Showing Posts For Zahld.4956:

Guild Memos

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Zahld.4956

group (guild or friends list groups) mail. done.

list of rough suggestions

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Zahld.4956

Each last line was answering previous posters lines (not many other poster between the post).
One or two? At least one.
Slots…can go individual numbers (hotkeys) can get their own slot-able skills or each number can use from a pool of weapon skills. To get into more detail, skills for each number may be restricted to the same or similar activation and recharge times; to achieve the similar groups of skills. Other characteristics like range, radius or whatever could be done too. As mentioned in title, these are rough suggestions.
I could probably use some help to make whatever else clear though..
It’d be easier if you identified what wasn’t clear..

list of rough suggestions

in Guild Wars 2 Discussion

Posted by: Zahld.4956

Zahld.4956

when you press the escape button on the keyboard.

why not?

can never be too convenient. its a QOL and de-cluttering thing. also less confusing when looking at the mini-map. saves time and a mundane superfluous task of running back and forth repetitively.

add new trait modification sets that can be added to create different builds for each line. sets of three’s it looks right now. maybe grow each trait out like a tree/root configuration as to what minor and major traits can be used. possibilities can be extensive. more elaboration can be done. also separation of point selection from trait lines and trait mods (major and minor traits) will help for improved building too. I’ve provided examples on another post.

just minor changes. ranger seems like its missing its profession mechanic sidekick. that’s all.

gaming improvements and content (not mentioned), is what everyone wants. the sooner the good ones the better the game will be for everyone. you don’t want to be complacent with it just being aware of and popular, to move the game forward.

list of rough suggestions

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Posted by: Zahld.4956

Zahld.4956

any comments?………………………………………

No Repair Costs = Rewarding Unskillful Play

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Zahld.4956

give it to me all free! my days of unskillful play will never end! i will stay in that corna all day!

Feedback/Questions: Town clothes, Costumes, & Combat

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Zahld.4956

no tape with my hamburger please. some fries and a drink will do.

Feedback/Questions: Town clothes, Costumes, & Combat

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Zahld.4956

i don’t know why but i’m just going to hate all over the updates.

A beta version of each server

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Zahld.4956

yeah spoilers wouldnt make stories too fun. a work-around could be made.

list of rough suggestions

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Posted by: Zahld.4956

Zahld.4956

-new sets of trait majors and minors that can be added to each line. Each set creates a different build.

-add the current pet to rangers character in the character selection screen

-add more weapon skills to make characters feel more second professiony and to improve customizing and build changing. having less weapon skills than utility skills will help reduce the number of possible combinations.

-create a new skill and trait build system with templates (or similar thing) and all. Include armor, weapons, components and whatever if needed. Saved online like cloud computing stuff.

-move character select option when pressing escape to one in the ‘game menu’.

-reserve bags for weapons, armors and things of that sort, type of drops. Make all other drops go to a separate unlimited place of their own when awarded.

-add negative and positive feedback sub-forums.

-save all the moving around in the game and consolidate all the merchants to a few merchants and a screen of merchants to choose from. Save the rest of the city areas for other things.

(edited by Zahld.4956)

How to raise your feedback chance?

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Zahld.4956

Gw2 forums could take a page from reddit.

A beta version of each server

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Zahld.4956

Oh and forgot to mention, add a beta server forum too, for a feedback place.

Option to *Use All* ~

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Zahld.4956

well just make it stop when it does.

This is what erks me..

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Zahld.4956

*irk. might want to change the title to irks me instead.

A road-map

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Zahld.4956

Having a short and long-term road-map to game plans, somewhere on the website, will help reduce rage and frustration also.

A beta version of each server

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Zahld.4956

Have a beta version of each server. All players have access these servers. Events and testing periods will replace temporary content. At the end of each thing, announcements will be made of what will make it into the more permanent game and when if things needs implementation and fix time, etc. If things are immediately add-able, great. Beta events could last longer than evaluation times to allow for ever continuing beta servers. Awards from a beta server could also carry over to normal server for participation efforts also. This can be expanded more or modified but this is just an initial thought of it. Hopefully this will make developing and playing the game a better experience with more separation of some things.
More comments and suggestions on this topic would be help to develop and make it better if others would like this as a part of the game.
Thanks for reading.

