Showing Posts For roqoco.4053:

100% zone map completition = cheaper waypoints in that zone

in Suggestions

Posted by: roqoco.4053

roqoco.4053

+1 great suggestion for porting within a map.

As to waypoints in general, they are annoyingly expensive the higher the level you are and since I never have any money I usually walk everywhere. But, it becomes a serious impediment to playing the game if the walk is a long one…

The only problem being that if you take away a part of one gold sink, it’s going to be necessary to add another.

Major Fixes that Anet needs to Address for PVE.

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Posted by: roqoco.4053

roqoco.4053

@Fluffydoe & Huknar

Good points – I particularly agree that the renown hearts are a bit directionless. Since they are essentially sequential they should be used to tell the story and have tasks that are relevant to the story. There is a bit of this in Kessex Hills, for instance, but then it degenerates into put the squished frogs in the bucket and stuff like that – not that I mind some of those, it’s just that the main theme of a heart should surely be story related.

Please remove drop caps for farming the same monster!

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Posted by: roqoco.4053

roqoco.4053

@Maybe have a popup asking a simple question whenever a player kills like 50 of the same monster in a short time frame (not counting DEs)?.

This has to be one of the silliest suggestions I’ve seen – you do appreciate that many people actually play the game as intended, as a virtual world. Popping up dialog boxes every five minutes is just about the worst way of destroying that experience that I can imagine.

Please remove drop caps for farming the same monster!

in Suggestions

Posted by: roqoco.4053

roqoco.4053

@deal with the bots

There’s really no essential difference from the economy’s point of view between a bot and someone standing there spamming skills. They both negatively impact the economy and other players. So, any measures they take against botting that also effect farmers are very welcome in my opinion.

Also it seems, some players have to be lead to the water and made to drink – playing the game is surely much more enjoyable than standing in some spot (or doing some rote schedule) farming materials all day.

What exactly is it that you farmers want to get out of a game?

Don't make jumping puzzles compulsory

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Posted by: roqoco.4053

roqoco.4053

Vistas are a lot of fun – and having them for map completion is a good way of making people calm down a bit and stop rushing through the content. Besides they use those vistas to make some interesting out of the way content that gives you a sense of achievement when you find it.

Weapon Suggestion Crossbow

in Suggestions

Posted by: roqoco.4053

roqoco.4053

Had exactly the same idea as you. Guardian really needs a decent ranged weapon. But, not much point giving cross bow to warrior (at least as things stand) as they already have decent ranged weapons in rifle & long bow (and warrior is my main). Van Helsing style crossbow would seem great for engi too. Lastly how about for thief? – fits well to have a thief with a sort of ranged stealth weapon – a role a crossbow is sometimes used in.

Agree with ranger – rangers use long/short bows that require lots of practice and it’s part of their definition. Was glad to see they couldn’t use firearms either.

Fill Invisible Bags/Lockboxes last

in Suggestions

Posted by: roqoco.4053

roqoco.4053

Yeah, arranging your bags in order neatly solves the ops problem. Kudos to Arenanet on the inventory system: It’s easily the best in any game and should be widely copied.

Dyes - Please make them account bound.

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Posted by: roqoco.4053

roqoco.4053

Much better the way the are doing it now. I’m an altaholic and love getting and assigning dyes to my different characters – they don’t all want to dress in black anyway. Make the dyes account bound and you soon remove all the interest from the dye system, unless you massively reduce the drop rate and make them untradable.

More skills per weapon to chose from

in Suggestions

Posted by: roqoco.4053

roqoco.4053

We understand that, Roqoco.

What we are asking for, if you’ll read the thread I linked to above, is to be able to choose some different skills for our chosen weapon when out of combat.

Read the thread I linked to, it’s a good read even if you don’t agree with it, and it will clarify what I’m saying here.

Yes I did have a look at that. I think it’s obviously a nice idea for players (in fact I suggested something similar in beta) – but the main reason Arenanet haven’t done it (yet) is that they have to try and avoid the incredible balance issues that they had in Guild Wars 1. Of course whether they add more weapons or allow some limited changes to existing ones amounts to pretty much the same thing. Having more weapon types would also benefit the economy.

No doubt when things calm down a bit (there still seem like a huge array of issues that need addressing) they will consider this kind of idea more closely.

