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Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Colin Johanson at PAX 2013:

The best place we could ever get at is where the people who wanna farm go do a dungeon and play it really well and defeat it, go out in the open world and join up with a big group of players and beat as many events as they can and rapidly beat events; it’s to play a lot of different content, and play events here and then go play this event chain and then go play this event chain…

Every event in the game, you can only do it once pre day, or every champion in the game, you can only kill it once; that’s terrible for players, and it’s not fair to everybody else to do that just to encourage the farmers to spread…

This update:

  • Bosses on limited availability: big bosses 3 times a day, boss of medium type every 2-4 hours, minor boss every 2 hours.
  • All bosses are predetermined.
  • All bosses are on timers: no more free-to-start event chains.
  • Other champ rewards nerfed.
  • Other event rewards nerfed.

And it’s only been half a year.

Megaserver consolidation should happen in areas that have consistently seen 20 players or less during peak hours. And it should be virtually transparent.

That… actually is a really good idea.

Also known as an underflow and suggested many times previously.

20 level 80s and counting.

Chef Crafting to 500

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Posted by: Lishtenbird.2814

Lishtenbird.2814

I don’t think anyone wants to eat toxic meat :p Ascended food… meh why not :p

Hm…

20 level 80s and counting.

Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Pretty sure people already posted it, but…

How the heck will a TTS or PSDH or any other world boss guild member be able to get to an empty enough map to accomodate the other 100+ people for the event at any time, even when triggered as a mission? If maps are always being kept relatively filled, it means that, unlike previously when you could mass-guest to a low-pop server, there’ll always be an unremovable dead weight in the map doing anything but what the raid members want.

Same way they do now- get enough people into the map(s) that the system has no choice but to create an empty one to have room.

But you had to do it about once to fill your own server and you could never fill other empty servers, as an extra overflow would be created/connected once yours is full; with the new system, however, you will be filling several (5? 7? 10+?) other servers where the system will be putting you “so that you’re not alone” until you actually hit the limit and trigger a new empty overflow (which will at once start to be filled with new people so that you’re not alone for too long).

20 level 80s and counting.

Feedback/Questions: MegaServer

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Posted by: Lishtenbird.2814

Lishtenbird.2814

No, that is not correct. That +225% number means that overall average population on the maps will increase. There were so many empty maps that had like 1-2 people. Now they might have 40-50. But those that had like 80 will have 50 (just random numbers but you get the point). So on average you will have more people doing world events than on Ehmry Bay, but you will have less than on Blackgate.
Map max population is not increased.

What makes you think they will get drained? Your interpretation actually means splitting the original server community, which is not what ANet intended to do; as they stated, “if you had enough people on maps on your server you will likely not see any changes”. What they intended was to make desolate low-level zones filled with more people (by virtually merging them by creating “underflows”); and with world bosses put on timer, this will make the morning Frozen Maw grow from an easy 5-people fight into a 17+ people zerg, and an evening one to 50+ as there’re no other bosses to do and the maps got merged.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Yeah, pretty much. Actually if I could toggle bind viewpoint to the mouse, and left click to reveal cursor (release to select), that would be pretty much ideal.

Hm… I’m afraid I don’t get it. Could you list what each binding in your scenario does and how it works step by step?

20 level 80s and counting.

Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Pretty sure people already posted it, but…

How the heck will a TTS or PSDH or any other world boss guild member be able to get to an empty enough map to accomodate the other 100+ people for the event at any time, even when triggered as a mission? If maps are always being kept relatively filled, it means that, unlike previously when you could mass-guest to a low-pop server, there’ll always be an unremovable dead weight in the map doing anything but what the raid members want.

20 level 80s and counting.

Old time player making a come back

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Posted by: Lishtenbird.2814

Lishtenbird.2814

It will be nerfed by 10% for full zerk on April 15th.

That’s it, nothing else changed in terms of gear priority.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

(also works better with 3D and VR. You know, future proofing etc )

Ehem… But let’s start with DX11 and SLI support, please. And probably loading the multi-core CPU to the full 100% before dropping FpS, and making it use GPU resources through CUDA.

Added 146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

Added 147. Bring focus onto TP window when clicking “sell/buy more on TP” from inventory/bank/collection/crafting window.

20 level 80s and counting.

Feedback/Questions: MegaServer

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Events like the Maw often have way too many people. Shatterer and Jormag often have too few. Consolidating maps and then making additional instances as needed may solve both of these problems.

On the contrary. It will join maps to create instances with +225% population density and turn every single world boss on a timer into a megablob.

Why create a separate thread? We already have this one and this one, it will get merged at best.

20 level 80s and counting.

Stat Combos

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Posted by: Lishtenbird.2814

Lishtenbird.2814

For PvP?

  • CONDITION DAMAGE
  • Toughness
  • Vitality
  • CONDITION DAMAGE
  • Condition Duration
  • toughness
  • vitality

…and let the forum roar.