Feedback/Questions: Transmutations

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Zahld.4956

Just mule the stuff you like. You can’t possibly like all the armor right? You gotta find sleazy ways of not paying them. lol. And do more farming too. And play the TP.

And there go the dyes....

in Black Lion Trading Co

Posted by: Zahld.4956

Zahld.4956

There should be a trading post app or api for things like this dye price fluctuation. If there isn’t one already. Or buying and selling items in general for that matter.

(edited by Zahld.4956)

to help for more cc skills in pve

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Zahld.4956

Require a certain number of players to use a cc skill within a certain time frame in order for that cc skill to become affective on a pve foe. This way more coordination is needed and the foe is not overwhelmed by too many players spamming numerous skills and as a result, overwhelming that foe. And in addition to that, to also increase difficulty, have a small chance to have the affect fail…which would be listed in the foes description.

Guess the feature thread!

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Zahld.4956

The Art of Combat: new combat art images found on buy-to-win and gold selling sites linked.
Critical!: bug fixes in the server
A New Way to Explore the Looks of Guild Wars 2: new gw2 game box covers
A Colorful Outlook: more dye colors
Looking For Group?: two more criterias to include when using looking for group tool
Removing Restrictions: banks tabs are increased one
Account-Bound: account-bounds have been reverted to character-bound with limited time usage due to unpopularity of acc-bounds.
A Solid Foundation: gw2 has gone to pay2win plus subscription fees and grinding and time sinks have gone 10×.
Facilitating Friendly Play 1:wvw nerfs
Facilitating Friendly Play 2spvp nerfs
Facilitating Friendly Play 3pve nerfs

Separate trait line traits

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Zahld.4956

Separate the minor and major traits in each trait line to a separate line for minor traits and major traits. This way players can choose more health, damage, damage mitigation, critical damage without having to be required to choose only those minor and major traits in those lines. Each minor and major trait would have a separate line of tiers and points to add to those tiers so that traits stay balanced and do not overpower a character.
Another proposition would be to add separate minor and major trait lines in addition to existing one and add new minor and major traits to those and move any existing ones to the new ones if needed.
example:
+points to
power-line—->minor trait—>major trait—>next tier—>power-line—>minor trait—>major trait
+points to
co-power-line1—> minor trait—>next tier—>minor trait…
+points to
co-power-line2—> major trait—>next tier—>major trait…
+points to
precision line—->minor trait—>major trait—>next tier…
+points to
co-precision-line1—> minor trait—>next tier—>minor trait…
+points to
co-precision-line2—> major trait—>next tier—>major trait…
toughness

or just

power—->tier1—>power—>tier2…
minor trait—>tier1—>minor trait—>tier2…
major trait—>tier1—>major trait—>tier2…

then super trait…and super trait line…

separating trait lines and trait abilities helps create more specific builds and adds more build diversity.

(edited by Zahld.4956)

Remove armor weight restrictions?

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Zahld.4956

Maybe have movement speed associated with each armor weight, plus three levels of weight and speed for each group of armor. So nine armor weight and movement speed total. Is this enough to help offset the damage mitigation given?

And if... GW2 didn't had leveling?

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Zahld.4956

How would i have some kind of indication of my experience progression of each of my characters? But does this level- gate or weaken too much of my game playing experience?

(edited by Zahld.4956)

Adaptive Active DMG mitigation AKA Dodge

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Zahld.4956

If dodging is too 100% perfect and over powered, then, have a slight chance (1-5%) that 10-20% damage is not mitigated. If having a two dodge reserve is not sufficient enough. Simple enough, right, if dodging seems too magical and perfect to a fault in the most part. But does this really mitigate zerker parties that much? Being less perfect can be a double edged blade sometimes though. Just saying.

will GW1 get any new content?

