Feedback talk:Developer updates/20110303

Finally those EOTN cutscenes will make sense! It always bugged me that heros I couldn't take with me would show up to back-talk everyone (I'm looking at you Vekk) then dissapear again when the fighting started. But mostly I'm happy that I won't have to figure out death levelling! Kinda disapointed to find out if I'd waited a year I could have done my combined Survivor/LDoA character, and the dedicated survivor seems a bit pointless now. But mostly yay for no death levelling! 86.163.215.69 09:51, 4 March 2011 (UTC)

The minion UI is the one I find that has been a long time coming. That's always been the one thing that's prevented proper minion control. I mean hovering over your minion with your pointer to find out which one was degen'ing the fastest is pretty tedious. BeeD 19:12, 4 March 2011 (UTC)

Minion UI
Spirits appear also in the Minion UI. If you left your spirits somewhere and you spawn the same spirits again (without having the identical spirits in range to die when you spawn them again) you will have them listed again in the minion ui (it will just show 2 spirits with the same name, this is kinda normal cause you actually control 2 spirits of same type). So this is usefull for st and for sos also (cause you can see the hp of the spirit and what spirit died).Thedukesd 19:10, 6 March 2011 (UTC)

Hold more than 3 Z Vanqs
This mainly has to do with the annoying problem on the Tyria Continent which is many zones aren't connected to any outposts. Which means people need to run through, fight through or entirely vanquish an area. This isn't that big of a deal in some places, but for example; Lonar's Pass is connected to Beacon's Perch, BUT you can only have a 6 party team. This does make this zone more difficult to vanquish. A better idea would be to start from Camp Rankor, so you have 8 people. But that means you need to vanquish one HUGE zone, then another small zone, just to get to Lonar's Pass. Vanquishing these areas yields little reward, because there are no other title tracks associated with them. My plan right now is to just wait for at minimum the Snake Dance Zvanq, but that might take weeks. And in the meantime, there are other areas that I wish I could chain vanquish, especially around kryta from Temple of Ages. But I can't chain vanquish more than 3, and there are many places were chain vanquishing would be nice.

My point is I feel we should be able to hold a few more z vanquishes. Maybe 6? We don't need to go over board and have like 20 or something, but 3 just isn't enough for the heavy load of Tyrian vanquishing. I can't be the only one with this problem. --24.159.206.18 14:14, 29 March 2011 (UTC)
 * You are not alone in it, altough i myself have already completed vanquishing i did alot of multiple vanqs in one go in tyria. Mainly the Crystal Deserts from NF, Reedbog/The Falls, From Yak's/Ascalon Foothills/Diessa Lowlands/Flame Temple Corridor/Dragon's Gullit, Tasca's Demise/Mineral Springs, Scoundrel's Rise/Griffon's Mouth/Deldrimor Bowl, Anvil Rock/ Iron Horse Mines/Traveler's Vale ..all are multi zone vanquishes wich vary from 2 up to 4 or even 5. Altough some areas are easy to reach like ascalon Foothills and The Falls the Droknar's Forge run Vanquish is everything but an easy reach since it contains many troublesome mobs to reach and not to mention the sheer size of Lornar's Pass wich you have to go trough for an 8 man party vanq (even if it's from Deldrimor Warcamp). It has always been best for proph to do multiple vanquishes at once so having those areas following up eachother on a day's base when they are available saves alot of time and annoyance. And even if it were just to be one area players will simply vanq areas in between since it will be more profitable for the vanq title instead of waiting for the next Zvanq quest for the required explorable. Damysticreaper 14:40, 29 March 2011 (UTC)