I would like to request that our head gear be made viewable during cutscenes in our personal story. For my experience thus far, I went with the order of Whispers and I worked hard to get a cool hood for my character and use the Order’s color scheme… it’s not very secretive to suddenly not be wearing my hood partway through a mission.
The same reasoning goes into my Thief… if I’m able to wear a mask… and I choose to do so for character back-story reasons, why would I suddenly take it off and show my face to the person I’m talking to? Especially when some of these people are targets for investigation or other similar assignments.
Now, if I have my headgear invisible, it would make sense the head gear doesn’t show during the cutscene.
Basically I’m requesting the cutscene rendering be made able to recognize the check-mark on your gear indicating whether it should show or not.
It will help with the role-playing and sense of immersion into our personal story.
*signed
I agree, I sent a suggestion ticket to the same effect. I would like to have first person available for scenery viewing and to avoid the camera ‘popping’ that happens mostly during jump puzzles – it gives me a pretty bad headache from the resulting flashing.
I also think being able to zoom out farther like we could in GW1 would also be helpful.
There are a lot of environmental things in this game compared to the first, a lot more things to see. Being able to zoom in and out farther with our camera would make the gameplay far more comfortable all around.
Yes, there is a door, and I considered mentioning that they could make it so that the door once opened from the inside could stay open for you. But that didn’t feel like it fit the same pattern of style implemented in the other jumping puzzles. I frankly would be happy with either implementation, so long as we aren’t forced to do both jumping puzzles over and over again when we keep falling – I made the suggestion considering those players who do not have someone else to help them hold the door open, since not everyone likes playing with other people.
Elementalist are currently the only profession without a falling damage reduction skill in any of their trait lines. I believe it would fit best into the Earth Magic trait, however I can see it fitting into any of them really, like Air (feather fall) or Water (gentle waves)… however one desires to fluff it, it can easily be done and make sense.
I for one would appreciate this being added to Elementalist as soon as possible and my personal vote is for Earth Magic, because of the toughness flavor that trait has.
For the Dark Reverie jumping puzzle, we could really use something like what was used in Goemm’s Lab and Griffonrook Run: a re-start/spawn point in between the end of the Morgan’s Spiral jump puzzle and the start of Dark Reverie jump puzzle. I think having the NPC Tamer Chyde offer to return you to the start of Dark Reverie should you fall to your death, would work well. The player would still have to finish Morgan’s Spiral first, and then talk to Tamer Chyde first, but they wouldn’t have to do Morgan’s Spiral over and over and over again when they fall and they wouldn’t have to spend 1 silver and 39 copper every time to waypoint out to the beginning of Morgan’s Spiral to start again.