User talk:Gaile Gray/Archive Guild Wars suggestions/September 2007

64 bit binary
plz? im not suggesting a huge recoding of the whole engine, mabie just do a recompile of the standard .exe in 64bit so vista x64 and XP pro x64 users can run GW without using the x86 compatibility mode. i understand that GW wont get any major preformance increases for 64 bit, but after research (im on x64) the x86 compatibility mode makes guild wars do some odd things. for example, lag on load and the load screen goes black before a new outpost or town is loaded. so once again.... PLZ? <3 -TehBuG-
 * Seconded... my sound on Vista is very dodgy, it makes GW unplayable unless you have sound turned off or your own music on, which is a shame because the GW:EN score is meant to be the best yet. I've tried the -dsound switch but it doesn't work :/ --Santax (talk · contribs) 09:10, 21 August 2007 (UTC)
 * Rly? i dont have any sound issues. mabie its your drivers or hardware... im running onboard Realtech audio but asus has good 64bit support -TehBuG-
 * I don't have weird sound but that black loading screen thing happens to me. Also, and this is probably because of my laptop, but when I did the dragon festival missions or many parts of GWEN my screen would go black with a graphics driver error. I know this is a support issue but it MIGHT be what the person above said and if it fixes it, it would be great, as once the screen black starts it doesn't stop now. Dancing Gnome 03:04, 29 August 2007 (UTC)
 * Try run Guild Wars on Wine using a 64bit Windows build of Wine. (Laugh, it a joke! :) --Bob 16:55, 10 September 2007 (UTC)

Walking
Hi Gaile, reading above, I understand you don't mind users making here some little proposal to improve the game. I have had this idea for a while: all our characters already have walking animations, used when they are under a snare hex or in other situations. You could create a chat command (for example, /walk), to make chars walk instead of run, as they usually do. This would normally have no use for the gameplay, but could be very nice for roleplaying, or to make some sort of parades in outposts, or armors runaway shows, or just to make slower moving in-game videos. Since animations are already there, I think this would not require much resources to implement. Thank you --Lumenil 12:36, 19 August 2007 (UTC)
 * I like the idea. I'm not all against maybe making a running rune of some sort. Or maybe even just adding non-profession bound green armors to the game that drop off of bosses. Maybe the green armors could have special mods on them that are other wise "unobtainable". -EX: Syr's Boots of Swiftness,  Resnar's Gauntlets of Accuracy, or  Barl's Helm of Knowledge (positively effecting energy). [[image:ranger-icon-small.png]]Blackie ewilson92 15:17, 19 August 2007 (UTC)
 * Toggle button for run/walk maybe Biz 15:31, 19 August 2007 (UTC)
 * /signed for the walk/run toggle! Coincidentally, I was just suggesting this in Domain of Anguish last night... Counciler 17:19, 19 August 2007 (UTC)
 * Yes, players have asked about this many times during my visits, and the suggestion is on several forums. In-town walking may be something that we add in the future but I have no firm information about whether we will add the option or when it may happen. --Gaile [[Image:User gaile_2.png| ]] 00:08, 20 August 2007 (UTC)
 * And what about allowing players to show off their weapons? It's not fair - henchmen can do it, we can't, it's such discrimination ;) ! And, secondly, what about weapons on the character select screen? I'd love to be welcomed by the glow of my Storm Bow, "icy flames" of Icy Dragon Sword, etc.! It makes our heroes much more epic ;) . MonkOfWar 19:43, 19 August 2007 (UTC)
 * Consider the huge variety of weapons, for ten different professions and a thousand-plus dye combinations. I've asked about visible weapons, but the fact is, it would be very download-intensive to have players pull the files for each and every visible weapon upon each map change. The team decided to not make that an option for Guild Wars. It could be that with persistence of outposts and towns as a key feature of Guild Wars 2, all that a player has in hand will be visible in the next game. --Gaile [[Image:User gaile_2.png| ]] 00:12, 20 August 2007 (UTC)
 * Cool, cool. But in the meantime, a walk/run toggle would be awesome... have you ever used an Assassin wielding a Scythe at a speed debuff? He looks awesome, with the Scythe slung over his shoulder as he walks with a slight swagger... -- Jioruji Derako.> 00:44, 20 August 2007 (UTC)
 * And what does everyone think about the Green Armor idea? I know it is kind of a "tangent", but I think it would be pretty cool.[[image:ranger-icon-small.png]]Blackie ewilson92 00:00, 21 August 2007 (UTC)
 * They've already announced that non-class specific armor pieces will be introduced in GW:EN and will be very hard to get. KevinKite 02:18, 21 August 2007 (UTC)
 * Good point, but will they be green and semi-farmable?[[image:ranger-icon-small.png]]Blackie ewilson92 00:37, 22 August 2007 (UTC)
 * I think they are refering to the Norn Crown and the Glacial Gauntlets which are pretty easy to get actually, in 10 mins I was able to solo farm 8/35 collector items for the Gauntlets but I ran out of time. The Norn class specific armour is harder to get, but a part of natural progession in the game. I'm sure there will be more with varying difficulty. Dancing Gnome 04:35, 29 August 2007 (UTC)

