I’ve collected all 401 dyes. May I please have an achievement? :3
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Posted by: roqoco.4053
pretty nice – but I can’t imagine u did that just from drops.
In the great scheme of things any improvement, if at all, by doing something like this would be minimal. I can think of 1001 things the devs would be better working on first.
I agree – would be nice to have variable sized dungeon groups from 2 up to the largest size they can handle. Maybe when ANet can get the mob scaling working better they will consider adding that kind of feature.
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
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Posted by: roqoco.4053
I LOVE LOVE LOVE this idea.
Death means literally nothing in this game, both in PvE and PvP, this solution would at least makes it mean something in PvP.
In WvW you have a long run back and have to pay repair costs – that’s a lot more onerous than it is in many other games, where u’r back in action almost instantly – wot do want anyway? Permadeath or something?
ur a thief, so you need to wear medium armor and can’t wear light armor. Clearly allowing that would be a bad idea, since then it would be harder to differentiate between different professions. In an MMO as in life you have to accept at least partially the consequences of decisions that you take. Anyway there are a ton of different armors in the game and surely you can find something you like.
Think they just need to make the increase in waypoint cost on levelling less steep. I don’t think it was meant to be something that makes you run everywhere to avoid paying the fee.
Ooh, so MithranArkanere and Tyncale – so would it be better to ONLY have exp bonus on higher level food and not low level? I could dig that.
After level 80 it’s fine to have XP on food since you can’t level any further and the XP translates into aquiring skill points faster. Not that one really needs ways to accelerate that…
Why? With downleveling in this game your actual level is almost meaningless. .
Uh, yeah, once you’re level 80. So it is meaningful. Level restrains accessible content.
The food bonus is ridiculous either way, it is plain silly to complain about that.
Food can give u a very large magic find bonus that stacks with armor bonuses. People use that in order to farm to get their high level armor, since you earn gold quicker that way. IMOP any mechanism that encourages farming is not a good one. No idea what they were thinking when they added this to the game.
Do you think the game is so hard that the extra bonus makes or breaks a character? There is no need to use any consumables in the game. You can play it just fine without them. Heck, it might actually make the game a bit more challenging when you overlevel the content, which was another of your complaints.
U completely miss the point and clearly don’t understand the OP’s issue – the game isn’t too hard it’s too easy (at least open world & events are right now) and XP bonuses overlevel u and make it even easier, particularly since as the OP says u get XP for everything. So additional XP is not welcome to some people. Try reading previous comments in the thread next time.
If cooking and food are going to be an interesting mechanism, then for those of us who aren’t trying to rush to max level, but prefer to do the content more slowly, they need to remove XP bonuses. In fact other options to slow down levelling would be good too – am already way over level on my second toon.
This is not a good request. Leveling speed is completely subjective. Some will feel it too slow, some will feel it too quick. Even if they removed the xp bonuses, you would still feel it too quick, and others would feel it too slow. So leave it as it is.
If levelling speed is subjective as you say then surely people should have the option of not being force fed levelling food in order to get the other bonuses on it. For instance if u want to eat some magic find food (which is a lot more convenient than having it on your armor) why does that need to be combined with an unwanted XP bonus?
@ You’re downscaled anyway to the appropriate level for the area….
No you aren’t, you are downscaled to 2 levels above the content you are doing and further your traits/skills make you a lot stronger than that.
Since the open world content is really too easy (as it now stands), you get more of a challenge a few levels below the content. Really, I think they need to return to at least the level of difficulty they had in BWE1, for instance ATM when i resource gather in lower level areas I don’t even need to stop gathering and fight off mobs since they are essentially harmless…
Agree with op. Mostly, I’m trying in the game to lower the amount of XP I get as I like to explore the content thoroughly and not overlevel – content is really more fun a couple of levels lower than area level. For that reason the additional XP you get from food is not at all welcome.
Badges of Honor need to be rewarded for more than JUST damage/kills
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Posted by: roqoco.4053
I agree that it seems a bit wishy washy with regards to when you actually get a badge.
It’s also an absolute pain to keep having to loot the bloody bags for them. If your zerging with 50 people and you get the bag its not so easy to actually see it with 50 people running over it. So you tend to miss many of them because of this.Can it not just go to our inventory straight away?
Yeah – something like this would be good – you don’t want to be rushing around looting in PvP anyway.