For PvE?

No sense to add anything until you fix condition damage in PvE, as Berseker’s/Soldier’s will be better than any new ones since a) healing power scales horribly and b) the rework of sigils/runes rendered precision-oriented builds far less viable.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Personally I wouldn’t even need 3 and 4, but yeah, it’s kinda already in the game, we’d only need Arenanet to actually wrap it into a neat Settings option. Low-hanging fruit.

Since people can do the first 2 but still ask for 3 and 4 and even go as far as writing AHK scripts for it to work, I believe they need it:) Well, tastes differ.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

I think number 48 is already in the game.. that aoe loot everything button they added. I have mine set to “C” and “F” is the original one, so I don’t have an issue looting with that.

No, I’m talking about automatic on-kill looting instead of press-to-loot.

That is already 90% implemented. The game “soft-targets” anything in the middle of the screen. There’s actually a (unbound) keybind to lock the soft target.
An option like “Always use soft targeting for skills that require a target if no target is locked” would essentially give you the Combat Mode targeting functionality.

So it makes it even easier to implement:

  1. make a “Usual/Combat mode” dropdown option,
  2. tie a set of targeting options to Combat mode,
  3. make cursor reset to center for AoE casting,
  4. draw a crosshair.

I just remembered another feature and forgot it again… hm.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Opinions on the Entire GW2 Patch Update?

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Posted by: Lishtenbird.2814

Lishtenbird.2814

The Guild Wars 2 Neon Genesis Evangelion?

^ my first thought.

20 level 80s and counting.

Better Option for Waypoints?

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Posted by: Lishtenbird.2814

Lishtenbird.2814

4) Being able to use all waypoints in all maps, and let’s forget about contested waypoints at all.

Simply have a bunch of mobs camping the waypoint if it’s that important, so that you have to fight your way out if you get there. And that’s it. Even dying isn’t punishing anymore because there’s no repair fee.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

  • There’s lots of ways to go about this, but the current thinking is that it would be more convenient to plan for specific daily times rather than have a “sliding” rotation. We felt this was particularly necessary for larger events like the Triple Wurm and Tequatl.

But it’s not the players who plan now; it’s developers who planned which bosses a player will play after he comes home from his full-time job. That is not convenient.

  • Although non-scheduled events are more dynamic, you have a low chance of encountering events with long cooldown periods. Although it was originally thought that big events would be happenstance and rare opportunities that players would stumble on and become immersed in, we found that many players enjoy this type of content as a mainstay of their GW2 experience. When they can’t access that content regularly, we have a problem.
    -snip-
    At some point, we would also like to introduce a messaging system in-game so that it’s always clear what world event content you participate in without having to utilize a resource outside of the game. I have no guarantee or ETA of when we might actually see this though.

What I (and some other people) wanted to see was an “event fairy”, an “asuran news stone” or a similar mechanic that could be used instead of gw2stuff. Playing the world train was fun – you felt like a bunch of heroes who’re helping the poor Tyrian folks in their mishaps on a daily basis, and the more you could help the better. It felt dynamic, it felt real and entertaining – and the only bad thing about it was that it wasn’t in the game itself…

  • consistently provide access to large scale content for players who want to play it

Players who have a certain limited time window won’t. Solution? Make 2-3 medium world bosses spawn on their timers, and 3-4 easy world bosses on theirs. People will still be able to plan, but they’ll also be able to choose what to play instead of having to plan: “I’m doing Jungle Wurm, and then a fast AC p3 where I’ll kick all noobs or I miss Shadow Behe… And if I fight Svanir Shaman and Shatterer, I’ll be sleepy tomorrow all day, nah…”.

  • deliver that content in such a way that players can plan and organize to prepare for it

You don’t have to organise and prepare for Svanir Shaman, Jungle Wurm and Ulgoth. If anything, it will be a waiting game – go to boss, park, go watch youtube or eat a sandwich. Auto-attack with zerg, repeat.

  • help ensure that there are always enough participants in the content

On the contrary, I see this as a major problem in the future. With the upcoming merge of servers, there will never be 5-player fights with Maw and Inquest Golem; there’ll always be a merged zerg from multiple 5-player maps created to “ensure that there are always enough participants in the content” and “make the game comfortable”, which will in turn lead to horrible upscaling which currently makes me go harvest something for third of the Golem fight. Will you be tuning scaling to ensure that the game remains a pleasant experience? I hope so. But even if you do, it makes bosses less of a challenge because spamming ranged 1 in a zerg makes more sense than going melee and trying to dodge the discharges completely hidden by bodies and AoEs.

20 level 80s and counting.

Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

That is how sometimes people were able to get in more bosses then with the schedule system. When in average it will likely be about the same.