/me
Hello, Gaile! I was wondering how possible you think it'd be to allow the /me command that some chats/mmo's employ. I'm sure you're familiar with it, but for readers, the /me command means you make /me and then a custom phrase. For example, "/me is editing Gaile's talk page." I think this'd be really neat, and I'm so used to it from Xfire that I forget I can't do it sometimes. ;) 72.192.62.77 04:36, 20 August 2007 (UTC) (spencer)
 * I really like this idea; it's one I used in AC a lot, back in the day. I'll ask about this idea. :) --Gaile [[Image:User gaile_2.png| ]] 04:38, 20 August 2007 (UTC)
 * I was also thinking that it would be awesome to have a thing that allows your character to "say" things the way your H/H say things in battle and out. That would really allow some fun and customization. Maybe a good suggestion for GW2. ;) --Ravious 14:28, 20 August 2007 (UTC)
 * Oh yeah, like how a warrior will be like, "I will avenge you!" but won't actually say anything? I'd actually like to see that too, my only concern would be people editing the text file it would be saved in on their computer, to have things like HTML. That is, of course, if ANet chose to do it locally. Though I wouldn't imagine an extra query on the server would be too great. ;) 72.192.62.77 00:19, 21 August 2007 (UTC)

Records Keeper
Has Anet ever considered making a Records keeper for consecutive victories in Team Arenas and the Hall of Heroes? It would nice if there was a ladder for consecutive victories similar to the Challenge Mission Ladder.It would give TA based guilds a little recognition and fame considering they don't have a tournment system or observer system.-- Primeval    Talk  02:46, 22 August 2007 (UTC)
 * Kinda like records for the Factions challenge missions? Dancing Gnome 04:32, 29 August 2007 (UTC)
 * i like =]--WikiWu 09:49, 4 September 2007 (UTC)

/bonus
not sure if this is the right place but i was wondering if we could change the /bonus /preorder command to bring up a menu like the PvP equipment menu...this would allow you to browse for the 1 item you want and not have to create them all. --The preceding unsigned comment was added by User:24.69.179.206.

Also, I have heard claim that the pre-order code from Game Stop is functioning incorrectly. Not able to verify, but might be interesting to look into. Readem (talk *gwwcontribs ) 03:58, 22 August 2007 (UTC)
 * Or the unclaimed items window. -- Gordon Ecker 04:04, 22 August 2007 (UTC)
 * I think this is a very worthwhile suggestion, but it's much more appropriate for Guild Wars 2 than for the current game, based on time and staffing considerations. Would you consider posting it on my Guild Wars 2 Suggestion page? Thanks. --Gaile [[Image:User gaile_2.png| ]] 05:45, 22 August 2007 (UTC)

Ready Check box in party panel
Just a tought:

It happen, in a lot of cases, before starting a mission, to ask people if they are ready (more than once).

Implement a little check box, right to our name in the party panel, that we can check, warning the leader that we are ready, should be helpfull for everyone (and perhaps, only enable the start button/dialog until everyone checked ready)..

What do you think?

85.201.73.81 20:47, 27 August 2007 (UTC)


 * This is a really great idea. I would not go as far as disable the start button, but a little checkbox (or any other visual sign of readiness) would be very cool. Definitely handy if implemented. --Xeeron 22:11, 27 August 2007 (UTC)
 * Maybe make typing /ready show up on the party list? Like making a little checkmark appear next to the player's name. -- Jioruji Derako.> 07:28, 28 August 2007 (UTC)
 * This is another reason pugs are a pain. You can bet if you ask "are you ready?" there is ALWAYS one person who is ready and won't say so, especially in AB. On the flip side if you ask "anyone not ready say so in 10 seconds," you enter because no-one said anything and as soon as you enter they rage and leave or just get upset because they weren't ready. Dancing Gnome 03:19, 29 August 2007 (UTC)

Whispers
Would it be possible to make it so if you get pm's during a cut scene or when you are loading, it tells the person sending the message? For example, You send a pm to Joe Schmo The Uber Wammo : "Joe Schmo The Uber Wammo is in a cut scene/loading" or something to that nature so people know when you don't answer them immediately. It would be helpful if you were in the middle of a huge load, or in the middle of a long cut scene or in a cut scene you don't want to skip.Sailors 21:18, 27 August 2007 (UTC)
 * That would be a nice little touch, if they could do it easily. --- Raptors
 * Something I woulc love to see would be Guild and Alliance chat during cut scenes/loading screens show up like whispers do after you load into a new area. While my guild was loading the new zones in GWEN we got used to saying "afk 5 mins" because when it finished loading we missed all that conversation. It's also hard to converse if your jumping around towns a lot, or if you ask a question in Guild Chat and then zone, and someone answers when you zone, you miss it and are still waiting for an answer later on. I'm not sure how many people feel the effects like this but it would be great if I could zone without missing chat. Dancing Gnome 03:09, 29 August 2007 (UTC)
 * i think thats easier solved by finishing off your conversation before zoning--WikiWu 09:54, 4 September 2007 (UTC)
 * Yes but who has time for that, when there's so much to do!? Seriously though, I've had this problem also. People getting online and seeing you there on their list, auto assume that you are available to chat. If it's important, you wouldn't want to miss it, and what if they left, thinking you weren't there? I would love an away message exclusively for cut scenes/loading zones. That would be great. -- RavenJWolfe [[image:User_RavenJWolfe_Icon4sig.png]] 15:33, 4 September 2007 (UTC)

