Showing Posts For Lolyta.4582:

Change race/order facility [merged]

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

I am very much in favor of allowing race changes with certain restrictions that seem to me to handle most of the objections I have seen in this thread.

Here is a quote that seems to summarize the objections:

“Race change […] affects […] your home instance, your personal story, your cultural armor choices, your elite skills—heck, even dialogue with NPCs. Changing your race would be like changing your class. It can’t happen because it affects too many huge aspects of the game.”

Home instance- I respectfully submit that this isn’t an issue at all. We can already go in & out of other races’ home instances at will. There isn’t any particular functional difference between them that should prevent race changes. Home instance is mostly a cosmetic issue.

Personal Story- Race changers should have to re-do levels 1-30, the “Race Arc” of the PS. Beyond that, all races have pretty much the same PS and choices, ending at Arah Story Mode for “Victory or Death.” So a race change wouldn’t adversely affect the Personal Story, just force a re-do of parts (or all) of it. This is the only major non-cosmetic issue that varies depending on which race a character is.

Cultural Armor- When you race change, you would get a warning that any cultural armor bound to that character will be swapped for the same Tier of the new race’s cultural armor. All Cultural Armor has identical major and minor stat numbers, the only variation is in which particular stats are on each armor set- Charr is ‘zerker, Norn is PVT, etc. The only major hurdle I see here involves armor with cultural armor skins transmuted onto them- you can’t have, for example, an Asura running around wearing Charr cultural armor skins. So the solution would be that the game simply removes the inappropriate skin from any armor, leaving the armor as it was before the now-inappropriate cultural skin was transmuted onto it. Again, mostly a cosmetic issue.

Elite Skills- The OP mentioned that this was one of the very reasons he or she wanted to change races. Again, a warning should appear saying that your current Racial Elite skill will be swapped for the new race’s one. Not an issue.

Dialog with NPCs? They don’t even know whether we’re male or female! While there may be some racial variations in NPC dialogs, so what? They don’t affect game play.

So I respectfully beg to differ; none of these issues should deter race changes. With a few minor and easily-handled exceptions, race is pretty much just a cosmetic issue in GW2.

And yes, I have a Norn who can’t run… she just lopes painfully and ploddingly along in slo-mo, looking and feeling like she’s wading in molasses. Yes, I know that she is actually moving at the same speed as everyone else, but the snail’s pace “run” animation makes me just not enjoy playing her. After leveling her to 80, I’m not willing to start over with a human instead of a Norn… I just wish I could race change her into a human so i could stand to play her.

EDIT to add: Order change is a completely separate subject IMHO, but could be handled by forcing a Personal Story “do-over” of levels 31-61, the “Order Arc.” After that, the PS is pretty much the same for all 3 orders- it’s the “Pact Arc.” Armor could be handled by simply swapping it out for the equivalent armor from the new Order.

(edited by Lolyta.4582)

Arah change to stop sales of group-spots

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

“It is my understanding that the hardest part of Arah P4 is the last boss.”

Au contraire, mon frère! I believe that the most troublesome boss in Path 4 (and in Paths 1, 2 and 3, for that matter) is your friendly neighborhood Giganticus Lupicus.

After (if) you get him down, the rest is a cakewalk.

in-game outfiter

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

-1: We already have an in-game “barber.” It’s called a Self-Style Hair Kit and it’s available in the Gem Store. Even better, we just got 3 new hairdos per character, and they are quite nice (at least for us females). So I respectfully suggest that no change is needed for this.

+1: We need FAR more variety in our town clothes. It’s discouraging when NPCs have so much variety in what they wear while we’re limited to some pretty mundane clothes. Even the Gem Store clothes, for the most part, are funky- some nice tops but the only bottoms are cargo shorts and riding pants? Why do the cargo shorts have a butt flap? Where are the skirts, dresses and slacks?

-1: I, for one, would not want to auto-change to/from Town Clothes on entering/leaving a city. Also, since that change is already key-bindable to a single keypress, I don’t think changing between one and the other is the least bit onerous or troublesome as it is.

(edited by Lolyta.4582)

Magitech Armor (Female Human): Yay, Boo?

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

YAY: Thanks for the Magitech Armor skins. It’s probably the best-looking Medium Armor in the game.

BOO: What’s with the ammo packs ringed around the hips of this armor? Given the rest of this sumptuous, dressup-looking outfit, the ammo packs seem totally out of place and mar the overall awesomeness of the outfit.

Finally, I am 99.9% certain that this armor would be even more awesome without the flowing dress-looking bottom (that is actually a part of the top) or even better, if the flowing dress-bottom would be check-box toggleable on and off! If you squint your eyes ‘just so,’ you can imagine what the Magitech Chest and Legs would look like without the coat-bottom of the chest!

(edited by Lolyta.4582)

Persistent Personal POIs Please

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

I would love to have persistent personal Points of Interest that I could place on any particular map, name them whatever I want and have them be permanent (until I remove them) and visible account wide.

Thanks in advance for considering this.

Make Gem-Store Picks etc. Account Bound!

