A-Net people can invent a color code to attach to suggestions as a small bubble
so they don’t need to answer it properly.
- Green – ready to implement in the next update
- Blue – currently in the works
- Yellow – planned for the future
- Grey – in reviewing for deciding if worth / able to implement\
- Red – will not be implemented
I like the name Mythical Weapons. I wanted to suggest something similar but I’ve never found a proper name for it. You are the man.
My idea of Mythical weapons would be a totally out of context weapons. Things that will really do more than a simple standard visual look. They will not be overpowered but they will have their own mythical skills of huge proportions
None of the current legendaries are really up to the game overall standards. They are basic re-models of the current weapons with some “not so interesting” new looks.
Come on a pistol shooting confetti and a bow shooting rainbows?
These are good as “vanity weapons” equip-able as such in the “Costume window”
Here are some ideas for mythical weapons, of course, designed in GW2 style
Mythical Swords/ Long swords = whip swords or the chainsaw model of Halloween
Mythical pistols = Uzi’s
Mythical rifles = machine guns
Mythical daggers – bladed gauntlets
Mythical short bows – automated crossbows
Mythical long bows – automated shoulder mounted crossbows
Mythical scepters / focuses – power gauntlets / orbs
Mythical staffs – color changing light beams with shape transformation
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They should make items in the TP giftable. Then you can buy something (a costume for expl) and send it to another player. I think gifting gems will not happen because of the difference between buying/ selling rates.
So, make items in TP giftable
Can’t wait for Dragon Prophet to be released this year. Over 300 dragon combat mounts to tame and ride / fly. That will be a total blast.
I … don’t get it. You said in your OP that you still would have to level each profession. If you are a Lvl 80 Elementalist / Lvl 1 Mesmer, where do you want to level the Mesmer except in a starting zone? What stops you now from skipping the starter zone and start leveling in a 15-25 zone or in a dungeon? You’d encounter one-hitting enemies in both cases.
Even if you keep the stats of your first class, you’d still have to level up your second class 79 times. I don’t think that that would be any faster than leveling an alt. You’d also miss some one-time-only XP from map completion and story.
So what would have you won? 800 gems and the ability to re-use some soul bound equip.
Ok, I will explain.
Playing a new profession should be fun and not “grinding to lvl 80” If you do the map completion once, you just run it with other alts mechanically. How many people go to vistas and press the skip button? I think almost all of them. Why do they actually go there after all? Map completion or easy experience. No other reason is involved.
Now to the actual explanation.
You level up the character to lvl 80.
At lvl 80 you have the stats and gears of lvl 80 for all professions: you have found them from drops or bought them.
As long as you are able to change the profession, you can change from Warrior to Mesmer and equip the lvl 80 light armor in Hero panel as mentioned before.
Now, if you haven’t played Mesmer at all, you have no skills unlocked for it. You will do a little work and unlock the weapon skills – possibly in stater zone, and then when you get a few skill points as you level the profession and you will buy the utility skills you want.
Once you are satisfied with the skills you bought, you can go anywhere in the world from lvl 15 zones to lvl 80 zones because your character has all the map unlocked, This you couldn’t do if you have a new alt because it needs to uncover the map first, be a certain level to survive and deal the necessary damage to foes.
As the game is now, if you have good friends to act as bodyguards for you and don’t mind if you get killed, thay can take your lvl 5 character from starter zone directly to Orr, but in there you are lvl 5, waring lvl 5 gear and dealing no damage to any foe.
In my suggestion, your character is lvl 80, wearing lvl 80 gear and has already unlocked the Orr. All you need to do is get enough skill points to buy skills and get some traits.
Your chance of survivability is a lot higher then as it is now plus, you are able to deal damage to foes in an y zone.
Getting the 70 trait points for the new profession will have better freedom in choosing the path you want then doing the same route with an alt.
The profession change on a character is an optional feature and its not mandatory to have in contradiction to what the game offers now as a mandatory alt for having a new profession especially if you hunt the weapon master achievement
How many do you think have 40? Possibly less than 1%
I don’t think anyone has 40 character slots, in fact even though I have no proof I am sure that random % you put in there for your question can’t even past the 0% mark.