The drop rates for special crafting items (totems, claws, blood etc.) are fine, maybe in fact too high. They are probably set so as to prevent people from easily levelling two crafting disciplines at the same time – which would, of course, further increase supply. I have been able to keep armor smithing in sync with my toon’s level with minimal TP purchases – but, you wouldn’t (and shouldn’t) be able to do that if you are a rusher. In any case increasing the drop rate would just make them worthless on the TP and exacerbate the problem of over supply of crafted items.
Requests for increased drop rates are just another example of people wanting to get everything easily without putting any effort into actually playing the game. But remember, if you get everything easily so will everyone else and that just devalues the things you can craft. What Arenanet need to be looking at is not increasing drop rates, but finding some way to make Armor & weapon items of more value than 1c above vendor prices. With the incredible over supply that exists currently that isn’t so easy.
Doesn’t take a moment to click the report button and choose spammer in the drop down.
Hopefully, it’s just that they haven’t got around to adding this yet. Presumably, if a gold sink is needed they could charge you for another book when you unlock a new build template. Would prefer not to be charged for flipping between the different trait builds tho.
@ I’m pretty dam serious about the game, that is why the betrayal from Anet hurt me so much.
This is nonsense talk – really you should be ashamed of yourself. Arenanet make decisions for the good of the game and have a total right to change their minds about features. Many of us understand very well and agree with why they changed their mind on this one – from a tentative comment made a long time ago in beta.
So no more talk about “lieing” and “betrayal” please – it’s just makes u look ridiculous.
Since the target focus is the mouse cursor that’s where the range indicator needs to be, I think. It could change color according to range i.e. 600, 120 etc. or there could be a range ladder. Range is a particular problem on those skills that go off and do nothing when you are out of range – can be really annoying to lose the cooldown.
It’s complete nonsense: Arenanets own manifesto video is far and away better than this trailer which up to a few seconds from the end could be marketing almost anything at all.
Part of the problem is player attitudes. GW2 has launched with a huge amount of content compared to previous MMOs. But many players think that the only way to play an MMO is to race to level 80 as fast as possible to do some endgame that doesn’t actually exist in GW2 (and really we’ve known that for a long time). Whilst I’d love to see them add some more challenging content at every PvE level (including level 80), I don’t see that happening for some time: There’s just so much for them to do ATM to smooth out the existing gameplay, make DEs scale better, fix the economy, itemisation etc.
Guardians are already highly influenced by the paragon design in GW1. And it’s not enough to come with a few changes for a new class that are basically just cosmetic. You (or rather Arenanet) need to design a whole class mechanism that plays out differently to the other classes. That’s not so easy.
This would be convenient.
Normalize Cost of 1h vs 2h weapons please, stop punishing dual-wielders?
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Posted by: roqoco.4053
Well maybe – more important though is that they rebalance the entire weapon system and reduce supply. Blue items shouldn’t just be vendor/salvage trash.
There should be a penalty among other things to discourage the ninja problem that was rife in Guild Wars 1. I think the way waypoint and repair costs scale ATM is too extreme though. I have no problems zooming around the map and repairing at low levels, but it becomes a drain as you level.
A bevy of assorted suggestions for multiple facets of the game
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Posted by: roqoco.4053
Some reasonable suggestions. Race/profession changes seem to be going a little far. If you want to do the other personal stories or another profession just make an alt. If your character doesn’t work out just make a new one, whats the hurry? – the game has plenty of content so alts can do different things.
There is actually some solo/duo dungeon content – i.e. the caves and sometimes mountain passes, that are slightly off the main routes are essentially mini dungeons. Some of them are hard to solo, but usually doable with two. I think this is the way Arenanet should go for the most part – i.e. more (much more!) content that is a bit challenging slightly off the beaten track and that’s integrated into the open world gameplay.
The formal dungeons feel like a throw back – they have nothing to do with the open world play are much too long so that people with RL commitments often have problems, don’t have decent loot and aren’t really that interesting, with puzzle encounters that need to be done some specific way rather than challenges that test combat skill & class cooperation.
*Crazy Idea* Enable *Trading Between Players* Without Using Mail System
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Posted by: roqoco.4053
@ “No I don’t want /Map filled with trade chat, but that’s why you create a specific trade channel for it, and make it easy to use in the UI.”
