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Make gear on female Asura more feminine

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asperbianca.3196

I’ve noticed that a lot of the armor looks much more conservative than it would on a Norn or a Human. I wouldn’t mind the armor looking more feminine, I just don’t want to run around half naked.

Things from GW1 I'd like to see in GW2

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Posted by: asperbianca.3196

asperbianca.3196

I don’t agree with placing markers on the mini-map in WvW. Even though I support the idea that WvW should be more structured, you don’t have the ability to know where your enemy is at in (real life) war without the use of radar. And even then, the radar isn’t that specific or detailed. Putting markers on the mini-map to indicate enemy players would drastically change the face of WvW and provide an unfair advantage to the opposing team. I would, however, suggest that a radar type of feature to be able to see teammates on the mini-map to help organize large-scale attacks.

Remove waypoints

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asperbianca.3196

Horses are extinct in Tyria, according to the lore.

MonthlyAchievement: World Invaders Killed

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asperbianca.3196

Of course, when I participate, I just wait around for locations to get captured while I surf YouTube, so I can go and grab them without much effort. WvW has become a lot more tolerable since I stopped bothering to help.

Yea, I tried that and ended up running for my life with almost a whole guild of people chasing after me; it only works for so long you know.

Game Improvement - Suggestions

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asperbianca.3196

You get a revolving achievement for salvaging after completing the main achievement; just in case you didn’t know.

Remove waypoints

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asperbianca.3196

Oh I understand quite well why some are against it. In all reality, mounts have little practical value; they are mainly just a cosmetic item. Personally, I would want a mount simply for the immersion factor; running around on foot seems completely asinine to me. For centuries, man has been taming animals to ride upon to help accommodate travel needs, I don’t see the harm in implementing something so simple into a game. In my opinion, those who are against the implementation of mounts, simply because of another game, are being incredibly selfish. It’s no different from saying: “I don’t want that shirt because so and so has it.”

[Suggestion]Mob Agro

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asperbianca.3196

There have been numerous times where the mob would be able to attack me, but when I attempted to attack the mob, I got the “out of range” message. Is there some way that this could be changed to prevent the mob from being able to attack me without being within my range as well?

Remove waypoints

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asperbianca.3196

@NinjaEd.3946
I can also run by groups of mobs and avoid them on foot with or without some speed buff, I really don’t see the difference there…
Lore reasons are stupid, everything thats in game that is usable or crafted had to be discovered, implemented or invented at some point in the history, well so would a mount….
Finally the world is a lot smaller when I can cross it in 10 seconds or whatever it takes me to load rather than if I (or my mount) had to run to get anywhere….

On my elementalist, I can run from one side of Diessa Plateau, for example, in one to two minutes using my air attunement; all the while, missing and bypassing everything between point A and point B.

[Suggestions] Mini-Map and WvW

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Posted by: asperbianca.3196

asperbianca.3196

As indicated by the thread title, I’d like to suggest a few changes to the mini map. These suggestions are:

  • Ability to toggle the node icons, individually.
  • Make the mining nodes different colors depending on material. I.E.: copper would be a bronzelike color, silver would be silver(ish), iron would be grey(ish), etc.
  • Ability to toggle mobs on/off
  • Ability to toggle other players on/off
  • Ability to toggle friends/guildmates on/off (each would have their own identifying color)

Suggestions for WvW are:

  • Ability to toggle on/off PvP combat, a.k.a ‘safe mode’
    Once this mode is turned on, the player will not be able to deactivate it without leaving the WvW map. This mode is only usable once within a 72 hour time span; player must remain in ‘safe mode’ for at least 12 hours
  • If ‘safe mode’ is not a viable option, allow players, who only want map completion, to be transformed into an animal.
    Transformation can be obtained from the tutorial NPC. Player cannot attack, or be attacked, while in animal form. Player cannot gather nodes while in animal form. Player will be allowed to swim, run, and jump, in animal form,. to obtain POIs and Vistas. Player will be automatically transformed back into original form upon arrival at skill points; skill point locations have PvP disabled to prevent camping.
  • Disable PvP for the jumping puzzle(s)

Remove waypoints

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asperbianca.3196

I agree that mounts, if implemented, shouldn’t be usable within cities, but would like to see that expanded to include the outposts that are scattered throughout the world as well.

My only question is; how is it feasible for mounts to be slower than what your character normally is? That’s penalizing the players who choose to have a cosmetic item. If anything, the mounts should not go any faster than what the player does with swiftness, which was already mentioned.

Also, it’s already incredibly easy to outrun mobs and enemies in game; I do it quite often on my elementalist; I do not see how using a mount would make this any easier. But, in an attempt to remain unbiased and open-minded, I would suggest that mounts be unusable in combat; the player would be unable to summon the mount while they are in combat and, if the player were to be attacked while on the mount, the mount would be de-summoned after (X) amount of damage/hits (forcing the player to remove themselves from combat either through fighting or fleeing).

