I don’t need to fight undead or harvest crops. I just need a dance game to level up and give me gold. How bout a dance game where each move is separate and players must follow a pattern given by an npc or some sort of thing. It would pretty much play like just every other dance/music game out there.
Come on Anet, appease the linux crowd. Linux users heart GW2.
I want a closet of old loose skin. Give it to me.
Have manergy as a primary source and dolyakergy as a backup secondary. Get back to mining dilithium crystals peons! Quit lollygagging! Manergy could also collect other resources besides supplies like rations and obsidian or ectoplasm.
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Add color to the menu bar (the top left UI links to options, friends list etc) to make things more distinguishable and easily recognizable.
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Thumbs up for this suggestion.
Thumbs up for the suggestions.
One solution would be to add a second temporary (maybe not temporary but make it different somehow) commander tag that isn’t bought with gold but by accomplishing feats or other requirements done in the game instead. Also adding stars (or some achievement status indicator) and names to each commander tag can help identify and indicate the caliber of each commander.
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How about the ability to mount large foes like champions?
…a possible band-aid to the problem…be able to designate a guild as the accounts main guild with more options allowed for that main guild.
Just make everything possible account-wise.
Age is a role playing element to a game. Some games have it, some games don’t. IIRC Fable has it.
Let’s not having gambling. Let’s just have stud poker with non-exchangeable currency and items to wager with. Yeah there’s enough gambling with the mystic forge (what an item sink). I only want fishing if there’s a big ol’ marlin to be caught in the oceans and seas. :-)
Players need to complete dynamic events on top of other conquering tasks to capture a point. So players must complete pve tasks, fight environmental foes and fight other players to gain victory. More requirements and objectives are needed to take capture-points. Some points require all objectives while others only need a few of the objectives completed. Completing all objectives will give additional bonuses and extra points in addition to the gains and control of each capture-point area. Some areas will need defenses built as a capture requirement for capture. Dynamic Events will help create capture protection for each capture-point and also a time-barrier to capturing a capture-point, lengthening out capture times; allowing for server teams to re-group, plan and strategize. Some dynamic events will need to be reversed in order to begin capturing that AREA. These key reverse points and capture areas will play a key-role in capturing different areas. To add another level of strategy, some capture-points will require a group of other points to be captured prior being captured. These capture points will give more points due to their difficulty of capture. These will be called level 2 capture-points. Level 3 capture-points will require multiple groups of capture-points to be captured and so on. Some CPs(capture-points) will require horizontal capturing requirements while others will require vertical capturing requirements. Some will be linear with capture sequences required (A, B, then C) while others need parallel or concurrent capturing. Also, DEs(dynamic events) will also help (possibly) against zerg groups by scaling to group sizes.
Just a rough-draft of WvW 1.1
More mail scalability. Add CC, mailing list, mail forwarding and spam filtering.
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Let me one shot everything in level 1 when I’ve reached level 80. If level gain is too unsatisfying when going back to lower levels then have an option to not scale a players health or toughness when down scaling with reduced drop rewards to compensate for the partial scaling. Doing this though, the high level players maybe too tough for map foes to kill. Another option would be to only scale the health and toughness of higher levels players down half of the difference of foe level while strength level is fully scaled to foe level. Example player level 80 vs foe level 1= player strength 1, health 39.5, toughness 39.5.
Have a LFG chat channel that shows people that are LFGs. Players can type LFG and their link would be posted on that channel and players can mouse over on that link to show the players in their party. Players can click that link to have options to join their party or whatever. Ex: player types – LFG Champion hunting – channel shows – Player1 Looking For Group Champion hunting
This channel can have quick LFG or Show LFG buttons to make things easier and command line commands also.
Have broken or red dotted lines for enemy fire combos etc. Just something to differentiate one field from another…. Have happy bears on friendly fields and unhappy red eagles on unfriendly fields.
Sounds like a good idea. Can be useful and convenient.