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Zahld.4956

funding from a continually developed gw1 cash shop and another expansion would move things along. Gw2 could pay for gw1s continued development. Guild wars 1s continued progress could carry more over to gw2 progress through any sort of cross-game interaction…if gw1 gets upgraded to something like gw2, maybe more players would decide that they would want to play this new expansion and buy gw1 cash shop stuff. Stuff that relates more to gw1s world.

Could there be a PVP server in the future ?

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Zahld.4956

Okay…how about each month a modified world zone becomes a wvw, spvp or whatever pvp gameplay zone in a different pvp part of each server. These could be world zone pvp areas or whatever. These zones would contain resources, like fuel, precious industrial minerals, production facilities, advance weapons and whatever other exploitable good that teams would have to try acquire and use to increase their possession of these and to use to produce more products resulting from the acquisitions of these acquisitions.

will GW1 get any new content?

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Zahld.4956

Hey, maybe a small team could be made to continue gw1 development or its continuation. gw1 still has its merits. in gw franchises glory, anythings possible support wise. maybe gw1 can rise from the ashes, be it’s own niche and branch off to a different game outlet. 1 and 2 could possibly co-exist like linux and windows kind of thing.

Traits re-specification

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Zahld.4956

haha okay funk. no wvw retrait lol. seems like a bad idea. sure. just spvp and pve. is it a devastating change to the wvw dynamics? buncha warrior changing their OP builds all day running around in their zerg parties and respecing out their attacks…

Traits re-specification

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Zahld.4956

These are grind philosophies. Keep grinding lol. Attrition of currency inflation seems to be at work. Gold cost is not the issue. Who developed or help develop these philosophies? They’re terrible lol. Is it so much to expect or hope for these or any changes?

Traits re-specification

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Zahld.4956

Collaborative build change would help if it was needed. Saved builds would make it quick and dirty to change a build out. lol. If a build for a group doesn’t work, why not allow for change rather than be fated to a prebuilt build. You would require good counter building and also be able to use that build well. And if your build is ineffective, disband temporarily to reconfigure to become more affective in aiding your team. Does that not make sense to create a more active dynamic combat system? Guys/npcs getting out of combat because they need to optimize their builds to defeat something. A champion escaping from players to change from a direct damage to a condition build and then changing to a condition removal and tanking build. Support NPCs doing like-wise to cooperate with the champ…

"Features Patch" Wishlist. Add yours!

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Zahld.4956

gw2 should meet, exceed and create new standards if it doesn’t want to be just another mediocre mmo game.

Traits re-specification

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Zahld.4956

PvE is trivial because of massive groups and player vs easy-environment pc, not by changing to an appropriate build while out of combat as a form of dynamic gameplay. For large groups most pve scenaries are trivial, but for smaller pve groups, many high level or outnumbered encounters may not be so trivial.
Saving trait and setup load outs are great. It was great for gw1 and I support it for gw2 too but don’t trivialize game-play dynamics by suggesting another improving modification to the game is more desirable.
The location of the trait reset is not quite the fault but rather the lose of a continuation and successfulness of a battle because of un-optimized builds.
Mind you that this is out of combat engagement so combat flow is not overly chaotic. Lets say this option was given to pve foes also, would combat be more dynamic or less trivial then also? As they are able to respect out of combat, leaving players to guess fighting behaviors.
This would add the the meta of the game where the permanent combat rock, paper scissors type of trait configuration amidst battle is no longer a factor in combat.
This is somewhat comparable to having attacks like in gw1 where players are not able to avoid, dodge, block or counter one.
This would also create a more meta-gameplay in pvp also, where players would need to try to leave the immediate combat engagement to adjust their build-out accordingly to counter the other teams individual and team configuration. Build, apply and counter with existing build or rebuild on the fly if needed and apply counter. Imprecision of movement or execution only adds to variability of gameplay.