YaSI - Yet Another Storage Increase
Why is Anet so restrictive on storage? You give us all this great stuff..yet you expect us to fit it in the same space we had before. Since the last storage increase I believe (I could be wrong) Hard Mode was introduced...with that Tomes were introduced. Now we have GW:EN being released...that means more armors more weapons....ALL THAT I CAN'T STORE BECAUSE I HAVE NO ROOM FOR STORAGE. You don't want to use The Hall of Monuments as storage but it is an ideal storage place considering you're already using database room for information about our achievements! Just add a little code to use it as a armor, weapon, and minipet storage place. This is an opportunity you SHOULD NOT pass up. What have I done with the additional 3 pages of storage that were added with the big storage upgrade? Let's see....first page is regualrly used stuff...it's the only page I have free space on....things get moved in and out of there regularly....it's what I use to transfer across characters. Second page has Regular and Elite Tomes...filling up all 20 spots. Third Page has crafting material overflow from my material storage. Fourth Page has all my festival items. All of my characters can't use more than the big bag, belt pouch, and half of the 1st small bag because I use the rest for armor. There are so many sets of armor I'd like to get but I can't because I have no room for them. Give us more storage...or at least give us a purchasable storage increase option in the online store...just SOMETHING....and don't tell me to buy more character slots and use them for mules....I have a second account that is almost nothing but mules. Also why hasn't a pet stable or something been implemented? A lot of us would like to have multiple pets...but we can't because we are limited to only one at any one time. That is another opportunity for storage within the Hall of Monuments. Turn it into a Pet Stable! So to sum up the changes I'd like to see: --Thor79••Talk 17:48, 28 August 2007 (UTC)
 * Use the Hall of Monuments so we can expand our storage options...giving us the option to store weapons, armor, minipets, and regular pets there. The hall of monuments is a unique opportunity since you're already storing values in a database saying what we have there...might as well make it storage too.
 * Give us a storage tab for GW:EN...you increase the amount of stuff we acquire but don't give us more storage? doesn't make sense.
 * Give us an upgrade we can purchase in the online store...people are asking for it...yet where is it?
 * It's kinda funny how I read this after pitching my multiple pet idea lower on this page.--Seth Crimsonflare 23:04, 28 August 2007 (UTC)
 * I'm all for adding some sort of way to store pets so you can have multiple pets but no more than one out at a time (I'd love to have multiple pets out at a time but just getting mutliple pets would satisfy me at this point). I don't care if it's done through the HoM or if an NPC is placed in major towns to allow us to swap pets. I'm a Beastmaster at heart and the current system is not friendly to Beastmasters.--Thor79•[[Image:User-thor79.png]]•Talk 02:30, 29 August 2007 (UTC)
 * This is perhaps the issue I would most like to see improved. I am in almost the same situation as the original poster. I have 9 PvE characters I use 4 of them as mules at the moment, and I have 2 PvP characters that I never delete so I can use them as mules too. It seems like most active players with multiple characters have too little storage as well. Basically there are 4 reasons why I lack storage
 * 1) I collect tomes in my Xunlai chest - I use tomes regularly.
 * 2) I collect dyes in my Xunlai chest - I use dyes regularly on armor and weapons.
 * 3) I collect armors - sometimes each different set has a different function (e.g. my Rt has 3 sets of armor that are identical except for their runes and insignias - and I switch sets according to what the situation calls for), other times I decide to get a new armor set because I like the way it looks.
 * 4) I collect weapons - just like armor sometimes I need their unique function and sometimes I just like their skin.
 * To address reasons 1 and 2, I think tabs for tomes and dyes would be a great solution akin to the materials tab. Alternatively an additional tab for players that own GWEN would help the situation.
 * To speak on reasons 3 and 4, to me it seems very natural that people would have a variety of armors and weapons with different functions/skins. Unless you always play the same type of skill bar with your character vs. the same type of monsters you're going to want to have more functional options. Unless you're blind you're going to find many weapon and armor skins amazing and you'll want to be able to use them on your character. I think each character should have the option of adding more storage space to their bags, beyond the 45 slots currently available. Friar Khan 00:40, 12 September 2007 (UTC)
 * Oh yeah...just remembered...unless there's some storage feature for these...the polymock pieces will again add a ton of new stuff that we have to store. If it is "pokemon on steroids" as it's been described...and you want us to collect them all...GIVE US THE STORAGE TO BE ABLE TO DO THAT.--Thor79•[[Image:User-thor79.png]]•Talk 06:12, 29 August 2007 (UTC)
 * Agreed. secconded. -TehBuG-
 * It was a smart move to do the polymock registration to get rid of your polymock pieces. I only wish they would make more smart moves and use the HoM as storage as well.--Thor79•[[Image:User-thor79.png]]•Talk 21:49, 4 September 2007 (UTC)