Also, the only plausible scenario that I can see mounted combat working in would be in WvW, but that is only if the WvW system gets a revamp and becomes more structured than the zergfest that it is now.

Very important suggestion, needs to be added to the game.

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asperbianca.3196

Skritt or Kodan please; Quaggans are just creepy…

Small reward for reporting people?

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asperbianca.3196

I’d rather not get a reward for being a contributing member to the GW2 community. You should do things to help others because it is right, not to see what you can get out of it.

I can haz MOAR? (a look at skill point options)

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asperbianca.3196

I’d like to be able to upgrade current skills with the extra skillpoints; I have over 100 I can’t use.

Another thing that I was thinking about is buying karma with unused skillpoints. It’s not something that could be easily exploited since there is a limit to how many skillpoints that a player is able to obtain, and karma is bound to the character, along with anything that is purchased by it.

Dark Reverie Jump Puzzle

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asperbianca.3196

There’s a door to Dark Reverie???

I wish I knew that before spending hours in there and never completing it…

Monthly achievement without WvW participation

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asperbianca.3196

I really don’t think there’s an issue here. The monthly achivement is supposed to be a cross-section of the whole game… dynamic events, kills, player kills, etc. Now, I primarily PvE – but spare a thought for the people who mostly WvW and the stuff they have to do to get the same achievement.

And to get the gear to make them formidable, since levels mean next to nothing in there, they had to participate in a sizable amount of PvE, already subjecting them to un-preferential gaming requirements. These players are also forced, and I use the term lightly, to PvE to gain skill points and work up decent amount of coin to cover repairs and armor upgrades. Yes the monthly achievements are suppose to be a cross-section of the game’s aspects, but that’s assuming that every player would want to participate in WvW. I know several players who hate WvW but spend obscene amounts of time in sPVP; and I know many others who hate all forms of PvP related material.

Monthly achievement without WvW participation

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asperbianca.3196

I can relate to the OP’s sentiments about requiring WvW participation in order to complete monthly achievements. If the rewards for completing the achievement were better, I would be more inclined to participate in WvW to accomplish that. But, as it stands now, it really isn’t worth it to me. I think that it is asinine to require PvE players to participate in a PvP based aspect of the game to finish off monthly achievements. Now, before anyone goes and throws me into the fluffy bunny stockade, let me clarify something; up until this game, I have participated in PvP in EVERY MMO that I have played in the past 10 years. The thing that is keeping me from living in PvP in GW2 is the way that it is structured/works at the moment. The sPVP is a headache and WvW is a zergfest; neither of which I find enjoyable.

So yes, in order to keep things fair and balance, WvW should be removed from the monthly achievements so that strictly PvE players aren’t forced to participate in something that they don’t like. If it is deemed unacceptable to remove WvW from the monthly achievements, then the dungeons should be added to them, that way both the PvE and PvP players are forced to do something that they don’t enjoy.

@ SwiftChocobo: You touched on why I despise WvW, and sPvP. Personally, I love PvP myself. I have done it for so many years, until GW2. In all honesty, I think that WvW should be more organized than it is. All that WvW is at the moment, is a giant mess, a free-for-all. There’s no rhyme or reason to it; no strategy; no game-plan. When I was doing my research for WvW, before game-release, I got real excited because it sounded like something that had to organized and strategical. Needless to say, once I saw what WvW is, I was sadly disappointed. I thought that WvW was going to be some sort of war feature, that only guilds were going to be able to participate in; I did not think that it was going to be this big pile of a mess that it is. But war requires strategy, communication, and organization, not the brawl pit that is known WvW.

(edited by asperbianca.3196)

Umm....

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asperbianca.3196

Nevermind, apparently they decided to go back to being in English…

Umm....

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asperbianca.3196

Why are the forums in German for me?

The settings for my browser, as well as the website, are English…

Let me wear what I want

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asperbianca.3196

I’d kill to be able to put medium armor on my elementalist; I pack a mean punch, but I’m squishy as hell…

I really never get Black Lion Keys

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asperbianca.3196

I would be more inclined to buy a few at a quarter a pop as opposed to buying them at $2.25 a piece.

I understand the reasoning of keeping the drop rates low as a means to encourage buying them, but the drop rate for the keys should be somewhat proportionate to the drop rate of the chests; i.e. 10:1 ratio. For every ten chests you collect, you get one key. A 10:1 ratio would be much better than the seemingly 10,000:1 ratio that is currently in place.

No Halloween Event!

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asperbianca.3196

Speed hackers?

I know what they are, I just haven’t seen any in this game…

But, in all seriousness, requesting that the Halloween event be canceled to fix bugs is asinine. Events are fun for the community and help to keep the player base interested in the game; without the player base, there will be no game for us to play.