I know personally 2 people who have more then 40 character slots, not in one account but across 4 and 8 accounts respectively (the one with 8 accounts got a discount at the shop for buying 8 games)
You probably wonder what are people doing with so many character slots: storage slots. For the same reason, people make their own guilds in GW2 and unlock the deep cave guild storage
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After today’s 13.02.2013 update / reset of servers / the completed achievements in Slayer miss one more point and they are all reset to 999/1000.
Seems like OP does not want to spend 800 gems for character slots…
You are right, but I would spend 800 gems on new professions to level up on my character saving me the repetitive mechanic of unlocking the map, completing hearts and other vista and PoI non-sense with new alts, in basically the same order all the time. I could level my new professions where i want to and not always in the starter zones.
We don’t have a quest log but we have the same Hearts, PoIs, Vistas to discover with every alt, so this mechanic isn’t taking GW2 very far away from the traditional MMO in which every character has to do the same line of quests.
Having 5 character slots – 1 for each race – and 8 professions on one character will make a total of 35 slot purchases for an altoholic which will only have to do the “map completion” 5 times and enjoy all professions on all races than doing it 40 times
Also, if the altoholic will want to have both male and female characters he/she will need to buy another 5 character slots and possibly 8 professions for each which will make a total of 75 slots purchased.
How many people have now 8 character slots? Probably 70% of the players if not more.
How many do you think have 40? Possibly less than 1%
How many players are still playing their lvl 80 characters outside of dungeons adn doing other things than gatherings and skill point farming?
How many players level up their alts through crafting with the materials farmed by their lvl 80?
Playing a new profession on the same lvl 80 character will take the mentality of “getting to level 80” away from most of the players because they are already lvl 80 and they only need to play the game doing whatever they want with the new profession, leveling it up and giving it a reason for leveling up after lvl 80 which at the moment only the legendary farmers use those skill points.
Many players are found of their main character and don’t want to play alts and this suggestion will make them have more reason to continue playing and developing their main character and not quiting
To put it simple, the suggestion:
- keeps the reason to making gem purchases
- does not ruin the character slots purchases because of new storylines, races, looks, gatherings
- gives more reasons for using the hairstyle kits and Make over kits for those getting bored with the looks
- gives the players more reasons to “level up after lvl 80 and gather skill points”
- saves the (casual) players from the hassle of leveling alts just for playing a new profession
- does not make any player over powered in combat but gives the player more tactical thinking on what profession to use in a certain place /zone.
And No, it is not a dual profession or a secondary profession system as in GW1 because you don’t use the skills from both (all) professions in the same time.
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In addition, your character model is built upon the profession choice you make so it would be weird to create a necro from the start and then switch them over to a warrior or guardian. It just wouldn’t look right.
so, in GW1 it was ok to make a warrior and choose as secondary profession assasin? I remember seeing as lot of monks with axes or spears. Was that really fitting more then changing the full profession?
As long as all body shapes, hairstyles, faces are available to all professions within the same race, your argument fails
And to all of you, i have one question:
How does this suggestion affect your gameplay style in a negative way because I only see personal reasons for not liking the idea, and not a game braking mechanic issue?
If implementing this is a waste of time, it is not you who decide but A-Net. Instead of commenting on the advantages / disadvantages of this suggestion, you are just making fun of it or of me.
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Yep, like people already said, terrible idea, not going to happen.
its good that another game I play has this feature and it works really great. It seems that other MMO game producers are a lot smarter then GW2 forum community.
Also I’d shudder having to carry around potentially 8 different sets of Armor and Trinkets, along with 16 potentially different weapon sets (giver or take for Under water Weps). So yeah, terrible idea.
I doubt not you are good at math, but have it occurred with you that you are not “carrying around” so many different armor/weapon sets?
In Hero panel, on the right of the character, there will be profession icons like the ones above for armor and costume. Clicking one item will show the different profession with all the slots it needs for armors, weapons and under water equipments too.
I don’t think you are so heavy carrying them with you as long as you already carry the costume with you with not frustration from your self being
But, hey, its easier not to think then think a little bit more
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These profession slots already exist on the character select screen.