Yes or at lest give each character a customized slot, that would do a long way with the problem of different armor sets. Also adding a pay for extra storage will give you more revenue. And I to want to add my voice here about pets, even if its just that you can store your "elite" pets please give us something, and not "maybe in GW2". we have been, dare I say, begging for awhile for this. Thanks for your time. LadyTig 23:54, 1 October 2007 (UTC)

About Concentration on One Character
I have 15 characters on my primary account (yes a couple of the classes have at least one double, those are my favorite classes) but the recent changes are forcing me to only work on one to get anything out of it. Concentrating on one character is not casual player friendly (for those casual players who play more than one character). And it is most definitely not friendly to people who have alt-itis...like myself. I like to play a lot of the professions available but you guys make changes to encourage us to play only one or two of our characters. STOP IT!--Thor79••Talk 17:48, 28 August 2007 (UTC)
 * I'm like that, I found with GWEN between my 10 characters I couldn't have everyone with access to everything. But thats great! It means the content is so vast even someone with a rediculous /age investment in the game finds the world to now be so expansive. Sure there is content which strongly requires lots of time investment into single characters but that makes those things more rewarding. I'm not refering to the Luxon title, that's too much of an investment :P. I'm refering to the Sunspear/Lightbringer/Norn titles. Sure there is a sizable grind to get one char with good reputation across the board, and even greater for 15, but if your goal is to play the game normally and enjoy dungeons/questing/vanquishing then you can get a decent rank in these factions without specific effort, which is why I don't mind them and dislike the Luxon faction title. Dancing Gnome 03:14, 29 August 2007 (UTC)
 * Yup. As the game is now, having ona character and 9 mules is better. You get more storage, you get more titles, you get better equipment, you can get all armors in one character. The feeling of all the characters being a 'family' was always better. They already share unlocked skills. But if you decide to play 10 professions and pay for slots... you find that you can't make half the things that those focusing in just one single character can make. Ever. MithranArkanere 09:40, 3 September 2007 (UTC)
 * I kinda agree with Thor. Obtaining access to a set of competent(decent skill set, max lvl, decent pve title progress ) pve characters, should not come at such a high cost and your progress in the game should be wearable in a single character, rather than spread across many. I always thought that one of the design concepts of guild wars was that you should have versatility in the skills available to your characters, and this versatility comes from having more than one character. In pve if you choose one profession, there will be certain tasks that you wouldn't be able to accomplish with that one profession, eg if you picked mesmer or necromancer, you would be quite inferior runners, thus you wouldn't be able to do things like chest runs. You would also be an inferior solo farmer, so that means you wouldn't be able to obtain money as quickly. I would very much like to get a group of friends together for a particular pve mission, and be able to compensate for any shortcomings in the team design, simply by changing characters, say if theres no monk,you'll say "no problems ill get mine!", like it is in pvp areas now, but given the current changes, theres a huge disincentive to have this kind of flexibility. Pve would be so much more fun, if you could get 8 of your best friends to go trapping in the underworld one minute with rangers, mass SF with ele's at turai’s procession the next, and rit spiking altrum ruins soon after. Right now, to have that kind of flexibility would take a colossal amount of input and most of your characters wouldn't show how far you've come. I think that you should convert a number of character based titles, to account based, at the very least: drunktard, sweet tooth and treasure hunter. Perhaps you could Implement a system where you could choose if you wanted account or character based titles, for example with the sunspear title, you might want it only on one character, so you allocate the bounty to the character alone, whereas if you have multiple characters, you can choose to allocate the bounty across all characters, although you would get less per kill. {It would also be good if all the skill tomes became more readily available (8k for an elite skill tome really breaks the bank =[ )}--WikiWu 09:27, 4 September 2007 (UTC)
 * I have the same problem. I haven't started playing GWEN yet because i dont know who to use.  I want to use my assassin to play the vanguard storyline and max out the title to use the skills, but i want the asuran armor.  I also hate the fact that i have to retrain heroes and reequipt them for each character.   Having a set of universal heroes would be nice.  I like to play multiple professions but do not like to grind for titles for each of them to make them effective.  I leveled up sunspear for most of my characters, and do not enjoy it.  Account based titles would be nice too.  If a player has seen a storyline once and has grinded for a title, wouldnt it make sense to allow him or her to not have to redo it on each char.  I find areanet restricting us to play one character very true.  Giangn626 02:32, 13 September 2007 (UTC)

Owning Multiple pets, Using One at a Time
My subject line kind of says it all. o.o;; Basically a type of NPC that can take care of a pet(s) for use while we use another one. I just wanted to throw this suggestion out there. One of the things that prompted me to bring this up(I am probably/definately not the first person to think of this) is the new pets in EoTN. If there's a limit to how many pets we can tame, I would think 1 of each would probably be proper(at least for people that REALLY love pets).--Seth Crimsonflare 23:10, 28 August 2007 (UTC)