Increasing the mailing capacity

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asperbianca.3196

I’d rather have a larger mailbox than more slots to send things in, IJS.

Vistas are a huge problem for disabled gamers.

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asperbianca.3196

I could believe that they’re talking impaired motor function; I with impaired cognitive functions myself. The only problem that I had with Vizier’s Tower is reaching a ‘platform’ and not being able to figure out where to go next, even though the next jump was right in front of me. That and being able to adequately judge the distances that needed to be covered through the jumps. Spekk’s Laboratory, for example, was extremely challenging to me because I kept dropping into the lava; forgetting that I had to activate the platforms, forgetting that the platforms were timed, and not being able to figure out where to go even if the path was right in front of me.

So yes, this game, in many ways, isn’t friendly to people with disabilities. Unfortunately, with as many disabilities that there are, I don’t see a feasible way to attempt to remedy the problem.

Game Improvement - Suggestions

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asperbianca.3196

I have seen a lot of people requesting a dungeon finder tool be added to the game. Personally, I am against the idea since I have had horrible experiences in PUGs in previous games that I have played. But, in an effort to be supportive of my player community, I have thought of something that would make it easier to, at least, get to the dungeons.

I honestly do not see the point in having to port to region A to get to dungeon X. If you want to stand there and spam map chat for a group for dungeon X, then more power to you. But to elaborate on the dungeon finder tool being requested, it could be designed to automatically port party members right outside of the entrance. Let me explain:

Players 1, 2, 3, 4, and 5 all register for the queue for Ascalonian Catacombs and end up being partied together. Unfortunately, all five party members are scattered everywhere across the world map; so a small window, just big enough to be noticed, pops up asking if player (insert number) is ready. They choose yes and are automatically ported to the entrance of Ascalonian Catacombs.

Now the same theory could be applied to the tool only working for the region where the dungeon is located. Either way, it would help people get their groups together and keep people from having to wait for others who just aren’t ready.

Marriage

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asperbianca.3196

Marriage wasn’t defined, legally, as a communion between a male and a female until the passing of the DOMA act of 1996. Because of this legislation, thousands of GLBT members are forced to miss out on many benefits that heterosexual couples are able to receive. Regardless of stance on same-sex marriage, in a game or life, it is wrong to ban it simply due to all of the anti-discrimination and hate-crime laws passed in the last fifty or so years.

@ Leto: One thing that same-sex couples did, in the previous game I played, is create characters of both genders and marry both sets; the end result would appear like player a (female) was married to player b (female).

Example: Mary and Stacy wants to get married, but due to restrictions on same-sex marriage, they can’t. Mary creates a male character and names it Mary_ while Stacy creates a male character and names it Stacy_. Mary then marries Stacy_ and Stacy marries Mary_. It is, effectively, a same-sex marriage, but not in the sense originally desired.

Marriage

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Posted by: asperbianca.3196

asperbianca.3196

I had actually written a rather in-depth suggestion for a marriage system to be implemented at some point in time. Take a look: https://forum-en.gw2archive.eu/forum/game/suggestions/Game-Improvement-Suggestions/page/12

For the love of grenth fix combat-ears please.

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asperbianca.3196

But the perky ears are so cute! They’re my favorite physical characteristic of my Asura.

Elementalist Lightning Flash

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asperbianca.3196

I don’t know; I haven’t been able to use it at all lately, and that’s trying it on level ground, in range.

Waypoint costs have to go.

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asperbianca.3196

I think waypoint (and repair) costs are fine, every MMO needs gold sinks to keep the eco healthy.

Wait, what healthy economy? You mean the incredibly deflated economy that currently exists? Where ~95-8% of items on the trade house are valued at vendor price + a few coppers at best? (and that only because the vendors are propping up the minimum price) A little coin inflationary pressure would be good I think.

I think the costs need to be lowered some, and there be a clear cost structure. In-zone teleports should be significantly lowered and scale a lot more with distance. its ridiculous that the cost to go to the nearest WP is nearly the same as the WP across the map, just over in the next zone. Combined with a zone wide event announcement system, you’d probably get more people showing up at events.

Between zones, I can understand a decent cost to the higher level areas, but anything under level 40 should be cheap, regardless of distance.

THANK YOU!!!!

The inflationary pressure would actually help to develop the seemingly non-existent economy. While maintaining coin sinks helps to keep the economy from becoming too inflated.

Griffonrook Run (a very angry rant)

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asperbianca.3196

I gave up on the one in Metrica Province because of the wind. I wouldn’t have an issue with it if it just knocked me down, but sending me all the way back to the start really annoyed me.

Waypoint costs have to go.

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asperbianca.3196

Waypoints are a convenient service, that in all reality are not even needed for map exploration.