Just ran over the schedule… I can tell that my usual boss runs will get halved, to 3-4 down from 7-8. Plus, I will have to stick dungeon runs in between and make sure I run “80 only exp speedrun” or I risk missing worldbosses. Not even speaking about occasional farming of Arah, Grenth and Melandru when they’re up – it’s either camping now, or… stop-reporting-minion-masters-in-Orr-as-T6-will-skyrocket-otherwise.

TL;DR: living by a timer is not as fun as it may seem.

20 level 80s and counting.

Feedback/Questions: The Megaserver System: World Bosses and Events

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Posted by: Lishtenbird.2814

Lishtenbird.2814

I would really prefer to have several standard/small bosses spawn at once, instead of a single one at a time. There’re bosses I like, there’re bosses I don’t, there’re bosses I’ve done already in a different timeslot.

Furthermore, if we have a single boss at a time, we’ll always have to fight with the full zerg, and I think I don’t have to tell developers that killing Frozen Maw or Inquest Golem with 5 people is a lot faster and more fun than a 10-minute auto-attack on a gigantic HP bag upscaled by a large zerg who had no other bosses to do anyway. This is a design decision which will make the game less comfortable with the new system.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Ability to hide engineer kit backpacks.

Not sure if it can be done for PvP and WvW, but should be ok for PvE. Added as 143.

Ability to hide damage indicators. (Even if i could see through the particle effects, i cant see through the stacks of damage numbers.)

Force damage indicators to the middle of the screen.

It’s weird when you hit a big hit box / high target and your numbers appear somewhere in the ionosphere or behind you, as can happen with Shadow Behemoth.

Combined into 144. And 145.

I really don’t see one of the community reps looking at a list of 125 points and say: “Jip I’m so going to summarise this and give it to the dev team”.

If you believe that all the work should be done for them by players, than I believe that players should get their salary instead.

There’s nothing difficult in categorising 125 items for people used to working with data, especially since most of them have already been categorised within the list itself. And if it is… then well, fast food chains always have vacancies for burger flippers.

40. It only requires one extra press of the “F” key, and most people, at least me, are used to this.

But it still is not nice when you get your recipe list reset because of it and have to search for it once again.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Nope. I lose the cursor (the arrow) constantly during combat. When I then need to move, it is sometimes tucked up the corner or something, costing me valuable time while I re-find it to move.

Ah, I see now – I also lose cursor every now and then because I’m running a very high resolution. Hm… I think it can be achieved in the following way:

  • Option “Reset mouse cursor to screen center after not using it for a certain time: [Never/Long/Normal/Short]”

Paired with option to display a highly visible cursor, does it look like a viable solution?

Theres quite some good options in there but it’s hard to discuss over so many separate things.

It’ll be nice if you could categorize them or something.

My original intent was to categorise them, but it made keeping them clearly numbered in 5001 character forum posts not that simple. So I went with a medium solution of some categorising in “my” 125 suggestion and consecutive numbering for the new ones. If anyone cares enough to rework everything into a better googledocs file – gl, hf

Meanwhile, added 142. Fix to “no reward chest if disconnected during but before event end” issue as I think it deserves a separate mention.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

I know, but all those ranters on the forums apparently don’t <3.

I thought that might sarcasm after I re-read it a couple of times, but meh, you never know :P

Add: persistent cursor so we don’t lose it mid combat and end up dying because we can’t mouse turn to evade/run away.

I believe you’re talking about #8 and #9.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

But OP. That’s not content and I don’t want it so it shouldn’t be included in the patch. Or ever. No. I don’t want it.

April 15 is not a content patch. It’s a feature patch.

Attachments:

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Pretty much.
Here’s a video of “Combat Mode” in action, although this is an old video, so it has probably changed significantly.

A video is worth a thousand words Listed as 141.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Added 132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

Walking without falling: may be useful for roleplaying, but I can see it abused in combat a lot (EoTM) and possibly during exploration. I do not see a workaround here – even OoC only limit is not unexploitable.

Added 133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

Added 134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

Added 135. Undockable chat panels to have different relocatable chat panels with chosen info.

Dang, one more:
Sort out the scaling of text when switching to compact UI mode!
This is particularly noticeable when opening the BLTC window, where text looks like it is defaulting to badly scaled bitmap fonts instead of smoothly scaling Truetype/Opentype typefaces.

Not sure if it is a game issue and not an OS issue. BLTC is, as far as I know, a stylized in-game pseudo-browser called Awesomium, so it may inerit some system settings.

There is a lot of great things there that really should be implemented ASAP, but you know, if you weren’t a mouse-kind-of player you would have at least 1/3 less of the headache caused by these 125 issues.

The thing is… I’m a key-kind-of player. I use WASD for walking and have almost everything I can bound onto keys (and not the default ones). Even for work, I use another set of 18 custom keyboard keys – thanks Logitech! – for frequent commands. Still, that doesn’t stop me from thinking about people who prefer to play with a mouse while lying on a sofa with a notebook.