Let me get this straight – you want to be able to change from a warrior to a mesmer to an elementalist, etc. on the same character?
Edit : Just realized you are advocating that the player level up each profession individually as well (much like crafting), so if that’s the case, how is this any different than having alts on other character slots?
Yes, there are character slots but I cannot use the same character name on them and I have to do the same looks for all the alts to have the feeling of playing the same character.
If I make a character, it is done the way i like it, but having more characters diminishes the personality of the character.
I don’t see an issue with my suggestion because you cannot have a different story and you can’t change your race and you cannot be lvl 80 on all professions unless you play them.
If you want different stories for you, then the character slots are there to serve the purpose, but as the game is now, not many people replay the story more then joining a faction so they choose to get lvl 80 without doing it
In real life you don’t have another “yourself” to practice a different sport, job, etc. but it is just you who evolve from one to another and can always get back to it.
NOTE:
The character will have only “one” inventory window which means it is shared between all your professions on the same character.
You can store things in inventory and then equip them on your different profession in the Hero window, which will let you see the equipment of each profession.
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Races, personal stories. Yes, Other games have this feature and even GW1 had it with small limitations.
In the cities, outposts there should be an NPC that will help you change the profession of your character for a fee. Once bought, thet profession becomes available for your character and you can switch between them with the help of this NPC.
As default, the character has a free slot for another profession but the rest of the slots will be bought with gems.
The professions will not be changed during combat but will give the players more possibilities then the total make over pack which is a one-time use.
I would like to be able to change all the professions on one character, giving it more importance.
Of cource, people can have multiple characters but not all players are altoholics.
NOTE: Every profession will have its own level like the crafting: it will level only if you are playing that profession and it will stop progressing when changed.
Filling up 3 character slots just to play all game modes? Sorry, but no. I rather have all professions equitable on one character than have different characters for each game mode.
An animated cut scene maintains the feeling created between the player and the character but as they are now in the game, the story cut-scenes are totally breaking this bonding and making the story very impersonal = it’s like watching a talk show or a news bulletin
I know it will cost too much to make new animated cut scenes, but here is a simple compromise to make it more personal without much effort.
Make the cut-scenes interactive:
- The camera should be free to rotate around the characters who are talking and let the player control its rotation, zoom level and position with small restrictions like height, zoomed out
- Always start the cut-scene from the player’s perspective = camera from behind the player’s character in relation with the camera position from the slider option in the menu
- Place the characters in the “real” environment of the mission and not in front of some painted background. If there are more then 2 characters involved in the cut-scene, place them all in there so the player can see them all.
- Always make the character(s) walk a little before starting to talk
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It would be nice to see the color of the items – blue, green, yellow, etc – as a border for the item thumbnail similar with the border around the “auto-attack” skill.
In this way people can sort their items in inventory or bank easier then having to hover over them every time.
If you don’t want to add this, just make an option for inventory and bank so they can display the items in a list like the vendors / merchants / TP do
I am not sure they can just add a compass because the mini-map is useful for parties. You can draw lines and ping on the mini-map so you can coordinate better with the team mates. Besides, it also shows up the party members as blue dots so you can see them where they are even outside of the mini-map range.
I would just make an option there in the mini-map to show/hide it or turn it into a compass for these who want it, but I wouldn’t take it out completely
For the other “quests” appearing in top right, I agree with Onshidesigns.1069. Make a hide / unhide quest drawers horizontally, in which only the “icons” and “level requirement” will appear. If players want to open them, they can do it
Any crafting station is usable for acceding the bank, so you dont need to come to major cities to store / withdraw things from the bank.
They made slowdown in combat so players will not just run and avoid mobs too easily. This is the only reason I see for it.
Yea, I just noticed that people are too lazy to think and they just know “how to throw rocks”. Sad but true
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The number of suggestions in this forum is spread out on hundreds of pages
This makes it difficult to read and even harder to implement
My suggestion goes like this:
Give each account 5 subjects (suggestions) per month, 15 votes per week and unlimited comments.
This means that one account can generate at most 5 suggestions in a month but it can give its 15 votes to other suggestions.