Traits re-specification

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Zahld.4956

The fun would be to require players to respec to the optimal specs and build and to use it well.

(edited by Zahld.4956)

Boons and conditions definition menu

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Zahld.4956

The traits and skills tab should also contain a “boons and conditions definition” menu in addition to weapons skills, slot skills and traits menus. This would be a very useful and convenient reference menu when creating a build for each profession. Since there are quite a few and each have their own uses in the game, having this would help improve the experience when building ones character. Thank you for reading this and your consideration.

Some suggestions

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Zahld.4956

-selectable option to only buy or filter armor or items of your profession instead of all. saves lots of search time.
-in three-chained skills, be able to change what skills are in the sequence when out of combat.
-find a living story formula to get the living story stride going.
-change world dynamic events and heart achievements for personal story modifications by being about to do different things in the game as that part of the game occurs. a personal journey as you play different parts of the game. example: while doing heart achievements, players have options to vary the outcome of the heart story for their own personal story for that heart achievement. (place things on the ground to make the npc happier as a part of the example also).
-be able to select multiple items in bag or where ever to sell on trading post.

Traits re-specification

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Zahld.4956

It should be a main part of the game and it’s combat. Not a add-on item that’s not readily available. Having as a gem store item only thing is just crippling the the combat system. Not a solution.
Anyways, respecing mid-large instance still stands. It was almost permanent and cost gold to change specs in gw1 till it was changed later. Dynamics are different in gw2 and calls for different game-play setups.
This modification is to increase the dynamics of combat in the game. Which is a core part of gw2.
BTW, increasing the effectiveness and usefulness of each line in the traits will improve the builds of each profession for better and more usefulness of customized roles of each profession in combat as a suggestion to improving combat roles.
Also, hehe, adding a larger pool of skills for each weapon skill slot seems more needed as specific builds are more being needed.

Traits re-specification

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Zahld.4956

Players need to be able to re-specify their traits easily and quickly out of combat to change their combat load out when fighting different and new foes/champs/bosses/high level enemies. Changing weapons and skills is not enough. Going back to a trait re-trainer is very inconvenient too. Easy re-specing in gw1 was very useful for situational playing and specing.

Anyone else realize GW1 is the better series?

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windows 3.1… windows 95….

8,000,000 back piece skins in my bank

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An outlet feature not available soon enough right? Armor achievement collectors? As the collection game amasses it’s inventory.

<tabletop> Make-Your-Own-Profession

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I’m not clear about all that’s posted but it sounds like an interesting setup for a new profession though.

How To: "Locate Core Issues"

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Nice read. Sounds like a methodical way of doing things. Sounds repeatable too. Yeah make a copy and rebuild those design layouts and squash those bugs fellow anet guys. And gals.

To enhance group partying

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Zahld.4956

Add a friendship meter to the friends list. This meter would build up as a player plays together in a party with that person in any particular area of the game. The friendship would have levels that progress as the meter is filed. This meter could have sub meters for each area in the game that could be filled. For example, partying in the pve world for 1 hour would increase an increment. That’s just one example. Rewards would determine how significant group partying would be in the game. Bigger rewards will encourage more partying. Types of rewards would determine its necessity. This friendship meter could work similar to achievements with the requirements for leveling also…. Well that’s all I could think of for now.

some rough suggestions

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Zahld.4956

Those other GUI (graphical user interface) things would have an option to enable or disable them. The rank and profession symbols would make the in-game screen less cluttery when there is a large group of players on screen. For players who want full game status info for ease of playing, usefulness and qol this would be very helpful. Call it an advance gui if you will. A basic gui implemented could also be more useful for the minimalists too.

some rough suggestions

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Zahld.4956

-put in a server chat channel to chat about events on server.
-have account currency shown in main screen to be seen at all times.
-wvw or normal game option, have option to have symbols instead of character names (or plus names) with option of ranks as symbols (less cluttered and still able to see friend or foe status) and an option to show profession symbol to be seen on other players walking around.
-show current population of online players server in main screen + map online players population.
-damage input/output meter with numbers on main screen option
-effective damage resistance numbers on main screen option
-current moving speed on screen option
-have an end level mode (separate server instance) where all areas have level 80+ foes so players are more inclined to play in all areas of the world instead of high level areas. When most players have leveled to max level, they will stay in this instance mostly but still roam their favorite areas and still get good drops. This will be end-game game playing area players will have maxed out on most things and will still be challenged and will still receive good drop no matter where they play.