Waypoints, aside from being a money-sink, are a means to conserve on a player’s expenditure of time and a means to facilitate the social experience of the game.

In reality, I don’t have the time (nor the inclination) to run all over the world map just to hook up with friends. In reality, my play circle has to contend with real world concerns, such as work, errands, chores, and children. We want to optimize our play windows, because they are rare. In reality, we won’t stick with something that’s going to (needlessly) hinder us in that.

In reality, ANet needs to maintain a player base that justifies the continued development and expansion of this MMO (which is a much larger, more expensive beast than its predecessor). In reality, NCSoft just blithely shut down a successful (making money) MMO because it wasn’t successful enough.

Reality, she be a harsh mistress, arr.

That’s basically what I’m saying in a nutshell. That is exactly what waypoints are, and I am right in saying that they are not needed. I have no problems porting from place to place to do something with my friends, mainly because of the same time constraints that you have listed for yourself.

But you are right in stating the necessity for maintaining a player base that will guarantee a successful game. This philosophy is shared among every type of business; in order to remain successful, the business must be able to devise ways to continuously generate revenue while attracting new consumers and maintaining current ones.

I never said that the prices for waypoints were fine, nor have I stated that they should be done away with completely. But until other coin sinks are implemented in the game, then I do not foresee removal of the fees as a viable option; until then, adjustment of the fees should be good enough.

Waypoint costs have to go.

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asperbianca.3196

@ RebelYell:

That was not meant as a reason to justify a ‘detrimental gameplay change’, as you so eloquently put it. It was a personal observation, and opinion, nothing more. Anyone who infers it as such does so on their own.

@ Ronah:

To offer another solution, would you rather pay an obscene amount of coin to use Asura gates, if it meant that waypoints were free? The gates are a technology that was created to aid in travel, but the Asura put them everywhere and demanded nothing in return, as far as I know. Now keep in mind, that this scenario also includes that one Asura gate is located in each region of the world map and it is not possible to use waypoints to travel between regions or cities; the only way to get to the city is through the Asura gate and the only way that you would be able to move from one region to another is by walking through the portals at the edges of the map. Personally, I would rather pay to use the waypoints than being stuck with that scenario. I’m not saying that the game should be ruled by “banksters” or anything of that nature, but I am saying that it shouldn’t be free. I’m fully supportive of adjusting the cost according to distance, map completion, etc., but any service provided should come with a fee. And if you really want to get into the “fantasy game” talk, where are my unicorns and my ability to fly? I wouldn’t mind being able to fly everywhere, but I’m not going around asking for it either.


All in all, if Anet were to implement everything that people have requested/demanded over the past couple of weeks, then this game would: 1. not make much sense, 2. have a lot of incredibly rich players with nothing to spend their money on, 3. extinct species running everywhere, 4. possess nothing to keep players interested or interest new players in joining.

Yes, whether it is liked or not, MMOs need things to act as a counter-agent to general population wealth, a.k.a. coin sinks. How these coin sinks are implemented are an entirely different topic. Instead of complaining about how “pricey” they are or saying “GW1 didn’t have them, so I don’t want them in GW2,” try offering different solutions. Not only does it help validate your argument, but it can also help to incur a change that almost everyone can be happy with. I see so many people appearing to want GW2 to be like ‘every other game on the market’, including GW1, but I’m not playing ‘every other game on the market’, and don’t want to be either; I am happy with GW2.

Waypoint costs have to go.

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asperbianca.3196

In response to Ronah:

That argument would be equivalent to asking the public transit authority why they charge you to transport you from point a to point b; you are paying for a service that is not needed, but provided for convenience, even though there are other, and cheaper, options available. Waypoints are a convenient service, that in all reality are not even needed for map exploration. You can walk, run, or swim to every location in the world in GW2; waypoints are provided if you want to cut travel time down. You don’t have to ‘farm events’, or even mobs for that matter, to afford travel costs; there are more ways to make money in the game other than farming. A lot of people seem to be making a big deal out of travel costs when they are trivial when compared to repair costs, at times, and are acting like it would take hours to ground up enough coin to be able to afford to travel to the waypoint a few feet away. Services aren’t free, they have to be paid for, this is a fact of life.

If anything, the travel costs, as well as the repair costs, in this game are much cheaper than they were in the last one I played. To travel from the North District, in the hub city, to the South District, of the same city, was 500 gold; to travel from the hub city to a major city was 1000 gold; to travel from major city to major city was also 1000 gold; and to travel from the hub city to the gates of heaven and hell was 5000 gold. Repair costs, after wars and such, were usually around 30,000 gold; and after dungeon runs, around 5,000 – 8,000 gold. The economy of the server that I played was inflated to the point where it took hours, and some times days, of repeating dungeons to work up enough gold to purchase other needed items; it took a few hours, usually, just to have enough gold to repair my gear, buy mana/health pots, and ammunition. So take a closer look at how laid back and stress free GW2 is when compared to other MMOs.