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

OK, so when the Molten Alliance Mining Picks were on sale, I loaded up on them at the price in real U.S. Dollars of $10.00 each (800 Gems). Among my characters who got one was my Evil Necromancer.

Then those picks were discontinued, meaning that my newer alts were SOL.

Now, there are Bone Picks in the Gem Store. If ever there was a utilitarian tool that screamed “I’M FOR YOU EVIL NECROMANCERS!” this Grim Reaper Sickle shaped pick is it! Yay and thank you!

But there’s a problem. What am I supposed to do with the Molten Alliance Pick on my Necromancer when I spend ANOTHER $10 to get her the Bone Pick?

Gem Store items (purchased with REAL MONEY) should NEVER soulbind. The fact that they DO soulbind hints at a blatant greed that I don’t think was intended as such; but that’s what it smells like.

Please, make Account Bound Gem Store items STAY Account Bound even after they are equipped so that we can share them among our alts “at will.” And make it retroactive to include Gem Store items already equipped and (sadly) bound.

Thanks-

Tequatl Rising, Love it! But...

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

The problem is, it is impossible to get into the main zone, just overflow. In overflow, there are only about 30-40 people at the most, and it’s just not possible to win the fight, period. There is zero reward unless we kill the boss- even the vets and champs we kill defending the cannons don’t drop any loot.

This fight should scale with the number of players present (like many other fights do) to make it even remotely possible for players who, through no fault or lack of effort on their part, are forced into an overflow situation with no possibility of beating it.

Challenging is one thing, but forcing us into a no-win situation with absolutely nothing in the way of loot or rewards for the inevitable failure is not “challenging,” it is highly de-motivating.

add a "class" filter

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

I’d just like a “Light/Medium/Heavy” filter on armor….

^^^^^
This

It’s amazing that it hasn’t been there since launch.

2 signals on 2 handers

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

2-hand weapons already have increased weapon power

2-handers have slightly more weapon power but two 1-handers have better stats.

Comparing my Berserker Exotic weapons:

Longbow Weapon Power 1080
Axe Weapon Power 1048
Advantage Bow: 32 weapon Power

1-hand Axe: Power 90, Precision 64, Crit Damage 5%, Sigil +5% Crit Chance
1-hand Axe: Power 90, Precision 64, Crit Damage 5%, Sigil +5% Damage

2 Axes: Power 180, Precision 128, Crit Damage 10%, +5% Crit Chance, +5% Damage
Longbow: Power179, Precision 128, Crit Damage 9%, Sigil +5% Crit Chance

Advantage 2 Axes: Power 1, Precision 0, Crit Damage 1%, +5% Damage

What the OP said is correct: equipping two one-handers is a SLIGHT stat advantage just in the weapon stats, and a SIGNIFICANT stat advantage when you factor in the additional Sigil or Gem.

I’m not enough of a theorycrafter to know exactly how the 32 less Weapon Power on the Axes combines with their higher stats and affects overall damage.

Here’s what my Hero Panel shows when I compare weapon sets:
Bow : 3375 Attack, 58% Crit Chance, +90% Crit Damage
Axes: 3344 Attack, 58% Crit Chance, +91% Crit Damage

The problem is that the above numbers are not telling the whole story- while they correctly show ~31 less “Attack” using the Axes due to their lower weapon power, the above numbers ignore the extra 5% damage from my second Sigil on one of the Axes. If you added 5% of the Axes’ 3344 Attack, you would get 3511, a HUGE increase. But the Sigil gives +5% Damage, not +5% Attack. So I just don’t know how to figure out the real effect and the Hero Panel is no help at all.

Bottom line for me is: OP is right, we need two upgrade sockets on 2-hand weapons.

(edited by Lolyta.4582)

Disable Autotarget from non-aggressive skills

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

^^^^^
This

/signed

Incorporate heroes / henchman

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

^^^^^
This

/signed

"Use all" button on liquid karma, luck, etc.

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

^^^^^

/signed

Completed Path Names on Dungeon Cheesements

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Please add the Path Names (or at least the sequence numbers) to the Dungeon Achievements boxes.

When I look at a Dungeon Achievement Box I need to see that I have completed Explorable Paths 1 and 2 so I know which ones to pester my guild to help me complete.

The way it is now, all the game tells me is that I have done (for example) 3 of 5 paths in Arah but not which ones! This results in me doing paths I’ve already completed if I guess incorrectly. With supremely annoying dungeons like Arah or AC, this is no small source of aggravation.

Thanks

Pls reverse the In-Combat Slowdown

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Ah, kk. I gotcha now.

Well, we could look at it like an out of combat auto speed boost for travel purposes.

LOL! You have a point there!

:-)

Pls reverse the In-Combat Slowdown

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

This is mostly so that people don’t just run through areas. I agree that it can be a little annoying, but that’s what Swiftness is for.

Not all professions have readily-available Swiftness with no cooldowns. And I respectfully disagree that a character ability (Swiftness in this case) is in the game solely to mitigate a goofy design choice.

My point was (and is) that auto-slow when in combat (common to almost all games) is unnecessary, illogical, pointless, counter-intuitive, immersion-breaking and just plain goofy.