O.O ....... *mouth drops open* IGUANAs!!!!!!!! *falls over* Man, that's not fair. XD I need this suggestion to come to life.--Seth Crimsonflare 21:01, 1 September 2007 (UTC)
 * Just being able to switch pets with your heroes would solve a lot of things. 25 Heroes, 25 pets. You almost never use all the pets with all the heroes, so instead of ditching them, you just go out with an hero, go talk to a tamer, and save your pet with the hero. You need that pet back? Inverse process.MithranArkanere 09:59, 3 September 2007 (UTC)

I very much agree with this as do a numer of ppl if all the threads I have seen on this is any indecation. /beg please look into this it has been sugested (and forgive me if I miss your here goign with the most sugest that _I_ have seen) The tamer either the idea above or just that he "holds" your pet, buying cap sigs for each differnt pet (you still have charm the pet), a "zoo" inside the guild hall, or using the HoM. Do a quick search on the forms you'll find alot of well though out ideas/plans there. Thank you for looking into this. LadyTig 00:04, 2 October 2007 (UTC)

Yes please! Even a Xunai Kennel Agent NPC where we can deposit our pets rather than chucking them after going through the trouble of leveling them to 20. It would be cool to switch pets as the mood takes you. I understand that this will require storage space on the servers but how about 1 pet slot for each character slot? I think this is fair right? This means, players who bought all of the games can have 10 pets at a time. Hope to see this become a reality sometime soon! TheForgetful 09:31, 1 November 2007 (GMT)

Heros Act Like Henchmen
I've noticed one of the new painful features of a PuG is the heros are tied to the person who brought them instead of the rest of the party. I was in one of the realm of torment missions last night and we had one Dryder left to kill before the mission was over and our Monk, who brought two healer heros, went afk or was disconnected or was just being malicious. He stopped moving and so did his heros. This left us without ANY monks and only 5 players, which is basically a fail depending on the makeup of the rest of the party. Maybe heros could be changed to follow the party like henchmen do? This wouldn't stop malicious people from pinning their heros down and going afk but it would stop disconnects from being an autofail or 10 min wait. I've seen this multiple times, one person who left the game at the end of the mission and their heros stayed with them, because they didnt disconnect and even after 10 mins were still in the game. Dancing Gnome 03:28, 29 August 2007 (UTC)
 * Er, unless they stick to the last commands the owner gave, heroes DO become like henchmen to the party leader if their owner leaves. If what you say actually happened, my guess is that they keep any commands the owner gave prior to leaving and the person had flagged them. If someone could test that theory, that'd be great. EDIT: Hum, re-reading it, are you saying the person was still physically in the game and didn't leave with their character? If so, ignore my statement. :/ Capcom 05:32, 29 August 2007 (UTC)
 * I experienced a similar problem in a PUG recently. The Party Leader was completely clueless about the mission's objective so i took the lead, when she disagreed, she'd simply go the way she thought was the right one, taking her heroes. No problem yet, our party was kind of self sufficient but when she rage-quit (because she was alone going the wrong way and i was leading the rest of the guys to the right spot), she pinned her heroes and we were severely unmanned. We still managed to beat the mission with careful pulling - and we had the help of 4 charr npcs, so, no big problem.


 * My suggestions: when the owner of heroes leaves the game - they instantly have henchmen-like behavior. -- Pulse 14:54, 4 September 2007 (UTC)
 * Heroes already follow the leader when the owner leaves. However, if the owner simply goes afk, the heroes stay and everyone is screwed... but if people don't like it, than bring players. When someone brings heroes they have every right to have exclusive control of them regardless of the party's desire. If the person can't be relied on, than don't put the fate of your entire party in the hands of that single player. -- Txzeenath 19:13, 9 September 2007 (UTC)

Other Account Characters as Heroes or Henchmen
I have a number of other PvE characters other than my main, and it would be nice to play with them as heroes. I haven't really thought about what you'd be able to tweak with regards to their armor or skills, but it'd be nice to get the whole "clan" together for an adventure. --Ben 20:55, 29 August 2007 (UTC)


 * I dont think this will be technically possible for GW1, but I'd love to see something like that in GW2. I think of all my different characters as travelling together in one group, so having them play together would be awesome. --Xeeron 22:11, 29 August 2007 (UTC)


 * I thought about this once, would be awesome, but yea i would think it would be hard to do. Giangn626 02:32, 13 September 2007 (UTC)


 * maybe you could do something like that it's only possible with a lvl 20 character with max AL and then only to get your other characters also of lvl 20 with max AL. and then that you can only use skills already on that character or something, or just that characters current skillbar. could be nice to do, then i have my supercoollooking assasin together with my titlehunting ranger.Rhydeble 14:55, 22 September 2007 (UTC)


 * Interesting idea :) It would be fun to see, although I would probably be annoyed that my precious characters were acting like henchment, hehe. Biscuits [[Image:User Biscuits sig.png]] 15:57, 22 September 2007 (UTC)