I didn’t see this one if it’s there but
:Allowing characters to swap an armor piece with another even if the inventory is full

That’s actually a part of a wider problem. The game isn’t able to “swap” items – it takes 2 steps: 1) put item A in inventory, 2) equip item B from inventory. That also happens when trying to forge, craft, salvage with full inventory.

Added 136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

Love it!! However one that was missed was being able to view you mat collection WITHOUT having to go to a crafting station. You don’t need to be able to have access, but being able to view it would be awesome.

Not sure if ANet wants us to be able to do it, but it still is a feature that I’d be happy to see. Added as 137.

Some more suggestions from me:

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

20 level 80s and counting.

List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Ability to favorite certain items on the TP for quick viewing.

I’m not sure how I feel about it. There are buy orders if you have a maximum of N gold to spare on a certain item. Looks a bit more like a flipping feature (but well, the undercut feature is by a margin a speculation feature too). But I do see some reason for it – like tracking and selling of daily crafted T7 materials.

-snip-

Valid points.

Trait templates: I personally think that the best way is per-character-account-wide. That means: basic 2 slots per character; each trait slot you unlock with gems gives you an account-wide +1 to template slots (plus 1 per character). This can however work in the similar manner to bag unlocks (unlock per character only), but in that case the price of trait slots should be respectively affected.

NPCs near supplies: I believe this should be addressed globally, as no matter how many NPCs you move, there always will be more NPCs to move (say hello to people shuffling around Mystic Forge and crafting station for a place that doesn’t trigger NPCs). A list to cycle through Interacts can solve it more or less, though an option to assign talking to NPCs to lowest priority could be nice too.

Commander abilities: nice links! A commander channel looks like an average solution as yes, it filters out trolls but only with a 100g censorship. Generals – I think there should be a balance in additional features so that it gives each commander more personal value rather than a “comeon give mea general why can’t you!!1” from random people; yet I still see sense in it for large guild raids, especially when I see people saying “I do not have a tag on this character”. Edit: added as 140.

To the ArenaNet apologists, this list would not take years to implement if they simply put the will behind it to make it happen. Quit defending poor decision making, inefficient resource allocation, and half-finished implementation. The argument that the “code is so complex, OhMerGawd there’s too many levels of dependency, blah, blah, blah” doesn’t wash.

Any programmer worth their salt knows their code and develops and documents in such a way that they’re aware of the interdependencies such that they shouldn’t be breaking anything whenever they introduce something new or make an edit here or an edit there (or thoroughly test it in advance of release in case they did break something). Anything less than that and all I can do is shake my head and bite my tongue at the risk of being infracted for calling out the state of the game’s code.

There’s stuff I programmed 10 years ago that I can see in my mind’s eye right now without even having to open the file where I can tell you that if a change was made to X portion of the code, then that would cause a conflict in Y portion of the code, and we’d have to do Z to correct it. I don’t expect programmers to do more than that, but I also don’t expect anything less, either. If I can do it, they should be able to, as well; that’s part of what they’re being paid to do.

I like to see someone who shares the same view of coding requirments. Again, it’s a company doing business and not a students’ summer project. Either do your job good and get cash, or make excuses and don’t be surprised at gold-to-gem conversions.

You forgot duels and mounts.

And GvG, guild halls and player housing :p

May I suggest the addition of a crosshair/reticle for your suggested freelook toggle?
Third-party mods that risk tagging the user as a hacker are already doing this, so it would be wise to accommodate this in-game.

How exactly is it supposed to work? Just a crosshair in the center of the screen which automaticaly aims anything under it or aims nothing if there’s nothing? That’s basically a very narrow auto-aiming cone I think. Or a more visible constantly floating crosshair?

Yes, there’s a bindable about face key in controls. Never found a use for it though so I can’t really comment on how well it works.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Feedback/Questions: MegaServer

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Overflow + Underflow = MegaServer.

Sounds good on paper, but automated systems rarely give a comfortable result. Still, we’ll have to see how it works (I’ll be glad if I don’t get dumped into German/French overflows anyway), and at least wait for the new blog posts about world boss timers (somehow I enjoy meeting the same people at events even without friending them).

20 level 80s and counting.

I miss Jeremy Soule

in Audio

Posted by: Lishtenbird.2814

Lishtenbird.2814

Of course, who could forget the Scarlet Holo boss fight?
https://www.youtube.com/watch?v=jC1xopc4TXs

One my most favourite ones so far. That was actually the first soundtrack that made me turn music on for the entire LS and not just a couple of first days. The atmosphere was perfect and it matched the different stages so good that it gave me the shivers every fight.

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Trait resets: Trait presets also?

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Lishtenbird.2814

… store far less data inside templates when those happen.

THIS excites me Are we going to be able to store templates? That would really be a big big step!

No ETA on templates. However, the new build tech brings us muuuuch closer than before.

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List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Added 130, 131.

20 level 80s and counting.