The order in which the suggestions will be displayed will be based on the number of votes and NOT on the time the last comment was edited.
This will cut down the amount of repetitive subjects that have very little variation from the original.
Also, the A-Net people can invent a color code to attach to suggestions as a small bubble
- Green – ready to implement in the next update
- Blue – currently in the works
- Yellow – planned for the future
- Grey – in reviewing for deciding if worth / able to implement\
- Red – will not be implemented
Remember the Halloween doors and Christmas gift boxes in the world? They were so fun because they were triggered by the players.
It would be nice if the idea will be repeated even outside of main festive days.
Make some resource scanner available to players and when they trigger it to find “excessive resources” some dragon minions will spawn and the player will need to fight them till the resource gathering is complete.
Basic, Medium and Advanced scanners will be used as consumable and the quantity of resources gather will be different and the time to defend it too plus the number of foes.
1) Storage issue
The feature will only give access to your character equipment what it is already wearing and not to inventory slots.
(expl. You play with a warrior and you get a nice short bow lvl 24.
- You have the ranger in your account lvl 14 = you cant give the short bow to it because you can’t equip it due to level requirement
- You have a thief of lvl 29 = you can give the bow to your thief because the lvl requirement allows it.
2) log in “on the fly” issue
When you select another character in the account to play with a window will ask you to choose where you want the character to spawn: “Current location” or “Last logged in location”
Choosing “Last Logged in” will load your character in the place you last have logged of with it
Choosing “Current location” will load the character in the location where you are now IF the specific character has unlocked that specific place (uncovered the map) and if the required funds will allow it.
This will save time
I don’t see any exploits that can be newly added and are not possible already.
I can have now all the character placed in the same spot on the map and can do the same just through the character select screen if i want to exploit things
The advantage of this idea is that it will let the players play any event with the character they want when they want
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While I don’t mind going to the character selection screen for playing another character, I think it could be an interesting and convenient solution if we could change the characters from inside the game.
On the top left of the screen, where the many white icons are, there can be added a new icon “Character select” which will open a window where you can see all your characters in the account – list, grid, thumbnails etc.
In the window, you can access different information about all your characters and you can select any of them “on the fly” without going all the time to the selection screen.
The same window can be used to unlock a new character slot similar to bank tabs and inventory bag slots.
Viewing different information about your characters will make it easier to know when you found a new armor piece or weapon that if it will fit another character.
Also, through this window you can equip different characters without using the bank storage
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The suggestion is pretty nice, but it doesn’t fit all professions. Can you elaborate this for each one?
What do you do with skill types with almost no animation to begin with tho? Shouts? Signets? Glyphs?
Hmmm….. these are tricky ones. As i said in the OP, “most but not all” utility skills will have more Tiers.
Let me think…
Shouts on T2 can have the effect of a light beam coming from the sky to every character in range or raising up from the ground. The colors of the light beams can vary depending on skills
For Tier 3, the beam of light can come from the character and expand its radius looking similar to elementalist static field
Glyphs can place different shaped markers on the ground similar to necromancer staff skills or they can give different visuals to summoned creatures
Signets can have different visual effects around the characters when passive
Because the GW2 is more about visuals than power upgrades – which is a very good thing – how about creating “skill tiers” after reaching level 80?
My idea is this:
Once you reach level 80, most but not all Utility Skills will gain Tier 2 which will be open with a set number of skill points and unlocked by using the respective skill a required number of times – just like weapon skill unlock system.
The T2 will not alter the power of the original skill but it will give it a “visual enhancement” showing that the player is using T2 skills.
There won’t be added more skills in the skill tab, they will just add number 2 on top right of the skill meaning that it is upgraded to T2
Example:
- Necromancer minion skills will give different models of minions
- Warrior banners will give new banner models ( small light beacons maybe? )
- Engineer turrets will change their form into more sophisticated looks
- Guardian spirit weapons will change the color from blue to yellow (or other custom color maybe? )
- Elementalist summoned weapons will become larger and using a different model
- Ranger traps will shoot ice and flame arrows in the sky when triggered (similar effect as guardian spirit bow barrage but from down to up not from up to down)
- Thief calltrops will become medium length spikes when stepped on.