 * I also thought about this one. I would really love it, specially if there is a feature that allows you to switch between your characters so you can control one or the other (I know this would be probably imposible for gw1, but please think it for gw2).Coran Ironclaw 16:01, 22 September 2007 (UTC)


 * There is a game called Granado Espada that actually lets you play with 1..3 characters at the same time. They are part of the same 'family' and share inventory, but not equipment. Although the game was a grind-feed one after reaching certain level (quite a low one for my liking), the concept was cool. When using 3 chracters, the selected one is controleld 'manually' and the other two are set as AI. And you can choose the selected one anytime. So in a fight that needs better healing you can control the healing, and in fights that don't you can focus in the tank or the nuking character to deal damage and end the fight faster. I've heard that GW2 will be 2-character based. But making it 1..3 characters, and with no heroes, all player characters, would be even great.MithranArkanere 21:51, 22 September 2007 (UTC)

This was one of the strong points to "Baldur's Gate" you could just like together multiple "Heros" into the same game and if no one was controling them they simply acted like the usual "henchmen" they were equal to your main charactor you could just use them and let the AI control you main one and then just by clicking on their Icon swich to another charactor and the AI once again took control of the one you just "let go"

Additional Soul Reaping Effect
Add:
 * For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. Spirits only provide you with Energy if they are under your control. For each point of Soul Reaping, you additionally reap 0.04 energy for every 1% of health you sacrifice.

And also adjust sacrifice skills as appropriate. This would make soul reaping more significant in various types of PvP. --Rezyk 23:53, 29 August 2007 (UTC)
 * I'm not sure how that work out. When EoTN goes live, they will have Masochism available. http://wiki.guildwars.com/wiki/Masochism --Seth Crimsonflare 00:09, 30 August 2007 (UTC)

Changing Help Screen Behaviour
I originally posted this on guru but its been lost in the masses since. Its here if you're curious.

The suggestion : Allow the wiki-search/link to not automatically minimize Guildwars. Maybe add a 3rd button that says "Go, don't minimize" to the dialog.

Reasoning : I don't know how common this is but my system runs 2 screens so I can keep a webbrowser open on one and Guildwars open on the other. The current wiki integration (F10, /help etc) automatically minimizes Guildwars when you search or pull up a page. Since it will, by default, load in an open/existing browser instance the result is, the page loads on my second screen and I have to bring Guildwars back up on my first screen. A minor inconvenience, perhaps, but one that doesn't have to exist. It would also be useful for people who run in windowed mode who want to open the page but don't want it to pop up right away.

Adding a third button (instead of changing the default behavior of the current Ok/Cancel buttons) would allow both options to exist so for people who want to minimize automatically could but for those where its not necessary it doesn't have to happen. Lojiin 23:15, 30 August 2007 (UTC)

Time
Well since ANet updated the favour system/continent travel people from all across the world can easily interact with each other, so would it be possible to add a "/time" command so everyone has one universal clock to go by. I personally don't care which clock you go by Pacific, GMT, any other time zone, or even one you make up for Guild Wars (GGT, Gaile Gray Time perfectly in time with Gaile's wrist watch). It would help when planning outings, trades that are arranged outside the game, or for any in game events so you can say it starts at 12AM GGT and then I could log in type "/time" and know that it would go live in an hour. I think it would help with so many people across different time zones having one common time. Thanks for your /time (is that funny to anyone else?). Broodling67 03:52, 31 August 2007 (UTC)
 * /Age could be separated into /time and /age. /Age would show more detailed age information, hour played, the celestial animal of the character and such, and /time could show the time spent in the current are and server time. MithranArkanere 09:52, 3 September 2007 (UTC)
 * Having a time command should be extremly simple to implement and would be useful. --Xeeron 11:54, 3 September 2007 (UTC)
 * Really useful. Beats getting owned by PST or PDT time transforming -- Pulse 14:54,4 September 2007 (UTC)
 * One thing that could be done, rather than having a clock from the gw servers is have it read the time on your computer for you.Sorsscriba 18:22, 23 September 2007 (UTC)

Bookshelf
Depending on how many Books there are and if there are going to be anymore I thought that a way of storing them could be useful? A storage upgrade could be purchased from a xunlai agent giving players another tab to store any of there books in. I also had another idea along the lines of books, maybe a bookshelf could be implemented in the HoM for finished books only? They woulden't have to award any new unlocks in GW2, (although they could if you want) but maybe simply just transfer the storys to GW2 so we can read about our ancestors adventures? =) -- Alien  11:56, 1 September 2007 (UTC)
 * I second that. According to Talk:Zho's Journal book canot be regain after delitation, a Xunlai bookshelf would be very nice to collecting books(i suppose code for book reading was not added for only 1 book?). Either that or allow to regain the book. I prefere the bookshelf tho, sound so much better :) --Bob 16:20, 15 September 2007 (UTC)
 * To need a bookshelf, we need more books... hm... maybe three for the missions in each campaign (25Prophecies,13Factions,20Nightfall), another for killing bosses in each region (excluding mission and quest-only bosses) (Ascalon, Shiverpeaks, Kryta, Maguuma, CrystalDesert+Desolation, Shing Jea+Kaineng, Echoval, Jade Sea, Istan+Kourna, Vabbi, Anguish+Fire Islands )... Since books come customized, the 'bookshelf' could be more like a 'book bag', like the Incubator, and have slots for each book, using one slot of storage. MithranArkanere 16:29, 15 September 2007 (UTC)

