User talk:The Lord Protector

Improvement Notes:

1. Front Screen - should give users option to change the log-in page look (It is tedious and off-putting to have the same opening/sign-on screen and music all the time). I actually prefer the earlier version pre-EoTN (the cave by the sea-shore). A simple screen setting option would enable ArenaNet to use a selection of past log-in screens to keep the image fresh and attractive to users.

The same applies to the transition pages. Occassionally it might be nice to freshen the transition artwork. Looking at the same loading screen can get tedious and detracts from in-game interest, particularly if pages take time to load.

2. Character clothing. For RP Players particularly, costume is important, therefore it would be better if armour sets were unlocked and changable by users once achieved, rather than treating them like stored items. This would free up storage for in-game items and enable stored clothes to be switched (leading to greater in-game character look and diversity). If the stored clothing can be altered (colours can be changed and stay changed, then players can customise their sets to preferred colours and maintain them. This also gives another interesting dynamic in that you might consider allowing players to have multiple sets of the same armour in different colours (should they choose). To make it more interesting, perhaps these storable sets should be linked to collectible armour and not that made by armourers in towns.The alternative is to have a clothing stowage (in the Xenlai Storage) and continue using the same system but this is less interesting and uses up in-game storage capacity.

3. Armour sets should be applicable from both of the chosen classes played by the character. This would mean that a Warrior Necromancer could look radically different from a Warrior Elementalist for example. Sometimes the character type and the armour type would provide a more dynamic look if there was some flexibility.

4. Why not allow hair to be coloured the same as armour and weapons. Hair dye would be fun and allow players to change their look.

5. I agree with Azul's notes on potions and transmogrifiers.'Fun' themed events can really take the edge off of the serious RPer's game experience and should be ring-fenced and controlled. The alternative is to allow a 'Disney Land' option (similar to Hard Mode) in which players can go down the World of Warcraft route with silly/fun characters and quirky stuff for younger or less mature players to enjoy. I prefer the darker type of fantasy. Maybe the answer is to have a genre setting that enables characters to choose the level of in-game 'atmospherics? For example, you might have 'Gothic' horror at one end of the spectrum and 'fairytale' fun (disney style) at the other which could have permanent 'fun' features running all of the time, enabling players to tailor their in-game experience. This would mean that for example the effects surrounding a given monster might change radically (more noisy/frightening in one version and less so in another) This could extend to the amount of 'gore' displayed, creature effects, such as saliva,spittle, scary look/lighting being more or less intensive. (This can be done simply by using a skin overlay or additional effect). We have to remember the game is for kids of all ages and the youngsters should have somewhere they can enjoy the game too without being exposed to Cert 18 effects. At the same time the adult experience is sometimes more demanding.

6. Creature models need to be made substantial enough that they do not occupy the same space. It is really annoying when 4 or 5 beasties overlay each other and you end up fighting a single model. The combat system needs some improvement to improve the experience.

7. As a left hander, I cannot use keyboard and mouse, but have to rely upon mouse only controls. I am concerned that GW2 will cause more problems for left handed players using a standard keyboard. (I have the same problems with any flight simulator or tank control type operating programmes.) Effort needs to be made to avoid alienating left-handers from the new game, if what I hear is true about ending 'point and click' operation. Neither is joystick a way forward since it just doesn't feel right. I expect that the coolest addition would be the new Xbox 360 style software with a total motion capture/reader device, although it's not suited to a quite sedate evening in front of the PC, it would be a great alternative experience!

More later....

8. Trading in GW is terribly poor. The trading system needs improving.

Firstly Drops should have some logic. Has anyone seen a Skale using a +4 Focus or a Scimitar? No, so why do they drop them? Intelligent creatures should drop special items. It doesn't make sense otherwise.

Secondly having gather said components, it is good to find that some are useful in terms of being able to manufacture basic items. In this respect players who collect raw materials could be encouraged to manufacture basic items with their own (enhanced) value and sell them on if they so choose. This creates a sort of tradesman skill which, although not a true skill encourages the collection of materials for a purpose. It would also allow the current tradesmen to focus on selling enhancements rather than the basic tools, so that for example, the armourer can take the PCs Skale hide producted armour and enhance it to +10 damage against Water Elementals or +5 against Fire Elementals (using properties perculiar to the materials themselves.