The fact that some professions can mitigate it (while others can’t) is beside the point.

(edited by Lolyta.4582)

Pls reverse the In-Combat Slowdown

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Slows usually have a reason. Like frost magic. Which is true to real life. e.g: You may run faster when the cops are chasing you but you slow down when tazed.

This is not what I’m talking about. I’m talking about the “auto-slow” that the game applies to you any time you are “in combat” even when you do not have any debuffs (bleeds, daze, cripple, etc.)

Targeting Issue "Dead But Still Targetable"

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

When fighting multiple mobs, those you have recently killed still have a red nametag and a health bar with just a smidgen of health remaining. This means that those dead mobs are intercepting tab-targeting- when you try to tab to another mob the “dead-with 1 HP” ones intercept your tabbing and prevent you from targeting the mob who is right in front of you eating your face. This also happens with inanimate objects.

After about 5-10 seconds, the game “wakes up” and realizes that the mob is actually dead, so the nametag and health bar disappear and the mob is (FINALLY!) no longer targetable. This is not a LAG issue, it is a game flaw.

Although click- and tab-targeting have always been pretty broken in GW2 (many MANY threads here and elsewhere discuss the general awfulness of GW2 targeting), the “dead but still have 1HP and thus still targetable” issue started happening about 2 months ago. So instead of fixing targeting, some update a few weeks ago broke it more than it already was.

So now, targeting has the following problems:
1. Many targets are simply impossible to click-target (left-click or right-click simply do not target the mob under the mouse cursor) for no apparent reason. Those that are not entirely impossible to click-target are generally at least difficult to click-target.
2. Tab-targeting wrongly includes “neutral” targets as well as hostiles. This results in spending most of some fights frantically tab-tab-tabbing around trying in vain to get to the unclickable giant one foot away directly in front of you- you know, the one who is killing you while you can’t even target him. Tab-targeting neutrals and/or inanimates (yellow nametags) should be a user-option toggle!
3. Tab-targeting wrongly includes targets in all directions, including behind you, as well as targets grossly out of range and/or out of Line Of Sight. Again, while you are frantically tabbing to try to target the mob one foot away right in front of you ripping your eyeballs out by the roots, tabbing conveniently selects a stack of Modniir Supplies hidden inside a tent approximately 3,000 units away, out of sight over a cliff and behind you. This is simply absurd.
4. Because the mechanic for placing a ground-targeted ability is the same as the targeting mechanic (left-click), placing ground-targeted abilities usually unselects your target, even when “promote skill targets” is enabled.
5. Aside from #4 above, selected targets frequently just deselect themselves from time to time for no apparent reason (nothing was clicked, mob did not stealth, etc.).
6. And now with this new problem, tabbing conveniently insists that you should keep cycling through dead mobs for 5-10 seconds after they die while the live ones you can’t target are wiping you and your dungeon group.

Please, Anet, FIX TARGETING:

1. Left-clicking a mob should target it. Period. Right-clicking a mob should target AND ATTACK it if possible (and if enabled by player in options).
2. Neutrals and inanimates should NOT be included in tab-targeting unless the player has specifically enabled that via a toggle in options.
3. Tab-targeting should be limited to visible, in Line-Of-Sight and in range (or almost in range) targets in about a 60-degree cone IN THE DIRECTION A PLAYER IS LOOKING! Nothing that is grossly out of range and/or LOS, inside buildings, behind walls, over cliffs, etc. etc.
4. Left-clicking to place a ground-targeted ability must NOT deselect the current target!
5. Selected targets must NOT self-deselect unless there is a valid reason (target stealthed) for it.
6. The game must react to mob deaths “instantly” or as nearly so as lag allows. 5-10 seconds of dead mobs sucking up tab-targeting is unacceptable.

Thanks

TLDR: Targeting is THE core mechanic in GW2. It is broken on many levels and it got worse a few weeks ago. Please fix it.

(edited by Lolyta.4582)

Pls reverse the In-Combat Slowdown

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

GW2 imitates almost every other game in existence by applying a movement (run-speed) slowdown when in combat. This is bad for three reasons:

1. As anyone who has ever been in any life-or-death situation can attest, people actually SPEED UP when their lives are threatened. “Fear lent me wings” is a famous old adage illustrating this basic concept. “Ride it like you stole it” is another.
2. Applying a SLOW when in combat is just plain goofy, silly, mindless etc. To say that it breaks immersion is an understatement- it defies logic.
3. GW2 should not be satisfied with merely following the MMO herd but should innovate in this area as it has in so many others.

Please, either apply a movement SPEEDUP in combat or at the very least eliminate the absurd slowdown.

Thanks.

Remove Underwater Weapons/Helm.