- Mesmer’s mantra of resolve will make the character levitate in the lotus yoga position
This suggestion will give:
- new reasons to use different skills just to unlock the T2 for all available skills
- new reasons to use skill points after lvl 80 because opening T2 will require skill points and after that you need to use the skill to fully unlock it
- new visuals that will differentiate the lvl 80 characters amongst others
- new possibilities for ArenaNet to add more tiers over time as a horizontal progression mechanic just enhancing the visuals of the exiting or future skills without creating overpower or unbalanced skill issues
+1 Please add this. In GW1 we had a text like " You have spent 452 skill points out of 1255 skill points earned" and we could see we have earned 12.352.200 exp
they can remodel them to fit the culture. After all we have flame throwers and turrets and grenades, bazookas etc. You can be a more imaginative then this, can’t you?
Oh, and I forgot about the chain sword :P
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Guys, for me the legendary should really look “out of ordinary”, something that makes people ask: Where did you get this?
None of the current legendaries are really up to the game overall standards. They are basic re-models of the current weapons with some “not so interesting” new looks.
Come on a pistol shooting confetti and a bow shooting rainbows?
These are good as “vanity weapons” equip-able as such in the “Costume window”
I see real legendaries similar to these:
Legendary Swords/ Long swords = whip swords
Legendary pistols = Uzi’s
Legendary rifles = machine guns
Legendary daggers – bladed gauntlets
etc.
the one I would add first would be a “voice” asking: "Need healing! Quick! when the 4th skill in downed skill bar is pressed + a ping on the player’s location on the mini-map
But the suggestion is good all in all!
I like alot!
Though maby only one local hero achievement a day, I mean 4 Laurels a day is to much I can imagine.
Thank you! . Well, the prices for laurel goods can be raised up 2 times so there won’t be much of a difference as it is now. Lowest price 2 laurels, highest price 200 laurels.
As a rule for changing the zones will be :
1 starter zone
1 zone from level 25-50
1 zone from 60 -80
Once there will be more lvl 80 zones, they will add a 4th local hero achievement and the 4th zone will always be from lvl 80 ones
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In the Daily achievement window there should be a new category called " Local hero of the day" Each day in this category we will have 3 achievements that will award 1 laurel each. So if some one does all dailies plus the 3 achievements in one day it will be awarded 4 laurels.
The local hero achievements will be zone based so that every day there will be 3 different zones to complete.
Here is the example I see:
Daily basic achievement – 100%
1) Kill Variety
2) Crafting
3) Gathering
4) Resurrecting allies
5) Events
Daily local hero achievement – 100%
1) Queensdale local hero
– a) events
– b) specic foe kills
– c) discover the jumping puzzle
2) Malchor’s Leap local hero
- a) gathering specific material
- b) events
- c) dodges
3) Sparkfly Fen local hero
- a) kill underwarer
- b) events
- c) resurects
The similar requirements in the zones are counting one after another so doing 5 events in Queensdale will first fill up the basic dailies and than they will count for the Queesdale loca hero
This suggestions does not limit the players with less play time but in the same time will award players who can spand more time in the game making them go in different zones each day.
A new player will feel tempted to go and find the new zones because of the rewards.
Giving 1 Laurel for the Zone dailies needs to raise up a bit the requirements. So the number of events for the basic dailies will be 5, but for the Queesdale will be 10.
The required zones and the requirements for completing them will be changed on a daily basis
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I am in a closed beta test of another MMO and I saw they use there “Dynamic Resolution system” which allows the game to reduce dynamically its resolution in big mob fights to increase performance. Every player has the option to set out the minimum resolution but as default it is set to 30 fps.
I think this would be a good idea for A-Net to try out too.
In top tight of the screen they can add two buttons:
1) show/hide quests tracker ( L key by default)
2) quest tracker options
– [x] Show personal story
– [x] Show daily achievements
– [x] Show monthly achievements
– [x] Show special in-game events (like Halloween, Lost Shores,Tixx, etc)
All options will be checked as default
If nothing is selected
– the only thing that will be in the screen are the “re known hearts events” and normal events that will pop up when they become active
- the show/hide button will have a " ! " mark like the trade post to indicate that there are some “important” things hidden.