List of 150+ QoL Features

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Lishtenbird.2814

Only read the first dozen or so until I realized you just want the game to use the mouse and keyboard correctly for you.

You should probably read the whole book before you decide that the rest 90% of it is the same.

Would you like to develop these features?

If ANet hired me? Yeah, sure, ’cause working-on-a-game is more fun than working-and-then-game.

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List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Most people would rather get to fight the next dragon in a brand new outfit from wardrobe.

FTFY

Probably I’m just sick and tired of many companies releasing raw products and than making random marketing-based changes which make me groan under them (I’m looking at you, Microsoft with Windows, Google with Android and hundreds of modern apps and sites).

Yes, they’re fixing stuff. Like the 30 mesmer bugs – though it doesn’t negate the fact that a trait which didn’t work at all for more than half a year should’ve been fixed at release. But some people understand that once the new dragon slayer achievement points are received, they’re stuck with the same nuisances as before.

Probably some of these things will even see light in the upcoming patch, but some of official previews were met as random, repetitive or irrelevant… While some changes – like a change to Portal usability for mesmers – were never mentioned even though that’s a feature considered cool by mesmers. So probably, maybe that’s again a problem of communication, where developers cater to mostly casual players?

-> abillity to open multiple bags / consume items rather than 1 click only.
-> abillity to chose the size of the stack size and amount of stacks when seperating a stack of items rather than cutting it in half all the time. (I am looking at you janky runes and sigils getting thrown into the MF, etc.)

1) Already in list.
2) I think it’s an overkill. The MF part for treating stacks as separate items is already in the list.

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List of 150+ QoL Features

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Posted by: Lishtenbird.2814

Lishtenbird.2814

There are a lot of things that should be done in an ideal world but they weren’t done and we have a situation at this time were implementing this list in its entirely would likely take more than a couple of years, assuming everything else wasn’t being worked on.

You can say that it’s all fast stuff, but you don’t really know that, and frankly, neither do I. But I’ve seen how long other updates have taken and I’m not convinced that this team can work faster without producing more bugs than we currently have to deal with.

Edit: It’s a great list. But even if it was all an priority it will never all happen in one update. Not even most of it.

I’m not saying it’s all fast stuff. Things like reworking rewards or choosable overflows or fixing pathing issues are slow stuff – and that’s why they’re in the very end of the list. But many things are relatively easy to fix (like, again, “use all” on stacks), and I’d be ultimately more happy if fast things came first because I can enjoy them now and wait for content-like features, as otherwise I may get fed up with small nuisances and leave before they even start rolling out the heavy stuff.

GW2 is not an indie game, and it even reminds me more of Windows 8 – “Let’s change what our freshly graduated marketing guys showed in their cool PowerPoint presentation, let’s never fix what buyers ask for and cover the rest with advertising” – not to Microsoft’s extent of course, but the direction looks similar. As a serious business, ANet should understand that at some point glad veterans become more important than 1-time buyers who wouldn’t even understand that half of my list is worth working on – which the failure of Windows 8 has proved. But “new players” are more or less finite, new games (unlike OSs) are coming out, so now may be the right time to think about their own “solid foundation”.

20 level 80s and counting.

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

A list of everything about the game that can be improved is useful. But I don’t believe everything listed is “needed” though some would be nice. Moving stuff directly from a guild bank to the bank for example would be nice…but I’m not sure I need that feature. I actually prefer some of the features that are coming up in the patch. Better PvP rewards, for example, will make it so that I actually PvP, because I hate spending time in PvP, as it felt wasted. That’s a game changer for me.

Some things are needed to you (as a PvP player). Some thing are needed to other players. So to an extent, all these things are needed to different kinds of players. You may see a new reward system as a game changer, while I see daily QoL as my game changer which makes me feel that developers care and thus support them with real money. My latest purchase, however, was a gold-to-gem conversion due to specific news regarding the patch.

A large portion of these suggestions would be greatly welcome in the game. Implementing all of them would probably take a couple of years with the devs doing nothing but that.

I’m a developer in my own field and I see many if not most of these features as “things which should’ve been there from the start” and “things which require tiny amount of time but are not as PRable so they have ultimately low priority”.

According to the Pareto principle, 80% of the effects come from 20% of time invested, and vice versa. I see the wardrobe as a 80% time consumer with 20% effect, but highly PRable to hype-prone buyers. Will I need the wardrobe once I’m done with my look? Not really, at max I’ll have several free slots in bank previously occupied by skins (in exchange for charges though). At the same time, I see most of the changes in the list take 20% of time but give 80% of effect to every day every hour every minute play. Is it as hypable as “no repair costs”? Nope…

The “couple of years” to add “use all” on stacks of luck? To add an “adjust particle effect intensity” slider? To untick “soulbound” on dungeon runes similar to sigils? To let mystic forge eat exotic sigils similar to exotic weapons? To add a “cast AoE at max distance”? To add a pinable bag? To add a tick “always skip cutscenes”? To add a collapse icon to UI elements and allow them to be dragged? Oh, come on…

Option for auto deposit upon loot only.