Another thing that should be done is stop comparing GW2 to GW1. Even though GW2 is a ‘sequel’, it still takes place in a time years after the setting of GW1, a lot of things can happen during that time. Not to mention the fact that GW2 is a completely different game than GW1, despite it being a sequel per se.

@ lookitsandrea:

I am forever porting back and forth to help out friends in various regions. I will be the first to admit that it does get pricey after a while, but I have no issues paying the porting fee because I know that my friend will appreciate the help that I will give them. I share this same philosophy in game and in real life; when friends, family, need help, I will do what I can to aid them as long as it does not put me in a binding situation or run me broke.

@RebelYell: Unfortunately, MMOs do not revolve around any single player. The developers, staff, and those responsible for the upkeep need to ensure that the MMO is up to snuff with the majority in mind, while keeping in consideration the minorities that will be affected by any change that is implemented in the game. If the only thing that you work for, in game, is turning your gold into gems, then good for you; not every other player shares that same goal. Not to seem snide or arrogant, but if you desire a game that revolves around you, I would recommend a FPS or a console game. That way you can do whatever you want without it affecting anyone else, but you will still be restricted by the constraints of the game.

(edited by asperbianca.3196)

Griffonrook Run (a very angry rant)

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asperbianca.3196

The chest in Griffonrook Run is bugged, obviously, so there’s no need to carry the bomb. I’ll give you credit for doing it anyway! So the only reason to even do Griffonrook is to gain the achievement, nothing more.

When will GW1 names be un-reserved?

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asperbianca.3196

If you create a character named Joe and then delete it, you will be able to create another character, immediately, and name it Joe. I have done this numerous times myself while looking for a second class to play.

But there are still some GW1 names that are still being reserved. I have been trying to create a character, with a name that I have used in MMOs for over 10 years, but can’t because it is still reserved for a GW1 user.

Waypoint costs have to go.

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asperbianca.3196

I agree with Blackhand with the statement that travel costs are not an issue. At level 80, and currently working on exploring the world, I hardly use the waypoints unless I die or want to travel large distances; example: traveling from Wayfarer Foothills to Frostgorge Sound for Jormag. I would rather run around and help random players with events as I complete different zones than run around and see no one because they are all free porting everywhere.

As with the numerous people who have stated, I agree that waypoint fees should stay because they help to keep the economy from becoming too inflated. Outside of repair costs, there is nothing in the game that is a constant coin sink. Gathering items are not needed, so they’re not constant; there are no potions to replenish mana or health, another sink not there; gear upgrades can be achieved through mob drops, yet another sink removed. Removal of the waypoint fees will eliminate one of the few coin sinks that this game has.

@Acewing: If you die and need to go to a waypoint that costs 1.38 silver, but you only have .75 silver, you’ll have 0 silver when you spawn. At least, that’s happened to me once or twice, I’m not sure if it was suppose to though.

All in all, the game hasn’t even been out for a month yet, officially and not pre-release, give it some time for the economies of the game to set themselves up naturally before complaining about things. Granted each server will have its own economy that is set up via the trading post and chat merchants, but regardless of the situation, the waypoint fees are need to help prevent the economies from getting too far out of hand. If anything, the fee should adjust to the distance traveled with re-spawning from defeated being a factor in cost. I could see adjusting the travel costs if you have the region map completed, but I cannot justify eliminating the fees all together.

If you have problems affording the travel costs, you can either take the cheap route as outlined earlier or devise new ways to increase your purse. Instead of hoarding everything, sell the things that you do not use and the things that you will not use for a long while. If you find yourself dying often, and ultimately spending a lot on repair costs, re-work your build, armor set up, and/or play style. Making money is not as hard as some people are making it out to be.

Edit: Another thing that should be considered when discussing removing the waypoint fees, after the region map has been completed, is the fact that wealth of the general population will increase as more players complete new maps. A rise in wealth, usually, coincides with a rise in inflation and eventually an economical collapse. Even though the removal of the fees appears to be a good idea in the short term, it will only be detrimental in the grander scheme of things.

(edited by asperbianca.3196)

Waypoint fees within area

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asperbianca.3196

I don’t remember what I was doing, but I had died right next to a waypoint the other day and had to pay around 1.5 silver to respawn at the waypoint that was right next to me. I agree that waypoint costs should be relative to the distance but I do not think that waypoint travel should be free in areas that are discovered; doing so removes the coin sink and opens the economy to inflation.

Another thing that should be adjust is the waypoint cost if you have to respawn. You already have to pay to repair your gear when you get defeated, the cost to travel to a waypoint should be reduced by a percentage relative to the distance from the waypoint. Examples:

Player X is defeated and wants to travel to WP 1. Player X is not that far from the waypoint. The normal travel cost to WP 1 is 1.39 silver. With a reduction of 2%, or .02 silver, the travel cost to WP 1 would be 1.37 silver.