Items trading with collectors: (although why have some collectors got to look generically alike? And why can't they at least trade things you can't already access in the current location/zone your in? That's the whole incentive behind collecting isn't it? The items they carry are all under-powered for the area they inhabit, they should be one stage higher than the present gaming experience, to give incentive to collecting and trading in. The way to balance this is to make the collectibles rarer.

Once we get past the acquiring of said materials, then there is what to do with them.

With actual item drops, instead of standing around for hours hogging the messaging system to flog a 'dead horse'. Aside from freeing up 'talk-time' for roleplayers, I think it would be a vast improvement to have 'auction houses'. In which players can transfer their unwanted or saleable items to a sales platform which advertises the items for a given period of time. These "auction houses" would specialise in different types of products, so one for Magic or one for Weapons and Armour, etc. (Different locations could have different type of auction houses.. or dare I say it Guilds... that cross-over, so items get advertsied to different audiences in different places. There might also be exclusive ones too. Players enter an auction house and can see all the items advertised by other players in the last 30 minutes. These items can be purchased at the specified sale price or an alternative offer made as a bid (just like E-bay!). If accepted, the sale proceeds, if auctioned, it sells to the highest bidder (exciting for specialist items and also a neat way of keeping monetary control by taking in-game cash out of circulation, while making trading more exciting and interactive. Players would see rival bids posted in the build up to a sale and have the thrill of the 'shall I shan't I' anticipation. I expect it could also spill over into arena challenges too for equal bidders!

No bid items get a base price from Arenanet and can either accept or withdraw the item bid.

It's also a way of stopping a lot of the game related fraud that goes on trading items around the fringes of GW - although maybe GW actually promotes that for a purpose in terms of low-level crime/in-game profiteering?).

Payment is credited to the seller's account, so they do not have to hang about at the sale and can get on with the serious business of gaming. Anyone can bid as a buyer provided they join that auction. Auctions are not global, so you have to be in the right place at the right time (potentially exciting dynamics for staged auction events and a chance to meet players and possibly interact). For example, you might allow people to speak at auctions to add some humour/interaction to proceedings. It also encourages PCs to frequent different haunts.The whole process promotes trade and a more realistic trading system. Some players may prefer to buy and sell rather than risk life and limb, and local bazaars will bustle with mostly localised items/produce but also some exotic stuff from far off lands.

Adding this dimension will really enhance the flavour of the game in busy commercial centres such as cities and create a real atmosphere there.

Foibles Fair is a great place to beta test such a marketplace in Pre. and items trading can't get too much out of hand either in Pre-Searing.

9. I've found it increasingly frustrating to have areas locked and barred in GW until certain missions have been accomplished. As a mature player I love talking under-powered low level characters into dangerous areas and testing my survival skills. To do that you need equal access. The risks are inherently higher but then so are the rewards. As a sadist, I also delete a chacter that dies and restart the game - lol! It makes it all a more life threatening experience, which I definately prefer to power-gaming and meta-gaming.

10. Is it just me, or do more than the average number of chests contain Mesmer items? I expect it is a class correlated drop, I've noted it seems to be deliberately factored that item drops are designed for an alternate class. Why? Sometimes it would be really, really nice to pick up something useful for the character I'm actually playing.

11. Guilds. It's a shame Guild membership isn't PC specific. It would be nice for a Mage not to be dragged into a 'warrior guild' for example, just because he happens to be on the same user-account. Surely diversity would allow better (wider) player interaction? Less exclusivity of elite guilds and better RP opportunities. That's not to say guilds should be aligned by class, there may be many reasons for such affiliations and I realise that there are gamers out there who prefer extreme gaming experiences, such as competition play. I do feel that Roleplayers are very much the poor relation in this respect.

12. Story book cut-scenes: Why are some of these (such as the Minister Cho one) not in the correct place (i.e. at the start of the mission, rather than entrance to the courtyard before hand)?

13. In Nightfall, I was really disappointed with the feel of playing the Sunspear. Firstly, you are almost forced down the 'Sunspear' route regardless of your class and PC nature in order to meet certain mission requirements. Secondly, I was expecting someone who know how to thrust a spear, block with it and use lots of cool moves and so on, not a javalin thrower with wings. I think this one got a little out of hand with someone thinking 'character classes.... I must think of a new one.... er, I know; GENERAL! Instead you could have been innovative and had something like a 'Spear Dancer' or a 'Tribesman' or even (corny as it sounds) a 'Lancer' - this one is more for the American market).