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Pretty much everything about underwater combat is broken:
1. Aquatic Helms are few and far between, and limited pretty much to green items. It is absurd for my all-exotic characters to be stuck wearing a green item. If you don’t believe this, try searching Aquatic Helms on the TP. Even traveling to Orr for the best breather readily available results in a green item.
2. Tooltips regarding Runes count the one on the breather as though you had it equipped at all times even though, of course, you don’t. My end-game characters show 7/6 Runes installed because it counts the identical Runes on both helms even though only one can be equipped at a time. If I don’t have the same Rune on my Breather as I do on my regular helm, it still erroneously shows 6/6 Runes when I’m underwater even though I really only have 5/6 equipped.
3. Without exception, the underwater weapons are MUCH weaker than their non-aquatic 2-handed counterparts. For example, Harpoon guns should be as powerful as Longbows and Rifles- but they’re not. Also, the readily-available aquatic weapons are pretty much limited to Yellow quality (rares). Given the fact that some of the toughest mobs in the game (Krait) are mostly underwater, it is just goofy that everything about our underwater equipment is vastly inferior to their non-aquatic counterparts.
4. Most underwater quests are horribly balanced and far too difficult. A prime example is the insanely-difficult Personal Story quest “Breaking The Bone Ship.” This ill-conceived, infuriating, rage-quit-inducing quest spawns multiple mobs directly on top of you as you are clearing or right after you have cleared an area- mobs that simply weren’t there 5 seconds ago. Although the Wiki claims that all or most of the enemies can be avoided, neither I nor anyone in any of my guilds is aware of anyone who has actually done that, and without exception, all agree that this quest is basically not soloable except possibly by a Level 80 Guardian in all Exotics, and even then it requires more luck than skill to solo.

Please, Anet, either remove underwater combat from the game or fix it. Almost everybody hates it the way it is now. Check the server logs for how many times “Kill the Krait Blood Witch” is actually even attempted, much less what percentage of completions of “Breaking the Bone Ship” are done solo. I know people who have just given up on finishing their PS due to this single, horrible quest.

(edited by Lolyta.4582)

Personal Story Difficulty Unacceptable

in Personal Story

Posted by: Lolyta.4582

Lolyta.4582

All you guys need to do is come back when you are a few levels higher. The storyline missions get easy if you out level them a bit.

This is only true for some professions. Although this was soloable on my Ranger (at level 80) and Guardian (on-level at 68), my Thief is unable to complete this Level 68 “Sink the Boneship” PS segment at level 80 equipped with all Level 80 Rares with 3-4 Exotics.

One non-boss Risen Shark 2-shots my Thief, and since it’s underwater, I have the double-whammy handicaps of ridiculously underpowered offensive capabilities (almost totally ineffective speargun… the sharks barely notice that I’m shooting them) PLUS none of the Thief’s ‘trademark’ defensive skills (stealth, Thieves Guild, Caltrops, Dual-Dagger melee acrobatics, etc.) to mitigate the absurd difficulty level.

Also, to those who say “get a friend” I would respectfully point out that some of us, sometimes, enjoy soloing and don’t want to be FORCED to group with anyone for these story missions. I tend to agree with previous posters who say that the Personal Story missions should be soloable by all profs on-level, so even if it WAS possible for Thieves and other profs to solo this level 68 quest at level 80, we shouldn’t have to wait until we out-level the quest by 12 levels to complete it, especially when we suddenly discover that some of them STILL are not soloable even at level 80.

Thank You, Arenanet!

in Guild Wars 2 Discussion

Posted by: Lolyta.4582

Lolyta.4582

I would just like to thank Anet for making a great game, and for listening to customers/players and fixing (at least some of) the issues we raised.

What brought on this sudden gush of gratitude is the implementation this week of AoE looting, which completely eliminated all of the many unwanted interactions (talk, revive, mine/harvest/chop, greet, examine, use and various generic interactions) when we’re just trying to loot corpses.

Your solution is brilliant and completely effective, once key-bound. Thank you.

Please Stop Seizing Control

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Various notification screens in the game seize control of our characters and completely block whatever we were trying to do. Examples include “You have been moved to Overflow” which blocks all mouse and key presses and freezes the character until you click OK; and any number of dungeon “cut scenes”- when anyone in the dungeon party deliberately or inadvertently triggers a “cut scene” it auto-triggers for everyone, no matter how far away we are, and seizes control from the player- blocking whatever else the player is trying to do, like equip different weapons, swap some Traits around, eat buff food, repair, vendor, whatever. The worst part is that when the “cut scene” finally ends, or we shut it down with “Skip to End,” all windows we had open are closed, any weapons we had just equipped are not equipped, any Traits we had swapped around are not swapped around, we have to investigate our buffs to see if the food we were eating as the “cut scene” intruded actually got eaten, etc. etc. etc. NOTHING we had been in the process of doing is saved. Unless we completed all actions by manually closing the Hero panel, the entire group must wait while we do it all over again.

Is there not some way that these notifications and “cut scenes” can be made more controllable by players and less intrusive and disabling?

For the “Overflow” warnings I suggest doing away with them altogether as pop-ups requiring player confirmation- just a little icon on the mini-map would be sufficient, because the truth is that most of the time, we couldn’t care less whether we’re in the “real” LA or an overflow instance of LA- we just want to vendor/bank/TP/Forge and get on with our lives.

