and got penalty for clicking leave group after we’d all said our farewells and others had started leaving. The player should not acquire that penalty in this circumstance for departing the group.
The game should be more amenable to dungeon runners in this aspect.
For instance, sign up for a full run of COE, come out after completing p1 and it’s contested. We cant enter p2. And then people understandably start to leave the party.
It’s a simple plea; let us run dungeons without having the runs sometimes disrupted. No one trying to run a dungeon appreciates being locked out. It’s not immersive, it doesn’t enhance our appreciation of the game. It’s just a downside to trying to run a dungeon.
Cheers
Thanks for pointing me toward them.
There needs to be an additional different coloured star award for the pve map only completion. Not everyone cares about playing wvw or is chasing a legendary. Pve is essentially map completion to many people. At the moment, only the pve+wvw is recognised as an achievement. To me, the matter is not about legendaries, its simply about having 100% pve map completion recognised. It seems very odd that its not when you stop to think about it. Below is a thread i started on this just a couple days ago. Again, for me this matter is nothing to do with getting a prerequisite for legendaries. Its about getting a star for pve map completion.
https://forum-en.gw2archive.eu/forum/game/suggestions/Map-completion-star-for-Pve-map-only
I think this is a great and incisive article. Plus many of the comments and discussion that follow it make key reading if you’re interested in MMO economy stuff, especially for a relative mmo newbie like me. The author responds in the comment section multiple times. Personally, I tldr’d the early responses by Tom Aram and started reading at Tae kittenim* onwards. Its fascinating stuff and I learned a lot, not only of the GW2 economy, but mmo economies in general.
http://gamasutra.com/blogs/RaminShokrizade/20130426/191346/Guild_Wars_2_Economy_Review.php
*GW2 word filter fail. Wont let me post the guys name. Whatev’s. Person with initials T.K.
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There should be a tick box option on our Inventory panel for whether we want to keep Mini pets with us our not when clearing out collectables from our inventory. Cos lets face it, they are not Beetroots or crafting ingredients.
Its no good them disappearing every time i send my harvested ingredients to the bank to make more inventory space. Being forced to have an invisible container bag is a silly mechanic solely to keep a mini with us. I dont want an invisible bag, not seeking an invisible stash of stuff. I find it inconvenient and more difficult to manage.
All i want is my mini to not be classified the same as the carrot i just harvested. I’d have a mini out all the time if the game mechanic was more user friendly. Its inconvenience is robbing us of what should be a nice fun addition to the game.
You do not need PvP to get map completion.
In fact PvP does not even count for map completion.
From the Wiki
http://wiki.guildwars2.com/wiki/Map_completion
“Map completion is the act of visiting all Points of Interest, Vistas, Waypoints and completing all Renown Hearts and skill challenges on a given zone. After completion, a blue loot chest will appear that the player can then open and receive a reward. In addition, the player will receive a mail pertaining to the accomplishment if the map completed was not a city. Completing all maps in Tyria and World versus World is required for world completion.”
Sorry for the confusion, i was using the term Pvp for WvW, Group tournaments, Blob wars, because its all player vs player to me as opposed to Pve. What i specifically was referring to was the requirement for WvW map completion
*By Pvp i meant WvW
When someone 100%’s the Pve map it should be recognised with a coloured star, one a different colour to the pve+pvp gold star. The Pve+Pvp gold map star stands for ultimate prestige and essentially means you are a Pvp player too.
I see no reason why Pve map completion should not be recognised. In my mind, that is the fundamental map completion in the game, Pvp being something additional. I think this introduction would make the game more rewarding and enjoyable for many people because not everyone is interested in playing pvp, which is currently required for a map completion star. To many, Pvp represents a different gaming experience entirely from idly exploring the beautiful and lore filled realm of Tyria. They are different communities; not everyone is a competitive player. In games, Pvp is typically the realm of committed players with a scholarly knowledge of the professions and game mechanics.
Let this be the peoples game and recognise them for playing Pve only if that’s how they enjoy the game. While traveling around in Pve, I would like to see such stars by peoples names, informing me that they have completed the Pve map, and knowing that i too can get there one day.
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