Hm… Could you make it more clear please?

126: Option to use “preferred” reviving:

1. Downed players
2. Dead players
3. Npcs

:)

Nice, will add later. Doesn’t it work like it now?

20 level 80s and counting.

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

152. “Bags shown (slim mode)” in inventory which shows bags as a table but keeps their names in slot-sized placeholders (will help to save space by eliminating half-empty rows in “Bags shown” mode). May be a replacement of feature 29.

153. Option to display world map at 90% opacity (useful for many cases when you get attacked by a random mob who walked/spawned next to you, and you have to close the map, kill the mob and then search for the waypoint again).

154. Warning when buying a 2nd identical accessory/ring on a character who has the same unique trinket equipped, so that the player sees he will not be able to use it (case reported too often in the game and forums). Additionally: an in-game explanation of what “unique” is. Alternatively: removal of “unique” mechanic.

155. “Type in item name” confirmation box on deletion/salvaging/mysticforging/vendoring of all precursors and expensive named exotics.

156. “Unsalvageable” in description of karma/vendor gear.

157. Option to turn off contour highlighting and target ring highlighting in no-UI mode (ruins screenshots if a mob/NPC is in the center of the screen and gets highlighted, and makes it difficult to make screenshots with a mini as it often relocates and receives an outline).

158. On death on any WvW map, the map view is brought up with no way to exit it other than to return to a spawn point (to counter corpse spying).

159. Adding a right-click function to inventory items/item links to search for it on Wiki (similar to /wiki chat command).

160. Mining/harvesting always as a single long channel depending on the amount of digs/chops available (custom animations may need to be tweaked though).

161. A /world or /server chat channel to let WvW people from a single world communicate in mixed-world PvE maps without sharing information with opponents (also useful for guild advertising).

162. Ability to use the same weapon as mainhand in the 1st weapon set and as offhand in the 2nd weapon set.

163. “Close all” function for event reward medal alerts (probably as right-click to dismiss all).

164. Option to block whispers and mail from anyone except your friends, guild members and current party (addresses gold selling spam and harassing).

165. Automatically remove messages of blocked users from chat (same).

166. Automatically add luck when salvaging, or consume on “deposit collectible” (may be an option, however I do not think that first levels’ artificer refinement is worth all the clicking for all other players).

167. Free waypointing to the home city of your race (adds some lore spice, helps redistribute players, encourages “racial” communities especially if cities are removed from the megaserver system).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

123. Fixes to “stuck in place, use /dance to unstuck”.

124. Fixes to dungeon exploits.

125. Fixes to mob AI.

Other features suggested in this thread:

126. New default order for reviving interaction: downed players first; then dead players; then dead NPCs.

127. Option to auto-deposit collectibles on looting (coding may be simplified by tying this action to on opening inventory instead).

128. Option to always display 2nd weapon set on character (not likely as it is hard to make it look not cluttered and heavily clipping; may be mitigated by displaying the 2nd set only when 1st set is unsheathed (character in “combat stance”), or displaying only for 2-hander+two-1-handers combo).

129. Make all, current and future, cutscenes skippable through the usual “Skip” button (say hello to Scarlet stomp achievement).

130. Stacking partially used salvage kits up to 25 (not 250 as the Mystic Salvage Kit requires a Mystic Forge Stone from gemstore).

131. Option to automatically take all purchases on speaking to a BLTC merchant/on purchasing items while speaking to a BLTC merchant (the behaviour contradicts usual merchant behaviour and makes it possible to forget items while purchasing “directly”).

132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

135. Undockable chat panels to have different relocatable chat panels with chosen info.

136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

137. Being able to view collections (“read-only mode”) from inventory. Makes sense as we’re already able to magically deposit items, so simply accessing a “piece of paper where the character wrote down how much of everything he has” looks plausible and makes gathering or buying necessary materials easier.

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

140. Ability for Commanders to assign Generals (may be a buyable ability).

141. Official version of “Combat Mode” – a crosshair which targets anything under it and makes AoEs cast at where crosshair points, plus various rebinds. Thread on reddit, video demo.

142. Fix to “no reward chest if disconnected during but before event end” issue.

143. Ability to hide engineer backpacks (if not for PvP and WvW, then at least for PvE).

144. Option to turn off completely and to relocate target’s damage indicators (like to center of the screen or to target’s info bar); several reasons behind it: too hard to read in particle spam; too hard to read when overlayed several times over itself (e.g. Shatterer hit by mortar); can’t be read on mobs with a high/distant target point as gets rendered out of screen (e.g. Shadow Behe and other world bosses).