I think this suggestion solves the problem of all categories:
those who want the quests on,
those who don’t want the quests on,
and those who hide them by mistake
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I suggest this: Make Laurels account bound like karma Jars. I don’t want to play one single character every day just to be able to buy something with laurels. It is just not fair because some characters are faster killers, others are in great places to gather, etc
Don’t force us to play only;y one character in our accounts
They can add exclusive weapon skins for each “weapon achievement” in “weapon master”. These skins creates a full set for the account and will be only obtainable through the achievements and are not trade-able.
I am part of 3 guilds….
GW1 had guild alliances for this and it works really good.. It is not needed to BE in more guilds. You could use the alliance chat plus your friend list to see if specific players are online for doing activities with but everything you do counted only and exclusively for one guild.
You see, A-Net tried to develop this feature but failed it instead of keeping it as it was. I remember even the reason they mentioned for not keeping alliances: “GW2 does not have factions so there is no need for alliances” This is just a lame excuse to cover up the bad implementation issue.
But I agree, some people like you can take advantages of this new system, others like me prefer to be called old-fashioned than be compared to the current politicians who go from one party to another as they see gains on the horizon
What makes you think that by having one guild will make them choose yours when they are not choosing yours now?
A: If they join a guild and then they don’t like it, they can leave it and join another. Now they just wait to be kicked because they don’t help the guild anyway. I think it is more honorific to leave then stay in a guild and be useless for it. The option is in here too, but very few use it.
Another proposal is you want Unified representation. Why so you can gain from others hard work?
A: If one player does the work it does it for ALL the guilds he is in not only mine. I don’t see an issue here other than selfishness from your side
I just wanted to say I have logged in some other MMOs I played / tried back over the years and even got into the new ones and I can say like this:
GW2 is good in most of the aspects of the game but it is THE BEST in landscape, character design, colors of the world and the natural feeling you get while traveling thru.
As GW1 is the best looking game of 7 years ago and still beats up most of the new ones, GW2 will the best looking game on the market for the next 5 years
No matter how much rendering the other games do, the natural feel of GW2 is exceptional and irreplaceable.
Either make characters represent all guilds they are in, or remove this feature and let only one guild per account like in GW1.
As the feature works now, it is a hassle to find out why people are not representing your guild: are they not aware of this? are they representing another guild? how did they get to represent another guild if they just joined random guild spams?
Not seeing your character’s name automatically make you unaware if you are in guild or not.
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It would be nice if completing each achievement from the “Slayer Achievement” category will unlock a “head piece skin” representing the respective animal / foe.
The skins will be permanently selectable / buy-able either directly from the achievement panel or in the HoM rewards merchant.
This will give the players an interesting visual head piece: spider head, skale head, drake head, centaur head etc
And I would want to be able to toggle that off and on. If there’s a whole lot of people in one place and I’m trying to find a point of interest that could be a lot of clutter in the way if I can’t turn it off.
yes, a key to bind for show/hide friendly players will be good addition too alongside with the fixed option from the menu
Maybe a mini-map button above zoom in/out
The WvW was added as opposed to separate players into Factions but the end result isn’t too different: your server fights against other 2 servers.
Choosing a faction gave you a goal to fight for that faction. Now as you can transfer servers every 7 days, it is your server versus 2 random servers in your region
So, if you had a non-winning week you will be faced with other 2 non -winning servers
In the end, every week you will have a fight that is not so important for you.
As we see now, people are transferring to winning servers so there is no difference if they transfer to a different faction.
Besides, we have in the game 3 factions already in PvE : vigil, priory and whispers. They should have made the WvW between Factions and not servers
Fighting for your faction will be more interesting then fighting for your server in my opinion.
Factions in WvW should be different once because vigils fighting priory and whispers will not fit the games lore, but different ones will because WvW will be a complete different game.
Choosing a faction should be a sort of questionnaire that will determine what faction you will start with,
Changing Factions will be a paid option as server transfer is now.
