No. Arenanet is a what is known as a business.
Sorry your money in the “order of thousands, perhaps tens of thousands of dollars” will have to go unused. Or maybe you can donate it to an actual charity where it can do some good?
I find your comment somewhat unfair, because despite its’ legitimacy, one could apply it endlessly to the ‘resting place’ of any amount of money, placed there by any person.
For example, a movie ticket at $15 – that money could also have been given to charity, should one have chosen to forgo the viewing experience. Would you view those who chose to see the movie with equal disdain, as you seem to be doing in your post above?
Just great! This is how the black wings should have been on release! Fully animated. Love them!
lol and, lol not so much – finishing moves on children in pvp
Is it possible to make real money donations to the Anet/Guild Wars 2 development team—not for the purpose of dictating or directing creative content, but to advance, expedite or implement features already on the drawing board?
Say, in the order of thousands, perhaps tens of thousands of dollars?
Oh dear LORD! No more trench coats. Please, please, please, please, please! No more kittening trenchcoats. I wonder if Anet know that this is a thing, that trenchcoats are OUT. Right kittening OUT!
Nice idea, but, would like to see it done without instances.
10 man dungeons, raids, instances of some seriously fun challenges would be awesome.
As if the new Guild Halls weren’t adding enough already…
Allow players to plant their choice of crops (cabbage, omnomberries, spinach etc.) in a designated ‘farm zone’ in the Guild Hall. Crop field size could be upgraded etc. etc.
Allow players to ‘tag’ an area on the in-game map, and add custom map notes
“Dragonite Ore Eater”, not a bad candidate for a certain upcoming class specialization, perhaps?
But probably because of involvement of Asura gates and waypoints might have made it infeasible to mass-produce bicycles, as Waypoints & Asura Gates seem to be the most efficient mode of transportation.
(p.s. That was not an anti-mounts answer! A genuine theory on the lore of this subject!)
The need to hop on a bicycle to get to a local store for example, would hardly interfere with the economics of Waypoints and Asura gates. Not every merchant could/would set up at a waypoint or near an Asura gate.
P.S. This reply was not intended to defuse the “we have waypoints so mounts aren’t necessary argument”
Implement an in-game Tyria-wide Guild list
- Guild leaders could choose to show/hide their guild in the list
- Guilds in the list could be sorted by influence, number of members etc.
- Guild leaders could toggle ‘accepting applications’ yes/no
- Players could peruse the list and apply for membership as per the above
We have simple combos now, by way of fields.
Implement “advanced” combos, or altered versions of skills by way of key press detection.
For example, holding strafe left/right/up/down and using a certain skill would execute a different version of that skill.
This is not a mounts thread.
Do bicycles exist in Tyria?
It’s strange, I’ve not seen any static artwork or objects around to suggest they do. There are for example Charr vehicles, but it is curious that there are no bicycles.
I think it’s a boring decision, to remove Ranger spirit movement.
Desperately need more emotes. I remember being smitten with Guild Wars 1, simply because of the emotes!
I hope they;
1) Fix current pets=remember name, allow non-juvenile sized pets, allow pet armour
2) Replace some of the current useless and boring pets
Ranger Great Sword, skill 4 “counter attack”…
has great animations, great usefulness and adds engaging gameplay mechanics
Please add more skills like this, that require manual activation.
Love your story, Wanze!
P.S. Condolences, OP. Your request should be implemented in the form of customizable in-game assets for the Guild Halls.
I agree with some of these posts in that I feel the female chars have plenty of options to dress pleasingly. I see how some players dress their chars now and cringe, why would you want your char to look like she is on her way to work the city streets at night? When did looking ‘sexy’ become ‘running around half naked’?
I don’t wish to appear prudish and will probably receive some negative comments for this post but I really feel ANet is correct in its refusal to pander to the teenage boys wet dream. IMO it’s one more thing on the list which sets GW2 above the rest.
Three things;
1) It is very naive to think that “teenage boys” are the only source for demand on things ‘sexy’. Somewhat ridiculous really.
2) Eir Stegalkin / medium Norn cultural armour. Super tasteful, super sexy. more of this style desperately needed!
3) Male, skimpy ‘barbarian’ styles are sorely lacking. It would be great to see various combinations of muscle mass peeking through some spaces between the armour.
I think enemy mobs need more than a loot change to get players interested.
For me, I’d spend time killing enemy mobs if the fights themselves involved enjoyable mechanics based on the use of a variety of things such as improved AI, weapon/skill choices that make a difference, etc. Etc. But high mob hitpoints and 1-shot kills are kitten for brains dead boring. Then finally at the end of each fun fight, an appropriate reward.
Function keys as black keys. A no-brainer really. That it wasn’t done is breathtaking.
Well this is simple add more sexy outfits / armor for human female models. im tired of mine running in t3 cultural armor. o and it need to be sexxyyyyy.
Totally with you on this one! There are far too few sexy armours, it’s heartbreaking.