145. Damage indicators which are out of screen can be shifted to the respective side of the screen to be always visible.

146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

147. Bring focus onto TP window when clicking “buy more on TP” from inventory/bank/collection/crafting window.

148. Different icons for dead and downed players and NPCs; preferably identically to the way minimap shows them – skull/downed icon (too many times in mass events you can’t see whether you’ll be ressing dead or downed until you start, and it’s too easy to start ressing dead when you actually had a downed player who is always a higher priority).

149. More vivid blue color for downed player icon (often difficult to tell NPCs and players apart when post-processing is set to high and it significantly alters screen colors).

150. Option to rebind right button camera mode to another button (with toggleable/holdable option, as in feature 25).

151. “Compact” function for Bank and Guild Bank (with proper permissions) similar to inventory.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

74. Crafting an item automatically crafts appropriate amount of sub-component (e.g. refines ore).

75. Queues in crafting.

76. “Favourites” list in crafting.

77. Ticked crafting tiers are preserved upon game restarts and are independent for different crafting disciplines.

78. Having minis and halo/horn-like items persist through zones.

79. Having boosters and BLTC consumables put into wallet/finisher-like system.

80. Exchanging skill points and karma for Tomes of Knowledge.

81. Ability to salvage ascended gear (especially rings).

82. New ways to spend fractal relics and ascended materials.

83. Ability to exchange different types of ascended materials through Mystic Forge at a discounting rate.

84. Ability to put exotic sigils/runes and ascended gear (especially rings) into Mystic Forge.

85. Mystic Forge should be treating stack of items as multiple items (e.g. lets drag 4 sigils of air without unstacking them); or automatically refresh listing when stacks are split in inventory.

86. Discovering (“unlocking”) Mystic Forge recipes on first use for recipes with constant output or constant type output (material promotion, forging weapons and infusions).

87. Ability to mail dungeon potions to party members without being blocked.

88. Unsoulbound dungeon runes (makes no sense as you can run dungeon on char A, then buy gear with char B, salvage and get another set of soulbound unstackable runes).

89. Account-bound story mode for dungeons.

90. New titles (e.g. for jumping puzzles, for legendary collector).

91. Trackable “Dungeon paths/world bosses/fractal tiers already run today”.

92. Trackable dungeon paths in Dungeon Master achievement.

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

95. Option to hide/show/make semi-transparent self commander tag.

96. Account-bound (or at least transferable) commander tags.

97. Option to make commander tag visible only to its guild.

98. Option to change commander tag colors (“Go to red commander for main zerg, yellow for north turret defence, green for south turret defence!”).

99. Player-side option to disable displaying of commander tags on minimap and/or game.

100. Option to always show self name-guild-title.

101. Option to always/toggle show object names.

102. Option to toggle ally/enemy/etc. visibility on keypress instead of show-while-pressed.

103. Option to disable “Screenshot saved in C:/Users/SugarPinkPony…” messages in chat window unless folder is full.

104. Auto-create new screenshot folder when previous is full.

105. Option to mute skill phrases (“For grape justice!”, “I could outrun a centaur!”, necro minion phrases etc.), with option to choose between self/others, triggered powers/received conditions separately.

106. Audio notification for WvW queue (with an option to override “Mute GW2 in background”).

107. A “natural” way to input item chat links instead of whispering to self.

108. Ability to read multiple guild channels (possibly without being able to say anything).

109. Ability to keep party chat log on party disband (useful in case of kick abuse).

110. Logging party member names in chat on joining party though LFG (useful in case of kick abuse).

111. Option to always skip cutscenes (or “auto-skip unless path never run”).

112. Option to disable green arrow Personal Story helpers (possibly once at least a single character hits 80).

113. Improved personal reward system to deal with AFK leeching, counter-productive zerging in large LS events. Will probably be addressed in “Facilitating Friendly Play” blogs.

114. Choosable overflows. Same.

115. Home-server players get priority over guests. Same.

116. “Kicked on dungeon opener leave” problem solved. Same.

117. “Merge parties” problem solved. Same.

118. Fixes to pathing and shadowstep issues (Blink not blinking, Illusionary Leap not leaping and so on).

119. Fixes to skill/trait bugs – being worked on though not advertised.

120. Alterations to skills which are cast at a distance with no target to be cast on self instead (mesmer’s Feedback, ele’s Drake’s Tooth); or an option for it.

121. Fixes to “stuck in combat for no apparent reason”.

122. Fixes to “stuck inside a wall after blink/retreat/destroyed graveling burrow”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Can't salvage Priory/Vigil/Whispers armor?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I have runes I want to retrieve, and not re-buy. My Priory armor and my Vigil armor cannot be salvaged or used in the forge. What am I doing wrong?

Why don’t you transmute items onto the desired ones while keeping only the runes chosen for transmutation then?

20 level 80s and counting.

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Lishtenbird.2814

Lishtenbird.2814

Offtopic: this thread needs the 4th polearm skill as a mascot :P

20 level 80s and counting.

Rise of the Tengu miniexpansion!