Restrict characters in the account to belong to one single faction.
It would be nice to see the player’s characters on the mini-map and map in PvE too as we see them in PvP.
- party members as “blue icons” – we have this already but with dots
- guild members as “orange icons” – it has been asked many times in the forum
- other players as “green icons” when active
- other players as “red icons” when AFK for >5 min.
Icons = the profession icons
it will make it easier to see where the players are in the game and it will facilitate encountering the players who don’t bother chatting in /m zone chat
Note:
The feature will be available only for the zones that have been unlocked by the character. Entering a new zone = unlocking the zone for the feature. The zone doesn’t need to be fully uncovered
Hovering the mouse over the icons will pop up the characters names
For reducing the map / mini map being filled up with icons, in the options menu can be added :
[x]show friendly players as dots on map / mini-map
- the guild and party members will be on by default can will not be taken out
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Sell On Trading Post window ... option to sort by inventory position?
in Suggestions
Posted by: Ronah.2869
They need to add a filter/ column named “item type” which can sort the items in the same category: crafting materials, weapons, armors
I thought of something similar and then I found some major issues with it.
1) How do you make people know they have this option while many don’t even know how to represent a guild with a new character?
2) What will happen if bad language is used in the boxes?
To solve the 1) issue, the game should make the player compile a “profile” just from the start with questions and specific answers like “Q:What you like to do? A: Dungeons, Raids, PvE events, WvW, etc”
Also, the more generic the questions are, the less accurate they will be and the more they are the more they will be skipped
to solve the 2) issue they can use a language filter but this will be not very efficient because even now people can still create bad names for characters and use them unless they get reported. So if they didnt implement a language filter for character names, I don’t think they will for text boxes
The current design of the game regarding events and heart quests scales down or up the number/ toughness of foes according to the number of players around.
The system is fine but when solo, some events may be harder or easier depending on the player’ s experience as a gamer and his /hers ability to play the character. I will not go into more details here but A-Net said the events are designed that they can be solo-ed in most part, but isn’t this too boring? I think It is
The suggestion is to redesign the events and heart quests for a team of 5 players. The lack of players in an event will be substituted by “helping NPCs” with sustainable AI and power
“Helping NPCs” will be designed as normal looking NPCs in the zone only with fighting abilities of a real player
The game designers can generate a random code that will copy the builds of the most 1-4 closest players from that specific location before spawning the “helping NPCs”
(if there is no players in the zone, the game will use the most recent used builds)
The spawning places for the helping NPCs will vary depending on the location specific environment. Some possibilities are: from houses, drop down from trees / rocks,/ walls, exiting caves, from a smoke cloud like a thief, etc
NOTE: once more players come to do the event, the “helping NPCs” will return to their spawn locations – entering back the house, jumping back in the trees, rocks, walls, etc – saying something like this: "_Hey, I think you can handle this from here, see you_ "
Mechaninc:
- event starts / no players = the current system in the game
- event starts / 1-5 players = adding 4-0 helping NPCs respectively to keep the event more interesting and not scaling down the number of foes
- event starts / >5 players = the current system in the game
This design can be changed for the day / night cycle accordingly with this suggestion and during the night time the number of helping NPCs added will be reduced to zero (depending on the circumstances) = NO helping NPCs during night time gives a more dangerous experience then during the day time creating the need for a different game-play approach.
Given this suggestion, the vents still can be soloed but they will require more challenge.
In the end, the game will generate in the minds of “easy going players” the “fear of the dark” feeling creating even more immersion into the game for them as for others.
Isn’t it dangerous to adventure in the night? Only the real Heroes dare to face the night.
For the “not too adventurous” heroes there should be implemented different activities in different parts of the world which will require less heroism: mini-games
i hope you enjoy both suggestions and expand on it.
(edited by Ronah.2869)
5) foes in the explorable could change in two ways: totally new foes that can be seen only during night time or the same ones but in a sleeping animation
It is night so all wild animals / foes are sleeping. during night time, and they can be gathered into more close distances as they would be in a pack.
Aggro-ing one foe / animal will wake up the whole pack, making the night experience either more dangerous, either more avoidable depending on the players approach