For the dungeon “cut scenes,” please have them “suspend” (but not block/cancel/undo) whatever action we were doing, and enable the Escape key to shut them down instead of requiring a mouse click on “Skip to End.” That way, if we’re in the middle of our Hero panel when someone triggers a cut scene, we can just hit escape when it pops and we will still be right where we were in our Hero panel when the game relinquishes character control back to us!

Thanks!

Please Establish "Poof to LA" Ability

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Currently, thousands of players per hour are “hearthing” (pardon the WoW expression, but it fits) to Lion’s Arch from anywhere via a back-door two-step process that is both cumbersome to use and resource-intensive on the server side: we open our WvW pane and go to any one of the four WvW areas, then jump through the Asura gate there to land in Lion’s Arch.

In addition to requiring three loading screens (the one into the WvW area is, if you watch closely, two consecutive loading screens), this process unnecessarily loads up the WvW servers with “transient” players and contributes to queues and congestion.

What we need is an ability that does not take up any skill slot or bag slot to “hearth” directly to LA from anywhere, thereby eliminating all the WvW server hits for non-WvW purposes.

Thanks.

Please Fix Queen Karka Event

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Tonight I went to Southsun anticipating the Queen Karka event. Sadly, due to poor design, it was not to be.

1. FAILURE TO SPAWN
We ran around the entire zone 5-6 times, achieving 4/4 Settlements under control four separate times. No Queen Karka spawn. After 1.5 hours running around from Settlement to Settlement, always achieving 4/4 with no Queen spawn, several of us just gave up and went on to do other things.

2. COMPETING SIMULTANEOUS CO-LOCATED EVENT
About 10 minutes after I had left, a guildie who had just come into Southsun as I was leaving told me the Queen was finally up. I immediately ported to Southsun, ported to the Kiel’s Outpost WP and ran to the Queen’s spawn point. As I ran into the village next to her spawn point, an Event started (DURING THE QUEEN FIGHT NOT 100 FEET AWAY!) and the 3-4 of us running to the Queen were immediately killed by 1,387 berserk young Karkas.

Please, Anet, hot-fix this! Get the queen to spawn when she’s supposed to spawn (yes, even in Overflow) and stop simultaneous co-located events while she is up!

Please fix targeting

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

[…]give us an option of range shading on skills. Meaning if a target is out of range of an attack the skill will be shaded. Also if I’m fighting an enemy on say some stairs, and they’re below, targetted, can my attack actually be directed down instead of over their heads while they simply stand there and ankle attack me to death with blocking walls in place so I can’t get down to their level.

This seems to me to be a separate-but-related issue from the tab-targeting issues I raised, but I wholeheartedly agree with you!

To me, the ideal fix would be that abilites are shaded for both Range- and Line-of-Sight issues ***AND*** the abilities simply shouldn’t fire if the target is unattackable due to range or LOS issues. The problem with just shading is that it causes us to spend half our time looking at our abilities bar instead of watching the fight. There is no excuse for wasted attacks and cooldowns, but as you posted, the game forces us to waste attacks all the time.

Returns to In-Progress and Cleared Dungeons

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Did they ever release why they initiated this process in the first place?

Opinions vary- I’ve heard that being thrown out of the instance when the ‘owner’ zones out (or when you disco and log back in) was a bug and not supposed to happen at all. However, others have said it’s a ‘feature’ that they wish would be changed along the lines I mentioned in my OP. So I don’t know if Devs have said, blogged, Twittered or posted anything about it or not.

I’m almost certain, however, that our inability to zone back in to a cleared dungeon within a reasonable time window is ‘working as designed,’ which is why I posted here asking for them to re-think the design and change it as detailed above. Other MMO’s (*cough*WoW/Rift/SWTOR*cough*) allow returning to cleared dungeons for a few minutes after you zone out and/or disco/relog, so it’s not like this is a new concept in the gaming world.

I’m actually hard-pressed to find any benefit to anyone from prohibiting us from re-entering cleared dungeons for 10-15 minutes after leaving.

(edited by Lolyta.4582)

Fix the Guild Wars 2 (Un)Holy Trinity!

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Necros can’t control their pets, but the only part of that control problem that is actually a problem is getting them to attack what you want them to attack, or not attack what you don’t want them to attack.

With all due respect, DUH! That’s the only control I mentioned the lack of.

They don’t agro things, anymore, unless you agroed them first. It was supposed to be on Ranger and Necro pets, and I know it’s the case for Ranger, so it should be the case for Necro too.

Woulda, coulda shoulda. My Flesh Golem aggroed several Risens tonight (it’s 3:12 AM CDT on June 3, 2013) in Mt. Maelstrom along the road. I was not close enough to aggro them, and in fact, they didn’t attack me- they immediately attacked my flesh Golem who was mindlessly roaming ahead of me and slightly to the left side of the road, too close to the Risens in the creek/swamp alongside the road.

So either I’m having my usual luck discovering ‘bugs’ that don’t seem to affect other people (lolwut) or they didn’t fix the aggro issue on Necro minions.

My Necro doesn’t summon, though, so I can’t actually confirm it.[/quote]

Fix the Guild Wars 2 (Un)Holy Trinity!