+100
This was a no-brainer. Mind blown how the designers overlooked this. BLOWN.
- The Norn female muscle body model, and Charr character models.
- Action combat system.
- Graphics, world exploration.
Gotta say though, not all, but a lot of the armour and weapon designs are mediocre, repetitive. Serious bummer for me here.
I think Carbon Footprint is on the ball.
sPvP I run an all signet build, and I’ve not seen anyone else with a build similar—granted, you can’t inspect builds, so can’t be sure.
Anyway, the build provides solid speed, excellent toughness, good regeneration with an option to condi. cleanse, and medium damage output. Hence, it’s great for running point to point, surviving some heavy damage, rezzing in the thick of it, and putting some pressure on targets in a group fight.
Signet of the hunt, Signet of the wild/Signet of renewal, Signet of stone.
The signets give speed, 150% damage once (nice for Maul), perma regen, stability, toughness and invincibility.
Wolf + Eagle Pets
Longbow Sigil of Battle, Sigil of Force || Great Sword Sigil of Renewal, Sigil of Energy
Rune of the Dolyak, Soldier Amulet
40406 – Eagle Eye, Signet Mastery, Martial Mastery, Shared Anguish, Natural Healing, Intimidation Training, Compassion Training
2088 Power, 3160 toughness, 22682 health
(edited by Pure Heart.1456)
While a system like that would be nice, it would also rather quickly get abused.
Player A makes a totally out of place item.
Player A gets a bunch of friends to vote for said item.
ArenaNet is forced to add said out of place item or else all kitten breaks loose.
No need to be extreme. Proper rules, guidelines and qualifications would be set.
Anet could reserve the right not to accept certain works into the final line-up of candidates.
Both Anet and player submitted concept art for weapons and armour—>
Let there be a vote on it, highest voted art -> Anet makes it and puts it in the game.
Where is promised challenging HOT content?
in Guild Wars 2: Heart of Thorns
Posted by: Pure Heart.1456
I don’t understand why they can’t just write some pseudo-artificial intelligence and add some creative skills for their creatures.
I would love to dive in and rewrite all the AI for their mobs. I guarantee everyone would have a gleeful grin on their faces once they saw the creatures come alive.
I don’t understand how this idea could not have come up during discussion on outfit implementation. The game designer knows that people love customization, love mix and match, love colours, yet what is implemented is an outfit system that does not allow mix and match, has no interchangeable head-piece, and has limited colour channels. Weapons can not be dyed either, even in part.
Well before GW2 was announced, the designers decided not to allow weapons to be dyed — apparently, it saved them a huge amount of coding and made it easier to modify existing skins. In essence, they are partly able to release new BL skins often because of this.
Similarly, the entire point of outfits is that they are not very customizable. Again, that’s a design decision that allows them to release a greater number of skins.
Some players feel that there is sufficient customization in being able to change outfits, while many feel as you do that mixing and matching (and dyeing) are ‘better’ options.
In the end, it’s one of those cost:benefit analyses that won’t make everyone happy.
- More options = fewer pieces, since each piece needs to be designed with that in mind.
- Fewer options = more pieces, since e.g. outfits can stand on their own.
I’m not suggesting that you have to agree that ANet mad a ‘good’ choice. I merely ask that you see the decision from their point of view, specifically that they had a good reason for non-dyeable weapons and have a good reason for releasing outfits through the gem shop.
I’m also not altogether sure how ANet can tell what the “best” mix of options would be for the community. There are clearly people passionate about more mix|match, while plenty like having more overall skins to choose from, with more frequent updates. For those who hate outfits, there is probably no good mix.
How many times have they “modified existing skins”? Like never. That they release new BL weapons skins is fine, but if they’re just copying and pasting from previous models (which it certainly looks like they are) the results are uninspired, and reek of sameness. Dye channels on weapons ain’t that hard, I don’t buy the “convenience” line on this one.
I very much understand the need to be thrifty with all relevant resources, but if one chooses to design around aesthetics, that’s where your resources should go.
Points 1 to 3 are coming in HoT.
Please elaborate on 4.
5, I’m certain there will be more tournaments!
Looking for an (EU) guild where the leader and player base is primarily situated in the UTC +7 through +11 timezone (Asia, Oceania)
I live in Japan (UTC +9) and play regularly, and have done so since launch.
I think some of the OP’s points are valid, in the sense that the degree to which they have been implemented in GW2 is somewhat extreme. For example,
OP’s complaint about sPvP is answered in GW2’s World vs World game mode. But I would like to see the lockdown on the use of utility items found in PvE removed from WvW to increase the intentional imbalance factor. Also, a bigger difference between Exotic and Ascended/Legendary equipment statistics.
There should definitely be a Guild vs Guild game mode added within the sPvP model.
Easy leveling is fine, provided that there truly is difficult, challenging content for max level players afterward. There isn’t enough at the moment.