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Is it April the 1st somewhere already?

20 level 80s and counting.

Disappointed with last day sales

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

what is an LS skin?

A non-tradable time-gated skin rewarded on Living Story meta event completion (like Shattered Wings or Gas Mask or Scarlet’s Veil).

20 level 80s and counting.

[SUGGESTION] Hand health features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Go into options, scroll down to where it says Autoloot, PUT IN a bind key. I have mine bound to R with autorun disabled. The reason F is autoloot is because you need to be on top of a dead mob to get the interact option, which would be autoloot. If you set a bind key for autoloot, pressing that key instead does the looting. That removes the need to pick up someone who didnt know how to dodge because they’re lying on your loot.

However I’m using AoE auto-loot at the moment. I’ll check if I can actually separate interact key and loot key later today.

I recommend setting it to Shift+F. That way you don’t have to get used to some other key far from WADS, just to use the middle finger to press Shift for autoloot, and the little finger should be around there anyways while the hand is on WADS, so you don’t have to move the hand around.

Same for lefthanded with the right shift.

`, Tab, Caps Lock, Shift, Ctrl, Win, Alt are already occupied :P

20 level 80s and counting.

About these collected item vendors?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

AFAIK lair cyphers have been stealth-added back some time ago already.

20 level 80s and counting.

Strange crash

in Account & Technical Support

Posted by: Lishtenbird.2814

Lishtenbird.2814

Something similar happened to me several times during player-heavy LS events. First the audio stops or goes on an eternal 1-second loop, possibly giving a crash alert, then it continues to work but after some time and some actions it crashes completely.

20 level 80s and counting.

[iR] Need Quick Buttons? No space for it?

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

These are things I would’ve liked to see in the Feature Patch before some free repair costs or account-bound dyes.

20 level 80s and counting.

Rune of Traveler nerfed...

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Thieves and necros can use a signet for OOC move speed, but it’s not as good as the passive +25% which is also on in combat. I don’t know ele, ranger or guardian very well so I’m not sure where they stand on this issue.

I just checked the 4 signets and several traits and I see no mentioning (“note, trivia, anomaly, bug”) of them getting a speed increase for OoC only.

20 level 80s and counting.

Town clothes and tonic

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

FYI: devs said at some point that (only) town clothes which become tonics will be eligible for a refund (only) after April 15.

However, town clothes which are not 1 item but a set (6 items) will most likely become outfits. And as a side note, we actually have a big thread here about outfits and this thread will most likely get merged into it.

20 level 80s and counting.

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Lishtenbird.2814

Lishtenbird.2814

30. Focus Master.

  • Phantasmal Warden’s kills do not count towards the Focus Master Achievement, thus leaving Mesmers without the ability to obtain it.
  • Corresponds with Phantasmal Disenchanter not counting towards Daily Condition Removal.
  • Contradicts with illusions counting against In Tune achievement during Holo fight.

31. Illusionary Persona.

  • Confusing Cry with IP will not grant Retaliation if illusions are not summoned.
  • Distortion, however, will properly give its effect (also called Distortion) without illusions.
  • Shattered conditions do not work.

Yay, we’ve hit 30! And I’m running out of charrs in the 3rd post.

Anyone to confirm underwater mimic?

Mesmers clones, phants. can not attack gates in wvw? ex: Edge of the Mists

Not only on WvW, it seems there is a bug that clones won’t attack obstacles (walls, mortars, gates, etc…). Talking about that, last night I just experienced this issue. I was close of a “Dredge Tunnel”, that’s an breakable obstacle, and then I spawned Phantasmal Warden while that object was targeted and guess what happened? The warden ran and attacked a mob nearby, that wasn’t even aggro (yellow mob) and that then started to attack me. >.<

Attacked and not attacked structures like Union Waypoint barricades. Seems to me the same randomly unreliable state as previously. Illusions switching to a nearby mob right after spawn or later are reliably random as usual.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Disappointed with last day sales

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

You’ve been waiting longer than me but it really sucks Now I got to wait to December to finish my look?
</3

At least you won’t need to travel back in time to get an LS skin you craved for.

20 level 80s and counting.

Rune of Traveler nerfed...

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Or rather 2.4%.

To compensate for this, we got +6 +2 to all other stats. Same story as with time-gated celestial, but with 70g-grind-gated rune instead.

To be fair, part of the motive could be because they think the price shows that it’s just too popular and in fact needs a few taps with the nerfbat to even it out.

If people think that expensive = popular, they’re not entirely right; it doesn’t drop as loot, but enough people need it – and here’s the price. Major sigils of bloodlust drop as loot – and look at their prices, they’re cheap as hell though the difference with Superior is not that big. And the exact reason why enough people need it is that some classes are broken enough not to have access to passive speed and are limited in active speed as well, so other mostly useless stats could even be next to zero and the price wouldn’t drop much anyway.

20 level 80s and counting.