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

I haven’t seen a necro in a dungeon party since forever, which is really sad! I want to play one, but I’m greatly discouraged by the fact that they’re not a class that is being picked up.

As a Necro player, I couldn’t agree more! Minions are completely useless in dungeons, end-game PvE and WvW because of their horrendous AI- they just stand around watching you attack stuff until the fight is almost over and you have no “ATTACK!” command for them at all like Rangers do on their F1 key, then they finally wake up and attack; they refuse to follow you if you jump even the TEENIEST gap or elevation change up or down, instead mindlessly pathing the long way around via the North Pole and bringing back 379 mobs that they pathed through while wandering about the countryside finding smooth, gap-free ramps; the Flesh Golem in particular goes charging off to attack random out-of-sight inanimate objects such as gates, cannons, trebs, etc. just because one of your wells or AoE’s may have inadvertently clipped them and, unlike Rangers, Necros have NO way to recall them or stop them from mindlessly attacking anything; and like Ranger pets, our minions stupidly path 20 feet AHEAD of us, aggroing things we didn’t want to aggro… and we have NO “come here, stay by me, be passive” control over them at all like Rangers do on their F3 key… so we switch to Conditionmancer or Powermancer (sadly abandoning a core Necro gameplay mechanic that should have been fun- minions) and quickly learn that neither of these builds is as robust and viable as other professions’ builds in terms of damage and survivability.

I personally know TWO players who have leveled Necros to 80 and then deleted them to roll new professions because of these issues. Hopefully, revisiting Necro balance vs. other professions as well as the whole Pet AI and lack of control for Rangers as well as Necros is in the works.

(edited by Lolyta.4582)

Returns to In-Progress and Cleared Dungeons

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Once the instance-initiator leaves the instance, the game forcibly ejects the other 4 in the party even though they may be in the process of looting or resurrecting other members, etc. Once out of the instance, it is not possible to revisit it in an in-progress or cleared state- the only thing you can do is start over.

Even worse, a disconnect almost always results in not being able to re-enter the instance even though the rest of the party is still in there and the instance is not cleared. This kills the outing for everyone.

Once a dungeon has been initiated, please allow members of that party to stay in (or re-enter) the cleared or in-progress dungeon for, say 5 or 10 minutes after the last boss drops, or 5-10 minutes after a disconnect for an in-progress dungeon. This is for several reasons- we may realize that we missed looting a body or a chest, we may want to go back into CoF-1 to see if Mesmer Blink actually has enough range to blink past the rolling fireballs, and of course, we definitely want to finish the instance even though someone has disconnected and logged back in.

Fix Upgrade Filters in Trading Post

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Posted by: Lolyta.4582

Lolyta.4582

When I select “Upgrade Component” and “Weapon” in the TP filter system, I expect to get a list of Sigils and other upgrades applicable to weapons. Unfortunately, what I actually get is a completely-useless list of enhanced jewels that can only fit in Accessories (For example, “Exquisite Ruby Jewel”). This renders the TP filter completely dysfunctional for finding weapon upgrades.

Filter Armor by Type in Trading Post

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Please add a “Type” (Light, Medium, Heavy) filter to the Armor filter process in the Trading Post.

Please fix targeting

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Since my OP I have been playing my Necro using a staff. The Necro staff has 4 ground-targeted abilities, which require that you press or click the ability button (2, 3, 4 or 5), move your mouse cursor to the target area, then CLICK in that spot to “fire” the ability.

Guess what? In a furball fight (like any of the Southsun events) where there is one main mob (for example, a Champ Karka) along with numerous melee players and hostile + neutral adds all clustered up at the boss’s location, when you CLICK on the area where you want your GT spell to land, you almost invariably deselect the boss and select some random close-by target including other players! This completely stops any and all targeted attacks, and requires that you spend half the fight tabbing through seemingly hundreds of hostile and neutral mobs, in all directions from you and at all distances from you.

So it’s even worse than I realized when I made my original post. Please, Anet, in addition to fixing Tab-Targeting to prioritize attackable hostile mobs in front of you, put in some kind of target-lock that requires a deliberate action by the player (an action that is NOT related to firing off a ground-targeted ability) to de-select that target.

Please. Thanks.

Make Slots 6 & 10 Optional-use

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

If this has come up before, my searching was unable to find it. Maybe I’m just a poor searcher…

I would like to see slots 6 and 10 usable for normal abilities as well as their current restrictive designations (healing and Elite abilities, respectively.)

So allowable slot usage would then be as follows:

1-5: Weapon-related abilities (same as currently)
6: Healing ability OR any regular, non-elite utility ability
7-9: Regular non-elite, non-healing utility abilities (same as currently)
10: Elite ability OR any regular, non-elite, non-healing utility ability

Opening up the two currently restricted slots to general utility abilities would allow greater diversity and flexibility in builds, while maintaining the current one-healing ability and one-elite-ability limits.

It would also add interest and complexity to the game- new possibilities are always fun and engaging to explore.

OMG! Lady Kasmeer Meade's Outfit, please!

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

A bunch of us almost fell over last night when we encountered Lady Kasmeer Meade on the beach on Pearl Islet in Southsun Cove!