I think this is a great Idea I prefer the xunlai idea and i would make it that it can store all types of books, scrolls, runes, insignias and so on. Runes and insignias take up at least half of my storage and 3 pages of storage for 8 "Heros" (player) Just doesn't cut it I have 2 to 3 sets of armor for at least half of those charactors, try finding a party for a mission if you can't swich back from "55 monk" to a "Healing Monk". Just one more thing though can we have an option that would open each bank page side by side (sort of like the F9 key does for out inventry). Overall great idea but the HoM is only in Eye of the north and isn't accesable from the other games without having to Travel to EotN

Suggestion about Polymock!!!
This is a good one I swear: In the future, (Or perhaps simply in GW:2), Playing Polymock, could also be done against other players, as PvP. Now I was thinking about rewards for this. (Such as when you defeat an opponent, you win a piece.) And Since I would not want to "Play for Pinks" or rather, put one of my pieces on the line to be won in a game, I suggest there be a points system. Where either you win points toward a Title, or Points (like Balthazar), to be traded at a Vendor who Sells Polymock Pieces. Now, the vendor could either, let you buy the pieces for your "Polymock Points", such as the PvP Skill Trader in the Battle Isles, OR he could allow access, to buy Polymock pieces for gold, once you reach a certain level of the Polymock title. (Like most of the GW:EN vendors.) -- RavenJWolfe 23:45, 1 September 2007 (UTC)
 * Love the idea...and I don't pvp at all. If this were added I would probably give it a try.--Thor79•[[Image:User-thor79.png]]•Talk 02:04, 2 September 2007 (UTC)
 * yeah i thought about this as well but not just for polymock but also dwarven boxing. it could be a random tournament or you could battle your friends from ur guild hall sorta like a scrimmage.
 * Oh yes! Dwarven boxing too! I'd love to knock someone's lights out! XD -- RavenJWolfe [[image:User_RavenJWolfe_Icon4sig.png]] 15:16, 4 September 2007 (UTC)
 * I agree, I came to this page solely to suggest that we have polymock PVP. I can't believe it wasn't already in the game upon release, but I didn't expect lack of a hard mode, either. Vael Victus 23:17, 6 September 2007 (UTC)
 * This sounds great for both Polymock and D. Boxing!!!Sorsscriba 18:23, 23 September 2007 (UTC)
 * I think this is an excellent suggestion for polymock and boxing. This sort of PvP could really catch on with some players. Friar Khan 22:47, 1 October 2007 (UTC)

Headgear with Item's Attribute
Seeing that we now have headgear for multiprofessions that have "Item's attribute +1", I was wondering if the old headgear will ever change to that. Every time I craft prestige armor, I have the issue of "which attribute do I want to craft". I love the fact that all the existing armors were changed to have inscription slots. I think the "Item attribute +1" for the existing headgear would be GREAT! Besides, I was thinking about crafting a new mask for my mesmer because I bought the 15k Primeval Domination mask, but now I want Illusion, and was wondering if I should wait and save my money. Thank you for your contributions Gaile! =) Giangn626 13:15, 1 September 2007 (UTC)
 * That's a really good question, and I'll want to ask that next week, when we're back in the office after the holiday. It brings to mind the questions we had about armour and weapons and the "add-able" attributes for each. As you know, in each game there are new mechanics and new elements, like inscriptions, insignias, even such things as Favor of the Gods, Alliance Battles, etc. Sometimes these mechanics or features are introduced into or interact with all campaigns, and sometimes they pertain to just one.
 * I will also be interested to know if this headgear form is going to be cross-campaign or GW:EN only. I'll let you know when I find out. --Gaile [[Image:User gaile_2.png| ]] 17:14, 1 September 2007 (UTC)
 * Thank you very much Gaile. I will be checking back for your response.  =) Giangn626 05:10, 2 September 2007 (UTC)
 * According to John, our "items guy" at the current time, there are no plans to retrofit the old campaigns with +1 properties for headgear. It's doubtful that we’d go back to add that property because so many headgears in the past were flavored to specific attributes. For example, John points out that having that statistic on the Elementalist’s Pyromancer Aura would feel really odd. The +1 was added on the new unique headgears for flavor reasons since they are somewhat more generic in their nature. I had figured that this was another example of a "game mechanic" specific to GW:EN, as we have always had certain things that are specifically designed for a particular campaign. I hope that's helpful information. --Gaile [[Image:User gaile_2.png| ]] 01:04, 6 September 2007 (UTC)
 * I think another idea towards this, though somewhat unfeasible due to the work on GW2, is to add generic campaign-specific +1-attribute headgears. Something like Krytan-style facial tattoos, or Elonian veils (as seen on some of the Vabbian models). While not retroactively changing headgear themed towards certain attributes, it adds another option, as well as location-specific themes. --Valentein 03:46, 25 September 2007 (UTC)