But people don’t bother to use the trade chat, they know that most people don’t look at it and spam the main channels instead.
Don’t see why mail is any more impersonal than F2F trading or less immersive – maybe its the name or something: they are both UIs for transferring stuff. Just right click on an item and send mail – what could be easier.
Its bewildering to me that some people become so attached to features of other MMOs that they can’t adapt to a simple change like this – which is there for very good reasons.
*Crazy Idea* Enable *Trading Between Players* Without Using Mail System
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Posted by: roqoco.4053
This old chestnut has been done to death in so many threads already. Use the TP for trading and GW2 doesn’t have the problem of everyone spamming the main chat channels with trade stuff – since noone will be stupid enuf to trade with strangers over mail… will they?
Have you tried WvW? You die constantly
Ooh, please get matched up against my server, I need more medals of honour…. Seriously tho I agree that travel cost are too high and force u to stick in one place, which doesn’t seem to be in the spirit of the game.
Agree. Think the loot upgrade should probably apply to dungeons too – really nothing to see loot wise in AC after you get above level 30.
Suppose the problem (in both cases) might be that making loot character level based would encourage people to wait until they were level 80 to do them.
(edited by roqoco.4053)
Please please please. Remove the black bars (not resolution issue)
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Posted by: roqoco.4053
Black bars? Haven’t noticed that. Can u be more specific?
Fire skills on ele (and maybe engi) seem to be the main culprit/s.
Can’t believe this is the first such suggestion: This was in GW1, so its just a question of when resources are available before we get it in Gw2, I reckon. Don’t see any changes in philosophy or whatever that would make Arenanet leave it out.
yes – its a little annoying having soulbound crafting tools, don’t see why they aren’t account bound either. In general soul bound items in GW2 are annoying and don’t fit well with a game where the bank storage is shared over all your toons: “this item is soulbound to another character” … yeah but which one.
@Jack: “Your last quote is the most revealing of your true intentions behind making such a questionably supported argument above. Your issue is with people having the time and dedication to spend on getting high level gear within a short amount of time.”
Yes – if they disrupt the enjoyment that other people are having in actually playing the game as it was designed. Prestige gear in Guild Wars is cosmetic (mostly) – it’s designed to be a long term incentive to play the game. It’s not there to encourage bots and farmers to stand around spamming some rote sequence in order to exploit some imbalance in the way Arenanet have allocated the loot.
By playing in this way you are just as negative to the gameplay of other people as bots are. What is intended is a community of players who join up to achieve some feats of derring do – not a load of geeks who have nothing better to do than stand in one place, ignoring everyone else in the game just so they can rack up some absurd amount of in game cash and screw the economy.
All in all it’s a thoroughly selfish way of playing and not only acts against the gameplay, but any reasonable interpretation of how people should interact in a social environment – try behaving that way with your mum, dad, family and RL friends – Ok so you wouldn’t – then don’t inflict it on other people either.
I think drop caps are great, the encourage you to move around and not sit there farming the same mobs over and over.
Nothing more annoying for a player trying to do a heart task or DE than to find some farmer endlessly killing the same mobs.
I think the reduced drop rates, and bonus XP for monsters who have been alive for longer is a really elegant mechanic Anet put in.
Having a load of boring farmers who don’t want to play the game, but exploit some cash loop hole is probably as bad as having bots. The game is meant to be cooperative not some opportunity for boring drones to farm digital cash and ignore everything else in the game.
EDIT: Screwed up my reply quote – thoroughly agree with Camierus POV
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(edited by roqoco.4053)
Agree, but not only in the mists, but in PvE outposts too would be nice. Really those banking cash shop items are one of the only downsides of the cash shop (which is fine otherwise) and I don’t imagine they will be very popular anyway – think i’ll probably just delete all the golem bankers my toons got from DCE.
Have been in PvP like 4 times and have 79 kills – well over the 50 requirement for monthly. Its a good way of encouraging people to participate in more parts of the game. Only monthly thing I’m not completely happy with is experience survivor – since that tends to encourage artificial gameplay style that doesn’t translate well to playing with other people.
I believe fishing is something Arena Net said they want to bring into the game at some point. I can’t find the exact quote, but they pretty much implied that they were working on getting it right before implementing it. Depending on how that was done, it’d be a brilliant way to bring more action to the lakes, rivers and oceans of Tyria!