Player Z is defeated and wants to travel to to WP 1. Player Z is on the side of the map opposite of WP 1. The normal travel cost to WP 1 would be 1.85 silver. With a reduction of 5%, or .09 silver, the travel cost to WP 1 would be 1.76 silver.

Player Z would have to pay more because they are further away from WP 1 than Player X is. The reduction in travel is less the closer the player is to the WP.

Please note that these examples are assuming that my math is correct.

Template for people that are about to make a thread here.

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asperbianca.3196

First, I must say that the OP made me laugh. I understand that you were trying to be semi-serious, but it was rather funny. If I were to be stuck reading complaints in that format, at least I’d get a little bit of enjoyment from it.

@Kailthir: Thank you for filling people in on the history about horses. I didn’t play GW1 so I had no knowledge of what had happened to them, and I haven’t seen anything in GW2 that explains their absence either.

I like the fact that there is no “trinity” aspect to this game; it leaves parties open and flexible while avoiding the “we only need (insert role)” dynamic like most other MMOs seem to have.

What I think so far...what could be improved...

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

I wasn’t referring to experience as in what is needed to level, but the experience that you get from playing the game in general.

Forum Suggestion

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Posted by: asperbianca.3196

asperbianca.3196

A character/word counter when writing posts or replies. It’s a bit tedious having to edit a post, over and over again, to get it within the 5001 (whatever) limit. It would save a bit of time to be able to know many words/characters that I have left in a post so I can adjust the wording and structure to accommodate for the limit before I attempt to post whatever it is that I had written.

What I think so far...what could be improved...

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

Also instead of downscalling the player to that area of the map, only downscale it for dynamic events and Skill challenge Some would say “but what about hearts?”, no need hearts aren’t really that challenging anyway and not all of them involves killing mobs so I don’t see why the need to downscale the player stats for hearts, Dynamic events on the other hand would require it, there needs to be a balance because the downscaling might seem a good idea to challenge the player but it also removes a little of the progression sensation.

Next is the push back, I notice that you can not push mobs off a cliff but they can push you, I find this absurd, wheres the fun in that, if ANet wants to prevent ppl from pushing mobs from cliffs, just give stronger mobs a passive skill that prevents pushing, but the rest should be able to be push-able.

I play a Ranger and its long range, the point is if I’m long range I will always look to be as far as possible from my target if possible in higher ground, now what iskitten is that most of the time If I have the high ground I won’t be able to hit my target it will just get in invulnerable state, this happens if the AI can’t find a path to me, this is fine if I’m in some point where you can only get by platforming, but more then often this isn’t the case where simply because of the AI limitation of path finding it will enter this state and prevents me from killing it, I mean whats the point of being long range if you can’t even take advantage of higher ground. The right way to do it is, 1 improve AI path finding and 2 when it doesn’t find a path run away from who ever is attacking it, but not healing it self up.

The downscaling is a great feature of GW2; it’s one of my favorites to be honest. I love the idea that I can get close to the same experience in a level 15-20 map at 80 that I could at level 15-20. There is little to no enjoyment rolling over everything.

I absolutely HATE being pushed off of a cliff, to my impending death mind you, by a mob. If the mobs can push us, we should be able to push them as well.

I believe the reason that the mobs were designed to go invulnerable, when being attacked off path, was to prevent people from glitching mobs and/or killing them without ever being in any sort of danger; this is a good thing. The thing that I don’t like about some of the mobs is that they are able to hit me but I can do no damage to them; they are either invulnerable when I try or my view is obstructed. If the mob is able to hit me, I should be able to hit them back, otherwise make me invulnerable to their attacks.

I can agree with improving the mob’s path to get to the player, or making them run away from taking damage when they cannot see the source of it, but I can’t see being able to stand on a ledge above a troll, for example, and being able to snipe it.

Game Improvement - Suggestions

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

Suggestions continued:

Dailies: Add a random variety to daily rewards. At level 80, for example, there is little need for fine transmutation stones, so I don’t find myself working to complete dailies anymore.

Map Completion: Make the rewards for map completion appropriate for the actual level of the player instead of the adjusted level. At level 80, I have no need for level 39 items.

Activities: Please put in more activities; the keg brawl isn’t enough.

(Sorry for the numerous posts, the limit prevented me from posting everything in just one post).

Game Improvement - Suggestions

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Posted by: asperbianca.3196

asperbianca.3196

Suggestions of my own:

Ranger pets: Make pets stay stowed until called out. It’s a bit aggravating having to re-stow a pet when you fall.

