The best way to do it would to give 1 free port an hour. This means you could go into a dungeon with your friends, or to an obscure area and then back to something else, without being penalized, while just running around every oricalcum node would still cost you.
OOOOOOOOOOOOOH!!! I like this idea!
I think waypoint (and repair) costs are fine, every MMO needs gold sinks to keep the eco healthy.
Name an MMORPG that had to shut down because people had too much money.
I played Final Fantasy 11 for a few years – If you killed a monster you SOMETIMES got 4-6 Gil (Gil = Currency), If you did fetch missions in town… 50 GIL… maybe.
Low level items when I started playing from the auction house would easily be 20,000-50,000 Gil… for a really good item it could cost over 10 Million…
How was any new player (let alone seasoned player) able to get that money?
This influx was due mostly to Gil Sellers/Farmers, and years later when there was a crackdown on them the prices normalized quite a bit – but having ‘Too much currency’ floating around the game killed it – Quest & Mission Rewards were Useless, and that trickled into a lot of other areas of the game.
The ability to change the elite skill during its cooldown time, but you must be out of combat to do it.
When the skill is changed, keep the remaining duration of the cooldown.
-That is what the OP is trying to get across… and I think it’s a great idea… I don’t mind waiting 3 minutes for the cooldown, and I’m VERY HAPPY staying out of combat to swap skills – but it slows down gameplay when you’re in a dungeon, arrive at a boss and be all “Hey guys, we gotta wait 2 minutes until I can change my skills…”
Well most classes get an In-Combat weapon swap – giving you a total of 10 abilities actually. You can pick and choose what utilities or weapons to use based on your playstyle, group play, encounter, etc.
The Engineer has weapon kits, and the Elementalist have the ability to change schools of magic – so that allows for more abilities.
So at any given time any class has access to 10+ weapon abilities that shouldn’t be used as ‘burn cooldowns’ but rather situation-ally tactful. If you try that out – you should find that we have a perfect amount of abilities in the game
I’m all for in-game fishing – it’s a fun past time even if its just for coins, achievements, useless fish – or better if we could cook up the fish!
A fish-boat adventure could be kinda cool!
I like this suggestion but I think it would go against the idea of hearts being only some sort of guideline while completing a map
Well we get bonuses for completing a map to 100%, this already inspires us to complete a map as we go through it -shudder- Lornar’s Pass… lol.
However, this would be something AFTER completing the World to 100%, I don’t plan on doing this for alts, but I don’t want the adventures to end on my main.
Great Idea! It will be some sort of “unlock bonus mode” after beating the game. The same thing can go on over an over and they can give the “heats” different color and ranks.
So. after completing the 2nd time all the heart events, with the character, the hearts will empty again and will be filled up with a different color when done again.
Really good idea, again!
Oh nice idea!! That would be really awesome!
This is such a hassle on my engineer with all the different kits – as well as weapons on the ground etc, but Anet already said they are going to fix this. =)
My main character is about 70% through the world, and after completing it I would LOVE to use that character to go through the game world again, but not to just seek ONLY for dynamic events.
Although having decay/losing progress on currently completed areas would be a hassle when trying to obtain 100% – but afterwards it would be a nice option.
After achieving World 100%, Hearts could reset with the Monthly Achievement, or zones could be ‘time-released’ for example. This would allow for those who love to replay content on our ‘main’ to do so, as well as join new friends to the game (due to the awesome Level Sync that’s already in the game).