Strip Miyani of her clothes, and drop her from a Zephyrite airship into the Mystic Forge, which itself in turn would implode due to the sheer number of skill points Zomorras’ playgirl collected over the past 2.5 years.
Zhaitangeist – 9/10 for effort.
Swimsuits. That will be the only outfit I accept…consistently. Where are they ANet, summer is upon us and I still need a swimsuit for my Charr.
omg I suggested this on the release of Southsun Cove; They created a beach scene, and forced the removal of armour on characters when entering the zone. That gem store swimsuits were not made available at the time (and still aren’t) just blew. my. kitten. mind. Total mindjob. Still wheeling from dizzy bewilderment.
Regardless of the coding/technical issues involved, allowing this as a possibility should have been a no-brainer, “goes without kittening saying” decision. That it wasn’t done is breathtaking.
It may simply not have been an idea that came up when they were doing outfits. I’d actually really like to hear from a dev on the subject, but I kinda doubt it’ll happen.
But at any rate, it doesn’t really do any good to take such a presumptuous and haughty attitude. I would greatly prefer that the comments remain positive, rather than… well…that.
I don’t understand how this idea could not have come up during discussion on outfit implementation. The game designer knows that people love customization, love mix and match, love colours, yet what is implemented is an outfit system that does not allow mix and match, has no interchangeable head-piece, and has limited colour channels. Weapons can not be dyed either, even in part.
Frankly, I’m miffed at the lack of real armour pieces, and miffed at the outfit limitations. I’m expressing my dissatisfaction in a non-offensive manner albeit in necessarily negative tones, and the developers should know about it if they want to increase gamer satisfaction.
I don’t understand what people mean when they ask if GW2 is going to get “raids”.
Don’t the dungeons and open world boss fights count as raids? If not, why not? What is the definition of a raid?
Try as one might, one can not simply ‘erase’ the inherent meaning in words merely by offering a single-paragraph explanation. Meaning in words is derived over time, and that’s certainly not passed here.
“Dragon” + “Hunter” = someone or something who hunts the large, powerful, magical creatures that most people have preconceived notions of. And this notion is all you’re going to have in the forefront of people’s minds for the forseeable future.
As a result, this mundane, common and uninspired profession name necessarily comes off as juvenile and corny. This simple truth can not be merely explained away.
Change the name.
Regardless of the pros and cons of outfits, the fact that the mad scientist outfit is another trenchcoat makes me want to puke.
Of course, a “mad scientist” would probably wear a trenchcoat… but then, why make an outfit based on a “mad scientist” at all? Given the sheer quantity of trenchcoats already in the game, this decision is just breathtakingly boring.
Regardless of the coding/technical issues involved, allowing this as a possibility should have been a no-brainer, “goes without kittening saying” decision. That it wasn’t done is breathtaking.
One of Guild Wars 2’s major end-game components is supposed to be the “cosmetic” customization of our characters. I’m not against outfits, but it is breathtaking that ArenaNet have added so few additional armour pieces since release.
More armour pieces required!
OP suggested an all waypoint unlock, with the condition that it had been done before.
(Not map completion)
I’m in full agreement.
Positive & Negative feedback on the Daydreamer Weapon set;
Positive
Nice colours and nice detail.
(This is the kind of quality Dungeon weapons should have had at launch. The Arah weapons are a monotone disaster, for example.)
Negative
The style is the same as previous releases, and therefore lacks a certain uniqueness.
They look and feel as though their 3D model bases have merely been copied, and then simply altered from earlier pieces. Run out of ideas??
They look as though the artist, in an attempt to achieve uniqueness and creativity, has “tried to hard”, they’re too “loud”.
One of the best looking swords in the game in my opinion, is Kymswarden. (if there were particle effects or glows, it would be even more amazing) One of the best looking bows is the Mistforged Long Bow. I would like to see more weapons like these; simple, yet attractive.
They do not need more penalties. Why should we be forced to change weapons in between encounters just so we can kill the next mob group? And what happens if they mob types get mixed together (anti coni and anti direct damage, or anti the 2 conditions that you can put out), you’re left not being able to hurt them.
1) The designers should be creating content that makes sense, so mob types with vastly differing attributes shouldn’t be mixed together too often. For example, Undead (high condi. immunity) and living Forest Bears (high toughness, low condi. immunity)
2) In cases where mob types were mixed, this should simply encourage more thoughtful play. Tactics.
3) While it would probably be silly to require players to swap builds/weapons per in-map area too often, entire zones should have a theme (e.g. Orr/undead) and players should be encouraged to spec for that zone.
4) Without variation in the level of effectiveness certain builds/weapons have against certain enemies, all we are left with is a ‘monotone’ approach to all the content i.e. all the content can be stomped and defeated with any setup, so ultimately one has to ask why we have the possibility of different builds to begin with?
Just to re-iterate the OP, this is obviously a topic tied directly to the lore in the Guild Wars franchise, not the actual gameplay in Guild Wars 2.