Player embraces: This is a feature that I really miss from a previous game I played. Please allow players to be able to hug, and kiss, one another. For example: Bob wants to pick up Mary, so he sends the request. Mary gets the request to be embraced by Bob and approves. Bob picks up Mary and is now cuddling with her. The request window does not need to be too large, just big enough for it to be seen by the receiver.

Marriage system: I have seen this requested by numerous players and, in a way, I would like to see it done as well. As mentioned earlier, I play this game with my BF, and in the last game that we played together, we were married. Not to be too touchy feely on the forums, but I miss being referred to as his wife. Now, if a marriage system were to implemented, I would hope that there would be restrictions set for it. Some suggestions would be:

- Must be X level to marry
- Marriage must be done in Lion’s Arch (since it’s the hub of the game)
- Marriage will cost X to be done
- Divorce will cost X to be done (should be a percentage of the cost to be wed)
- If player x is the one that gets the divorce, then player x must wait x amount of time before being able to get married again

Of course, a marriage system would have its benefits, like:

- Gold, EXP, or drops would be better if married couples were within x amount of range of one another
- Added, quick, daily that would reward the couple with a random prize appropriate for their levels
- Titles that can be displayed over the character’s head to indicate their in-game spouse. This feature would have a toggle switch so that the players can choose to have it displayed or not and a switch so that players can choose whether or not they can see the spouse’s name displayed over other player’s characters.
- A chapel to host a ceremony that is attended by all of the major NPCs in the game as well as players that are invited by the couple. The chapel should be located outside of the bustling center of Lion’s Arch to help reduce lag for players with low end machines. Ceremony would cost x amount of currency to host; decorations, invitations, and events would all be extra; completion of the ceremony would award the couple with an exclusive set of town clothes (that cannot be traded or sold) and the guests with rewards appropriate for their levels, adjusted to reflect their participation in the ceremony events. The ceremony would not be required to get married, but it would be required to obtain the town clothes.

Mounts: I have seen this requested numerous times and do not think that it is necessary with the amount of waypoints to get everywhere, although I would admit that it would be nice to have the luxury of riding a mount across large maps like Wayfarer Foothills and Lornar’s Pass. IF this feature were to be implemented, I would suggest that:

- Not usable in cities.
- Require x amount of currency to be purchased.
- Require maintenance, i.e. food, water, and healing if needed; maintenance will only be required while the player is online.
- Will display a level of AI; the better it is cared for, the better it will perform. Basically, if you starve it, the most you will get out of it is a slow walk.
- Will be able to swim, but they will move much slower.
- Movement will adjust according to the terrain.
- Adjust in size according to the rider.
- Can be purchased via a stable inside the starting areas. Different mounts will be available for purchase depending on location: i.e., you will not get the same mount from Metrica Provence as you would in Queensdale.
- Account bound upon purchase and take up an equipment slot rather than an item slot.
- Will fight or flee, depending on how well it is take care of. I.e., it will fight if it is properly cared for and flee if it is not.
- Cannot be revived upon death. They can only die if they fall from high places; if their health gets too low in combat or exploration, they will return to their “bag” and will be un-usable until fed and watered. If a mount were to die, the player would have to wait x amount of time before being able to purchase a new one.
- Must be appropriate for the theme of Guild Wars 2.

Town Clothes: Would like a wider variety of town clothes to choose from; more feminine ones would be real nice. Also would like to be able to display town clothes outside of cities without losing the ability to combat if desired. We can wear our armor in town, and use skills, so why can we not do the same on the world map?

Chat spam feature: Set it to where a player cannot repeat the same message within x amount of seconds. Last night, for example map chat was spammed for a while by one person recruiting for their guild; any other communication that was attempted was lost in the spam.

Game Improvement - Suggestions

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Posted by: asperbianca.3196

asperbianca.3196

In response to Azulia:

Ability to send guild wide mail: Would save a lot of time delivering messages to guild mates. Wish I had this feature in the other games where I was a guild officer…

Ability to send officer mail: A mass mail to the officers or a single mail to an officer? Either way, I believe it would be feasible to just use the normal mail feature, but that’s assuming that there aren’t many officers either.

Chat channel for officers: I think it would be easier to implement player created chat rooms rather than coding to identify which guild members are officers and which aren’t to prevent non-officers from accessing the chat channel.

Logging notifications of guild members: The only way that I can see this not being an annoyance is if there is a toggle for it.

Last three listed in guild suggestions I wholeheartedly agree with. Please keep in mind that I am not currently in a guild in GW2, I haven’t found any that interest me enough to want to join; my opinions are based on leadership experience in guilds from other games.

All of your party suggestions have my agreement. I play this game with my BF, and we both have children, and I can’t tell you how many times one of us would have to go AFK in the middle of something, which means that the other has to stay put to make sure that no one dies. But yes, that little blue dot is so hard to find some times.