A cute bikini (instead of our yellow underwear!) plus bangles and fashionable sandals? Yes!

Please, add a long (removable) filmy “lingerie/duster” type garment, give it all some dye channels (including the bangles) and put this outfit in the Gem Store!

mini pet army

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

I dont know about everyone else but I would legit pay $30+ for an item that allowed multiple mini pets to follow me around. I dont think I would play the game any more, I would just run around LA and events with my army of minis spreading joy to all of tyria.

I know, right? This is exactly what I do on my Necromancer- she whips out all 7 of her minions plus a mini and rides her broomstick all over LA looking all evil and awesome like some sort of demented Pied Piper!

mini pet army

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

kind of annoying that mini’s get deposited with collectables, my asura would greatly appreciate being able to have his perfect sized Eir follow him around at all times without having to worry about accidentally putting her back in the bank.

I felt exactly the same way… until I discovered the [18 Slot Safety Box]. This handy and affordable bag exempts its contents from vendoring (items within will not even appear in the vendor window, completely eliminating the “OMG I must have accidentally sold my [Ultra Rare Whatchamacallit] last night in the rush to join that dungeon group” issue ), re-sorting (“Compact Bags” will not touch the contents of this Safety Box) and “Deposit All Collectables” (items such as minis, ores, gems etc. that would normally fly to the bank with this command simply stay where you put them in your Safety Box.)

Please send the $30 to me on Tarnished Coast.

:-)

(edited by Lolyta.4582)

Please fix targeting

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

The difficulty in manually click-targeting the mob you want to target has been mentioned (and discussed to death) in other threads. There is no doubt that targeting is unreliable, unpredictable and illogical the way it operates now.

Because manual “click to target” targeting is so dysfunctional, we are almost always forced to use tab targeting to try to select the target we want.

Unfortunately, tab targeting is broken in two ways:

1. Tabbing almost always cycles through every possible red and yellow entity (including inanimate yellow objects such as Supplies, Cannons, etc.) within 100 miles- ahead, behind, to the left and right… some so far away that they are not even visible. Out of incredulity, I recently ran around an entire Centaur Camp in Blazeridge trying to locate what my tabbing had targeted… I finally found a “Modniir Weapons Rack” object that had been completely out of sight, behind a tent, and far behind me when tabbing acquired it while I was fighting 4-5 Centaurs right in front of me. Tabbing even snags mobs that are far underwater while you are high on a cliff, etc. etc…. while at the same time somehow completely ignoring the gi-normous World Dragon 10 meters right the heck in front of you, so close it completely fills your screen! This is simply absurd.

I read in another thread that some players actually WANTED tab targeting to pick up mobs behind them- to which I would respectfully reply Why? Those mobs are not attackable until you more-or-less face them, at which point they will be in FRONT of you where tab-targeting should logically pick them up.

So I respectfully suggest that tab-targeting should pick up only attackable entities- this means in front of you and within range of your longest-range attack.

2. Tab targeting includes “yellow” mobs, who, 90% of the time, you really don’t want or need to attack, especially when there are 8-10 RED mobs in your face doing their best to remove your lips, ears and eyeballs. Tab targeting should NOT include “yellow” mobs, or, to accommodate those among us who want to kill everything on the map that can possibly be killed, there should be a toggle-checkbox in options that says “Include Yellow-Nameplate entities in tab targeting.”

Please fix tab-targeting so that it includes only in-range RED targets in a 60-degree cone in front of you rather than favoring distant yellow targets behind you.

Thanks-

Basic Control Issue

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Lolyta is right, it doesn’t really work like that, not always anyway. The only time a character seems to be turning with the camera is when attacks are in progress, or pretty much all the time if you are autoattacking with skill #1, aside from that they only seem to be moving their heads.

In the test I mentioned above, my character (in Town clothes, no weapons at all) did not even turn her head as I dragged the camera around with my right mouse button down. She literally didn’t move any part of her being in response to my right-click-dragging. Her only movement was the random “undulating” all characters do when not moving.

In short, I get exactly the same response to right-click-dragging as I do to left-click-dragging.

Fix the Pet-Name Amnesia Pls

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

But more importantly, you say:

Please, some of us with Rangers actually put a LOT of thought and creativity into selecting names for our pets ….

but then:

…my pig (Boar) named Porky … my Dog named Scooby

That’s not what I’d call “a LOT of thought and creativity”. :P

LOL. For your information, I don’t actually use Porky or Scooby- although I do use Snidely Whiplash. I deliberately used names in my post that would make it more obvious how inappropriate (for example) a spider named Porky and/or a drake named Scooby are.

Nobody would “get” Lycosidae, one of the names I really use…

…although, I must admit, if I had a black duck for a pet his name would most assuredly be Daffy….

:)

Fix the Pet-Name Amnesia Pls

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Please, some of us with Rangers actually put a LOT of thought and creativity into selecting names for our pets, and almost ALL of us use more than two pets every day.

Why can’t the game “remember” our pet names?