WvW gameplay

in Suggestions

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Zahld.4956

WvW needs a more strategy oriented feel to it. It feels like lots of running and trying to get to the nearest contested area to be one shot-ted and rinse and repeat. There needs to be some more strategic waypoints. Readily and easily available strategic utilities like defensive and offensive tools. Using gold to buy them takes away from pve gameplay. Captured areas are so easily overturned also. Map usage for strategic and tactical use is heavily under-utilized.
Having defensive and offensive tools that are mobile (some with limited area of mobility), destructible, with a life span, set on a respawn time can easily add some strategic gameplay. Giving a steady rate of accumulated points to use on choosing what kitten nals to buy with would make getting strategic war machines and item more easily accessible. This accumulated point could be reset after a period also avoid over accumulation.
They gameplay should allow for all players on the map to easily build up a small defensive positions. These defensive units and tools should be more immune to player normal action bar skills also.
Strategy should be top priority in wvw with as much strategic developers developing for it as possible. Player-to-player, player-to-group, group-to-group, close and distance tactical combat should be in place.
WvW also needs some team mount units to allow for more strategic gameplay.
PvE allows for story, commodities, capital and asset gains etc.
sPvP allows for small team skills bar combat gameplay.
WvW should allow for large and small scale strategic and tactical gameplay.
Use RTS and Real time tactical games as models for gameplay orientation and setup if needed.
The players are there, there just needs to be more development in the gameplay and elements of the game.

Guild rename

in Players Helping Players

Posted by: Zahld.4956

Zahld.4956

Yes, let this be allowed.

Accidentally sold expensive exotic

in Players Helping Players

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Zahld.4956

A suggestion for this problem. Have a way to lock an item so that it can’t be accidentally sold or salvaged until unlocked by the player.

Offer a Subscription Option

in Suggestions

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Zahld.4956

What the OP suggestion sounds like is a gem store membership that would guarantee discounted item costs with annual or semi-annual membership; something like a costco membership, which doesn’t sound too bad.

Gold and gem trades

in Suggestions

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Zahld.4956

In the black lion trading company, show how gold and gems has been traded for each day and the resulting trade value of each currency. This will show players how their trading has affected the value of each of these. This could be shown for other items traded also to show their gain or loss in value in the market. Some things to list would be, units of each commodity traded per day and the lowest, median, and highest price for each item.
Also have high value items in game that may be more novel types of items like drive-able wagons that are sold by the trading company for a mix of gold and other resources in the game to increase their value and necessity to gain novel and non-essential trade-able items in the game. After players obtain these items by playing different parts of the game, these item can then be recycled in the market for others to easily obtain in the market.

To help guild leaders remove inactive players

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Zahld.4956

Have a select-able option to auto kicks inactive players. This option would have options of how long a player needs to be inactive before being kicked. Examples 10 days, 20 days, 30 days, 2 months, 3 months, 6 months, 1 year. Warnings would be sent to the guild and the player within a window of time to warning of inactive kicking. This option would allow for easy reinstatement of auto-kicked players by having a kept record of auto-kicked players and being able to send a rejoin request easily made by guild members by going through this record and clicking on the name of the auto-kicked player and sending a rejoin request.
This option would be less intrusive on privacy than a “last been online” log of guild members.

To make pve more life-like

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Zahld.4956

Have some plants and animals grow and die over time.
Oh, and also make bigger splashes for higher water dives.