(edited by roqoco.4053)

Daily and Monthly Acheivement Rewards - Inconsistency

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Posted by: roqoco.4053

roqoco.4053

Probably best if they give some other reward than gold (not karma either) for daily events, that is more like the mystic coin (black lion key or transmutation stones would be great for instance, but they may consider those too much) to avoid this problem. Was rather annoyed today, because the group I was playing with had to zap onto their highest level characters to finish the daily event in order to get better reward – seriously disruptive.

Please remove drop caps for farming the same monster!

in Suggestions

Posted by: roqoco.4053

roqoco.4053

Farmers are almost as bad as botters in their effect on the economy so it makes sense to try to avoid the economy problems that other MMOs (and GW1) had with farming. Just play the game for a reasonable time and you get quite enough stuff anyway – too much in my opinion. In addition I reckon that magic find should be heavily nerfed or removed; its a mechanism that increases already high drop rates and devalues everything on the TP.

IMOP itemisation & drops is something that still needs a lot of work.

Sorry if you can’t then get your exotic armor in a couple of days of farming – but what is it that you intend to do in the game once you do get it?

Make gap closers move you forward.

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Posted by: roqoco.4053

roqoco.4053

you can do this by double clicking the ground in front of you, before firing off the skill, to make sure you don’t have an enemy selected. May have to check double click to select in the options, not sure what happens if that isn’t selected.

More skills per weapon to chose from

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Posted by: roqoco.4053

roqoco.4053

The horizontality in GW2 is not on single weapons, but in your ability to choose between different weapons. So you that’s how you change your load out and build. No doubt Arenanet will add more weapons in the future probably with expansions. And while they are about it will Arenanet please give my guardian a decent ranged weapon that’s a fun as the warrior’s rifle and doesn’t fire its projectiles at 1 mph? Crossbow would be good I think…

Bound to Server

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Posted by: roqoco.4053

roqoco.4053

Clearly you can’t have players going off and spying for the other side in WvW or choosing their side based on how good the servers are, so it makes sense having that account restricted. As to other stuff – there will be a guesting feature, but it isn’t implemented yet.

One thing I would like to do is to be able to represent both an EU and a US server, since I am an EU member of an international guild with players all over the world. That wouldn’t be a problem for WvW since the EU & US leagues are separate.

The broadcasting of events should be removed

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Posted by: roqoco.4053

roqoco.4053

I don’t imagine that Arenanet would want to remove the event notification system. But, one thing they might do is to remove the notifications earlier, particularly if the event is already well subscribed:- It’s annoying to run to an event and find it in its very last stage or being heavily zerged. So basically events should only be announced if they 1) have a substantial time left to run and 2) are not currently being zerged (surely possible for Arenanet to calculate that).

In addition to that they might add new events that can overlap in area and timing with current ones and that are triggered by the size of the population tackling the first event. For instance, if people are zerging kraits attacking from the sea, then an event could be triggered that makes undead attack from behind as well. The advantage of this approach is that with low populations either event might happen on its own, but when the zerg exceeds a certain threshold both events would occur simultaneously – so no content would be wasted.

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: roqoco.4053

roqoco.4053

I’ve long thought that downscaling to two levels above the content wouldn’t provide a challenging experience on revisiting an area, especially given the additional abilities and gear that you have at a higher level. And in fact although you can’t one shot everything at lower levels it’s pretty close. Probably instead of scaling events just for numbers the devs also need to take into account the levels of the participants in some way. Without that there’s little chance of an event failing when there are higher level players in an area.

Bad dynamic event design

in Dynamic Events

Posted by: roqoco.4053

roqoco.4053

If you levelled up to the level of each heart just by doing all the content in an area, then if you did anything else, such as crafting, city exploring, WvW etc, you would always be over level and remain over level for the rest of the game or have to skip content. The fact that areas don’t give all the XP needed to level is an essential part of the non linear gameplay in GW2 and the fact you get XP for almost everything. Even with this XP gap, if you do a variety of other things, it can be hard not to overlevel.

This is one thing that Arenanet really shouldn’t change. Players just need to learn to smell the roses and not get fixated on a sequential path to max level where you have to fill up a tick list of content.