Being able to rearrange the skill order and having the option to save the arrangement can’t be a bad thing. Give each skill a color border around it to identify its skill group then let it get shifted around. Example: Weapon skills bordered in red, heal skills in blue, utility skills in green and elites in yellow.
Have a mechanism to kick them off if they stay at parts of the jp too long, which isn’t a main intention of it. Or cause them some damage, have flocks of flying things come and make dinner of them… Send the grim reaper on them… Open a large crack fault in the ground where they might fall into… Griefers…
Moving while emoting. Sounds like a great idea.
How about having an option to reset any heart making it more difficult each subsequent time till the fifth time, then the difficulty level restarts again. Or more difficulty levels for different hearts…
Since last login time is not available, you can just send them a message to rejoin then kick them out lol and tell them to rejoin if they decide to play when people are on. Just a makeshift solution. Or leave a message about kicking people out on the Message of the day message.
Underwater breath bar when not wearing a mask, not a deal breaker or game breaker. Adds immersion without drawbacks of having a full-time breath bar. Sounds okay with me.
Send your bags to another character.
So I can be rich and buy kittens.
Laser guided trebuchets.
Have an option to display chosen alt-character name, avatar and level underneath account name then.
How about have parties of 5 that can join up and be represented as a party that has been added to your party instead of another player. E.G. your party team consists of you, player2, player3, player4, player5, party2, party3 (party names may need revision to more easily identify each other though) etc and when your party enters smaller dungeons, parties split to their smaller player party subsets. Each member of each party within your party can be tracked of by mousing over that partys’ representation (a party avatar), which would popup that partys’ players info and avatars etc. Each sub party could have a life bar too to represent the total combined life of that party. These super parties could then more easily zerg the battlefields with easier coordination.
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If there are reasons, what are these reasons?
New “free” expansions & game bonuses based on game store sales. Have a sales figure quota in the game store that will push for new game content based on meeting that quota. This would motivate players to support new content and bonuses by purchasing more in game items. Give credit points for game item purchases to add extra value to in game purchases….go on from there.
Moar better nights and moar better days! Bigger suns and bigger moons. Hotter days and colder nights. More night creatures and more day creatures. More better day to night and night to day transitions. More day life and more night life. Richer nights and richer days. More day activities and more night activities. More candles and lighting at night and more shadows during the day… Low tide in the morning and high tide in the evening…
Maybe elites need an elite exclusive attribute or thing to it.
Customized weapons with personal dyes and skinning, sounds like a good update.
How about they have zero level areas where levels are not accounted for?
How about have high level bosses occasionally go to low level areas also?
A supervising moderator would moderate these volunteer moderators.
The lack of free speech and the power to disagree might be the current problem (caused by some blatant moderation) that having volunteer moderators might help alleviate.
…or have an option to join a pve map with more players on another server. Something like over-flow servers but for under-flowed servers instead. Players will no longer feel secluded unless they wanted to.
It has brown spots. I think it needs a change. (Got trolled?)
Well just add more complex algorithms and combat patterns to the bosses and foes. Add layers and layers of complexity, speed, population and health until they are impossible to kill.
Stupendous idea. I love things with context sensitive stuff.
I’m not happy with my underwear. It needs a change.
Throw more money at it. More money fixes everything.
High population servers makes full use of a server and makes the server environment more lively. If population affects things like wvw game play then wvw should take server population into account when matching servers.
I agree also. It’s a easy to add and simple solution for many players with character naming frustrations.
Should be pooled, kept record of and used to improved and enhanced the virtual economy and world somehow, much like how real life taxes are supposed to, instead of being discarded. Everything should have costs to have or maintain etc. A server with more players and taxes collected should gain more from their tax earnings collected combined. Lotteries can be enjoyable for a few players too. Some form of wealth distribution could help to game economy too if needed. Yearly tax returns would be a welcomed addition to the economy system.
There should be a suggestion with minipets or invisible bags to store minis in them.
These forum moderators…