Friend log on notification: You already have this, you just have to activate the game messages in your chat box. However, I would suggest making it a stand-alone feature that can be toggled via the friends list rather than the game messages. It is rather annoying to get spammed by “Obtained 1 Mythril Ore” when all that you want is to know when your friends log on.

Duels among party members: If duels were to be permitted between players in general, then this wouldn’t be necessary.

Gear inspection: I have always been wary of this feature. Yes gear does help a player, but I have seen many players, in this game and others, with less than par gear, outperform players with endgame gear. My concern with implementing this feature, in this game, is that it will enable the player base to become more discriminative when forming parties, i.e.: “Looking for Ranger for SE. Must have upgraded rare equipment. Link gear if interested.” This would put out all of the rangers who don’t have the gear being requested, even though they are a better skilled player. The only place where I foresee gear inspections being a feasible option is when a guild wants to partake in WvW, where gear actually does make a difference to a degree.

Ability to change appearance: Would like it if it included additional options on top of what you had available at character creation.

Emotes directed towards people: You can already do this with the command: /me (insert action). For example, /me waves at Fluffy. would be displayed as Trameria Waves at Fluffy.

Inspect players: If it’s just the stats, then I would agree, as long as it has a toggle to block inspections. But gear, please refer to the previous section.

Titles: Yes! If we earn it, why can’t we show it off?

Wardrobe option: I would imagine that it would free up inventory space, right?

Ready check: Would this just be for entering instances? If not, then I can see it becoming an annoyance in the world map.

Target assist window: I do not think that a window is necessary. There is already a target calling system implemented in the game, and I think that if someone needs help with a mob, then they would be able to call for assistance. Adding yet another window will just clutter up the screen for players with small monitors (I am not included in this group).

Leader designated target caller: This should be doable just by talking it out in party chat or through a VOIP program such as Ventrilo, Teamspeak, or Mumble. This opens up the possibility of abuse from the squad leader in designating party members as target callers who do not wish to call the targets. If a team cannot reach a mutual agreement via chat or VOIP then they should not even be trying to work together in the first place.

Highlight and copy chat: I would be more interested in seeing how this would be implemented. I am not saying that it is a bad idea, I personally like it and can see its usefulness; we don’t always have a pen and paper ready at hand to write things down.

More emotes: I would like more emotes, but everything listed can be done through the /me command. If anything, I would prefer that the emotes be changed into an action menu that can be accessed through a button at the end of the chat bar. Instead of typing out what you want to do, you would just click on an icon in the menu and hit enter. But I think that would require more coding than just throwing in a few new ones.

Forum Suggestions

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Posted by: asperbianca.3196

asperbianca.3196

See! I never saw that XD

After a while, everything seems to just blur together. x.x

Deleveling---Make it a toggle.

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

I do not agree with this suggestion. If I want to feel like a “god” I’ll go try my hand at PvP or WvW. The level adjustment system in this game is great; it allows the players to be able to enjoy every map, regardless of the level that they are. I just do not foresee getting any enjoyment clearing a level 20-30 map, with my 80 character, with an effective level of 80. In all of my years playing MMOs, I have never enjoyed just steam rolling my way through anything, PvE and PvP alike.

Forum Suggestions

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Posted by: asperbianca.3196

asperbianca.3196

Since I couldn’t figure out where to put to this, I decided to put it here. I apologize if this is the wrong location.

I think that the forums could use a few sub-forums to make navigation a little easier when looking for threads related to a specific topic. I know that there is a search feature, but even that can be a hassle some times. The two areas where I have seen where forum sections would be incredibly useful are the Crafting and Guilds forums. The Crafting forum can be broken down into professions and the Guilds forums could be broken down into servers. It becomes a headache looking for things in those two areas and having to sift through all of the needless information located in them.

Also, it would be nice to be able sort the forums by number of replies, number of views, and popularity (adding a “helpful/like” feature to posts).

(edited by asperbianca.3196)

Sep 25: The Big Announce

in Guild Wars 2 Discussion

Posted by: asperbianca.3196

asperbianca.3196

Most groups, from personal experiences, arranged by dungeon finders end up being horrible! I would rather construct the group myself…

Sep 25: The Big Announce

in Guild Wars 2 Discussion

Posted by: asperbianca.3196

asperbianca.3196

I would only accept a LFG tool if, it only worked on your sever. No cross server. *No duels… Duels are for scrubs and chumps who cant get it up in PVP. *

What is the differnce between the current Tourneys and what you want? I have not played PVP yet.

No. Duels are for pros who want to show their skills or fight their friends.

Duels are also a good way to test combos and strategies for other PvP related activities.

More vendor filters: items i cannot use, items i already own, etc

in Crafting

Posted by: asperbianca.3196

asperbianca.3196

Speaking of recipes, does anyone know of a place where I can find a list of what NPCs, and their locations, that sell recipes? I want to learn every cooking recipe but seem to be having an issue locating them all.