Even worse, when I swap out one pet for another into one of my two “ready” pet slots, why does the game think my newly-selected pet has the same name as the pet I just removed from that slot? It’s infuriating, but hilarious- I swap out (for example) my pig (Boar) named Porky for a Spider… named Porky? What sense does “Porky” make when applied to a spider? I swap out my Dog named Scooby for a Drake… and the Drake is named Scooby? Really?

Please, guys, this isn’t rocket science. Give us a game that remembers the names of ALL of our pets, not just the most recent two, and ties each name to the PET, not to the last SLOT it was in.

Thanks-

Basic Control Issue

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

That’s because when you rotate the camera past the point where your character can look, without the neck of an owl anyways, then he/she will move their body. Much like a real person.

Please see my reply above- I just went back in-game and re-tested. This is absolutely not happening on either of my two PCs. My character does not change facing at all no matter how far I drag with the right button down. The only way to make her turn is to drag the camera around then make her take a step in that direction. Then, and only then, she changes facing.

And promptly falls off the mushroom-perch in the middle of the jumping puzzle.

Basic Control Issue

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

Do you have a weapon out? Because if you don’t then your character will not pivot to follow the camera when the right mouse button is pressed. Took me a while to get used to it too.

Wow- this comment surprised me so much that I had to log back in to the game to verify my recollection!

My character NEVER turns in the direction the camera is facing (or any other direction lol) when I hold the right mouse button down. Wepaon out or weapon sheathed.

To make sure I’m not crazy (some days are worse than others) I put her in her Town Clothes where there was no possibility of any weapon/combat-stance influence, then held the right mouse button down and pivoted the camera more than 360 degrees around her (I ran out of mouse pad or I could have done 720 degrees).

She never turned her head, her body, nor even so much as an eyelash. She remained steadfastly facing in the same direction throughout.

So maybe you’re on a Mac? Or an Atari 2600 or something? Because on my Windows 7 machine and my Windows XP machine, holding the right mouse button down and dragging left or right is exactly the same as doing it with the left button down: only the camera moves.

Need Separate Looting Control

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

There are many events and dungeons in GW2 wherein there is very little time to loot before the next wave of bolsheviks/soccer hooligans/mall moms appear and begin doing their best to ruin my day. :-)

So, I would like to be able to run around the scene between waves of baddies, running through the piles of bodies while spamming my LOOT key.

Occasionally, this works. More often than not, though, this tactic results in me suddenly and involuntarily reviving some NPC about whom (so sue me) I couldn’t care less, or talking to some poor merchant who doesn’t have sense enough to leave the area until the battle is over, or mining/chopping/harvesting an unseen node/tree/rutabaga, etc. etc.

This, of course, is because the loot key is the same as the Interact/Use/Mine/Talk/harvest/Greet/Repair (etc. etc., you get the idea) key.

I have read several similar posts here complaining that many functions are bunched up on one key (default: F), some of the posters proposing that the name of the object to be interacted with should appear in a tooltip, or that when multiple interactable objects are in range, pressing the F key should generate a tab-separated list of possible interactions, and so forth.

I would suggest that there are two types of interactions in GW2: those that you generally can take your time about doing, and those that sometimes require that you do them quickly. As I outlined above, all of the functions on the F key except looting are generally non-combat type functions and are pretty much no-hurry interactions; while looting stands apart because it can/should sometimes be done in the midst of combat and thus would be better accomplished in a hurry without stumbling across unwanted random interactions.

So I respectfully request that you fine folks just break out the loot function to a separate custom-key-bindable function.

Thanks-

(edited by Moderator)

Basic Control Issue

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

When I am standing still and hold the left mouse button down while dragging the mouse left or right, I get the expected result: my character doesn’t move, but the camera pivots around her.

However, when I hold the right mouse button down and drag the mouse left or right, I expect my character to pivot around left or right to face whatever direction the camera is facing. This does not happen- I get the same result as I do holding the left mouse button down- only the camera pivots, while my character remains facing whatever way she was facing before I started.

This leads to all sorts of unwanted behaviors, not the least of which is failure to fire a shot at whatever mob I was trying to pivot around to face (without advancing in any direction) for the inane reason that my character didn’t turn in place as desired and therefore isn’t facing the mob I was trying to point her toward.

It is not always possible, or desirable, to have to move a step in some direction in order to change the way my character is facing. Examples include any of the precarious perches encountered in the numerous jumping puzzles, standing in a small space that is the only not-in-a-red-circle-of-badness spot in the entire dungeon, etc. etc.

This controllability flaw departs from the “norms” in mouse-control of characters in almost ALL other MMOs by forcing players to actually move a step to change the direction a character is facing. Of course, there’s nothing wrong with departing from norms to add something to a game, or improve controllability, etc. However, this faux-pas doesn’t add anything- it takes away a basic character-control function: the ability to pivot around and face in any direction without moving laterally. The way GW2 works now, holding the right mouse button is the same as holding the left mouse button when your character is not moving. This is clearly a LOSS, not a gain.

I respectfully request that this be fixed since it is a basic control function, differs markedly from MMO mouse-control conventions and forces unwanted and sometimes fatal lateral movement just to change facing direction.

Thanks.

(edited by Lolyta.4582)