Would love to see a good implementation of fishing, but not holding my breath – which reminds me I need to upgrade that breather…
I think this is a pretty good idea LoreChief – lots of complainers about personal trading etc. but none of their griefs seem very convincing.
Making dyes account wide would mean that once you’d found a black dye you’d never need to find another. Really the current system is already maybe too generous
It could be, ‘cuz, as it is, once you find five black dyes, you’ll never need another. So this system is just delaying the inevitable scenario you’ve described. Sure, some people will pick up more character slots, but that’s just another delay, right?
Will it be enough of a delay? I’m hoping so, but I don’t see how there’s any way of knowing for sure.
Good posts Hydrophidian – and nice to know that some other people are in it for the long term. GW2 is a huge achievement by Arenanet and we need to make the most of it appreciate that MMOs like this are not going to be released every 3 months.
For some players, a trading post is seen as a mini-game and, as such, is a draw. I look forward to crafting and trading dyes, so I’d be very concerned about any change that might dilute the vibrancy of this market. I fear that making all dyes account-bound would do just that (I myself already have more colors than I ‘need’).
Of course it would do just that. Making dyes account wide would mean that once you’d found a black dye you’d never need to find another. Really the current system is already maybe too generous – in GW1 you had to get a bottle of dye for each and every armor piece – that ensured that black dye stayed rare throughout the lifetime of the game and was one of the most valued items. People complaining about the much more lax system in Gw2 is beyond belief.
I don’t quite understand why game companies can’t implement a filter that checks the text in an email and refers it to tech if it contains the name of a gold spamming site. Surely they don’t need scads of people to report these messages if they had something simple like that – that’s what the spam filter on my RL email does after all.
Dungeons are too long, people leave and stuff. That was a direction they were heading in Eye Of The North that I really didn’t like and has got even worse in GW2. The best PvE content by far IMHOP is the mini dungeons that are scattered around the world. With a small group these can be quite challenging and are a total blast. Just wish they’d add more of this kind of PvE – the open world mobs and events are (mostly) way to easy especially when zerged – can count the ones that have failed on one hand.
Thiefs should get sniper rifles, not Rangers, we don’t even have that much to choose from for weapons…
Thieves (& guardians & engineers) should have crossbow – that’s a stealth weapon in RL and much more in keeping with the thief idea than a rifle.
Rangers use bows of course – if they want to add more weapons for rangers they can have different types of bow as in Guild Wars 1. Rangers using rifles is contradiction – a different profession altogether.
@ and then I have to restart the whole dye collecting thing from zero
That’s precisely the point. If you had all the dyes when you started your new toon, then dye drops would be useless to you – and they wouldn’t fetch much on the market either, because everyone else, except a few late starters, would have them all too.
Just change your behaviour and use the dyes you collect on your current character. I’ve already found many rare & uncommon dyes and can create a more original look, since everyone doesn’t have exactly the same dyes too.
This is just another example of people wanting everything in the game on a plate – but when they get it they then complain that there is nothing left to do or that the rewards aren’t good enough.
wouldn’t mind a key that turns this on whilst it’s pressed, just to make sure I know my own name… and to see my character as others do.
Instead of having an LFG feature for dungeons (or maybe in addition there’s no conflict) it might be a good idea to use GW2’s multiple guild feature, except that special guilds created by Arenanet would exist for doing particular content: such as Ascalon Catacombs Guild etc. You could represent these guild in addition to any other guilds you are a member of (and need not unrepresent to be a member).
When you want to do a particular dungeon, all you’d then need to do is to join up with the particular in game guild group and it would have its own chat channel for fixing up groups, arranging comms etc.
One advantage of this is that you don’t get stuck in a long two hour dungeon with a random PUG, but can set everything up, such as voice comms etc. beforehand. You could also get an idea of what people are like by following the chat.
This idea could also be extended to other areas where people share an interest, such as WvW and you could even have things like an “explorers” guild for people who like exploring.
Membership in these guild groups might elapse if you were not active in them for 24 hours (so you don’t have to resign when yr done with the content), but you could always rejoin by seeing an NPC in town.
In practice, I’d never use a PUG finder, since dungeons are a much better experience with voice comms and you just need one idiot in the party to leave half way through or be unpleasant .