One mansion for me please!
Have a virtual direction and camera control UI so that players can click to move around and control the character without using the keyboard if they’d like. This can be an option that can be enable or disabled. This would make the game more playable with touch screen computers too.
Interesting mechanics. Please continue on.
Yeah there needs to be a solution for leader abandonment or position problems in guilds. Auto-de-ranking, guild support from customer service, petition or voting sounds like some possibilities.
Because anet will explode if my demands are not met.
Daggers seems like something that a light-weight armor class profession would use.
Many popular forums do have avatars for their users. I want my avatar now. I demand it. Account avatars gives game accounts character too. Some forums even allow user upload-able avatars also. With supervision and restrictions, this could be a nice addition to the forums.
Maybe respawn rates should be scaled as well as the number of spawning foes in an area to the number of players present as a possible solution to this situation.
I see. Then add more impact reduction penalties then I suppose.
Maybe they can add wvw temporary player power penalties for server transfer-ers to reduce the impact from new transfer-ees…or bar them temporarily from any wvw winning benefits…or both lol
They aren’t oxygen masks, they’re removable gills.
Maybe you can have a stone called an Absorption Stone instead for armor instead of one for weapons.
Yes gamergirl, you know my pains and the pains of maintaining a guild. I’m surprised too, OMG! lol. Maybe ANet will give it higher priority in their to-do list..or perhaps some more pleaing and groveling may be needed…lol…
Have variations of weapons modify the skills associated with the weapons slightly. For example a short sword would have a smaller attack radius while having faster attacks while a long sword would have a larger attack radius with slower attacks. This adds variety to skills and more depth to weapons itself without needing to add additional skills.
Items received from salvaged items are too simple. They should be broken down to their basic component items resulting in some with multiple items and some with only one. Quantities of each items should be included too. Like a snow ball would break down into water while a gun would break down into metal and wood/polymer. Multiple levels of breaking down and refining an item should be included, requiring special materials and agents to obtain desired components. Having a process to do so would also be more interesting. Something like the chemistry of an item. The reverse of this process could be used to build something like when used to craft an item. Much like how things are physically made. This would make salvaging and crafting an item much more interesting. Catalysts could be used also to speed up processes to decrease salvage times if time length is added to salvaging. I’m sure more details can be added to salvaging and crafting of items.
Balancing skills then adding more skills would require more balancing afterwards. The cycle continues.
+1 to this and also things in the cash shop should be relatively affordable and inexpensive. By doing so, this gives added value to items that people purchase. People want good value for what purchase and if prices are too high then the value received from that purchase is dropped. The market value might be high but the received end game player value might be felt as low. In short they may feel cheated/ripped off for having to pay excessively for a product or service that should be standard and maybe with a minimum cost or even free at that. Prices should reflect the quality of the product rather than the necessity of the product, i’d say. Start with low prices and happier customers, then work up from there.
The min/max of the drops can be adjusted. This would mainly show people how much damage they would need to contribute to a fight to receive a drop, and you can’t receive a drop unless you contribute some damage right? Also the point of fighting a foe is to inflict damage until its health is diminished right? This can be applied to other affects besides damage also actually if damage is not the only factor that will give drops. Perhaps drop points can be given as a result of how much conditions are inflicted by the player like how much blindness or stun the player applies etc.
Jump puzzles need checkpoints. One shotting every long difficult puzzle is quite punishing for the average player.
Have a damage point given and shown to players when they attack a foe. This will determine if they will receive a drop and how valuable that drop is. This will let players know if they will receive a drop or not and if they need to increase their damage output. This will help when multiple people are attacking a foe and give an indication to whether or not players are contributing enough to receive a drop. An example of how this would work would be, each time a player does lets say 100 health damage required to receive a drop a number appears somewhere on the screen and the more numbers they receive the better or possibly more likely they’ll receive a better drop.
So that players can play large bosses at anytime they wanted except add in diminishing returns to decrease boss farming. Have time triggered bosses reward differently or behave differently… Have triggered bosses have triggers that can increase the difficulty or spawn more of the same boss or other bosses and spawn more minions etc. This would allow players to increase the difficulties of their fight or extend it if they felt they weren’t challenged enough or if they wanted to continue the fight at the current location. limits can be put into place to reduce unwanted results like unwanted farm etc if needed.
Spawn higher level creatures and increase value of drops to compensate for increased difficulty when high level players are in low level areas. The number of higher level creatures should adjust to the number of high level players present. This will give incentive for high level and low level players to play together in low level areas. If this works in a way where creatures spawn with levels adjusted to player level then any map would potentially level itself according to the level of players in the map and make every map potentially a high level map except it would stay its intended level unless high level players were present. Sort of a dynamic creature leveling for each map.
Have an option to make the UI translucent with levels of translucency adjustable to increase immersion yet still be make the playable.
Anyways. Tell it to ArenaNet, players! We want moar for guild features and systems and options in the game! Good suggestion posts by some of the posters by the way. Let multi-guilding not divide our guilds if that may be possible!
(edited by Zahld.4956)
If booting un-loyal players is too prohibitive because of guild size or whatever or too rough, then create a suspension or demoted rank to place them in until they bow down to guild master god leader. Just throwing the option out there. If having multi-guilds is destructive to your guild, disallow it or limit it. A possible solution to those guild hopping guildies. Preliminary ranks also work for newly added members.
OP and others, you are the guild leaders. It’s time to start culling the inactive members and un-abiding guildies. Make rules and enforce them. Though multi-guilding does sound like it could use some rules and regulations or options like ‘no multi-guilding allowed’ or other things like that. More development, refining and fine-tuning looks in order.
(edited by Zahld.4956)