Not sure if this is quite the place to say this but this is the closest place i have found yet as this deals with the EotN headgear. Recently i tried to obtain some golden rin relics for a dread mask. I spent all afternoon trying to farm them in the Cathedral of flames during temple of the ed. When i had to quit and go to my history class i found that in my inventory i had exactly 0 relics. Now i know arena net has always officially banned bots, hacks, and money buying, but i have seen golden rin relics selling for as much as 20k and you need 25 of them to get a mask, so if you work out the math that comes to 500k, FOR ONE HELMET. this to me seems to be promoting bot farming, as this is the only way i could see possible to farm the relics, money buying, as that would be the only way to afford to buy all the relics, or at the very least spending untold numbers of hours trying to farm the relics yourself, which anet also discourages in the form of the helpful little reminders that pop up every hour to remind you that it is time to unglue your fingers from the keyboard. So my question is this if anet is discouraging all of these methods of acquiring the necessary relics how are we supposed to get them? My suggestion is also simple, PLEASE INCREASE THE DROPRATE, because right now the Drop rate<0.0001%. even if anet wants to keep it proportionately as hard to acquire the mask then increase the drop rate and required relics as well. then at least after some time farming we would at least have something to show for our efforts.Kraken20:35, 24 september

Keyboard Shortcuts for Pet Controls
This suggestion is very simple, yet would really be welcome. If you could just type [button] instead of opening a useless panel each time and manually clicking a small icon, it would make a beastmaster's job way smoother. Simply click the foe, type the associated button and voilà. Maybe a "go there" would also be an interesting addition, but it is not the most important (and maybe balance would come into play). At least the three basic commands assignated to a keyboard shorcut would be a much appreciated beginning.90.26.125.239 11:51, 2 September 2007 (UTC)

Title List
Currently, with so many titles in the list, it's selecting a title is becoming quite annoying. You can see the currently slecting title by looking for the 'checked' mark, but when you are looking for a certain one, you have to scroll down carefully reading them all. Now that we may want to quickly change between Lightbringer, Asura, Norn, Deldrimor and Vanuguard titles, there are mainly three suggestions to facilitate that: The two latter suggestions are quite known. The first is mine and I think would be much easier to be made than the other two. MithranArkanere 16:03, 2 September 2007 (UTC)
 * Move the currently selected title to the top of the list. So anytime you hit [H] you don't have to scroll the bar all the way down.
 * Add a way to sort them out, much like skills can be sorted: PvP/PvE, Account/Character, Rank, Maxed/Not maxed, Alphabetically, etc...
 * Add a purple fourth 'bar' like the Health, Energy and Experience bar, that is shown when you selet a title and is hidden when you have no title selected and can be Ctrl-pinged.
 * yeah wow >< so much clutter on my primary :\ I have a ton of titles with just a few points in them and it's really annoying trying to switch between norn/asura/dwarve/ebon vanguard titles constantly --Lou-Saydus[[image:User Lou-Saydus Hail Storm.jpg|19px]] 22:34, 5 September 2007 (UTC)
 * Maybe a roll up/down arrow like in friend list that split active title from inactive. Pop up menu to move them from any of the 2 category. That functionality is already in friend window, it should not be too much work to copy that functionality over to the title window. --Bob 16:25, 15 September 2007 (UTC)

Account-Based Treasure Hunter and Wisdom Titles
Gaile, I have a request that I think you and the design team should consider, that is making the Treasure Hunter and Wisdom title account-based and not character based. Originally, these titles were just cool non-functional titles that displayed pretty much how much you played in general or how much you chest ran. Since I, up until about 2 weeks ago, played my 10 PvEs almost equally, I had level 1 or 2 Treasure Hunter and Wisdom on some of these characters. This wasn't a problem with me until these titles became a functional advantage to have a high rank. Now, I can't get the maximum benefit from all those chests opened and all those golds IDed because of a decision I made (to open chests and ID golds on multiple characters) that wouldn't penalize me at the time I made those decisions, but now it is penalizing me when compared to the player with 1 primary character.

I think you all should look at this, because it seems the Guild Wars mottoes are that you can't ever make a permanent mistakes, and that you can play every profession without having to spend an excessive amount of time on each one. Secondly, all titles that confer real in-game PvE benefits are either account-based (Lucky, Kurzick/Luxon {for alliance and skills}) or have had functional benefits since the inception of those titles (Norn, Asura, Ebon Vanguard, Deldrimor, Sunspear, Lightbringer). If implemented, this would really help the majority of GW players who spread out their game time on different characters. Thanks in advance for your consideration. Windtalker 04:41, 5 September 2007 (UTC)


 * I understand the request, but let me point out that other things could be said to fall into the same category, including Drunkard, Sweet Tooth, Cartographer, and other titles. I'm sure that each title was considered by the designers and weighed as to "Should this be account-based or characters-based?" I can certainly ask about these -- as I have before -- but I don't anticipate a change in how the titles are tied.
 * Incidentally, I have never heard us state a motto or promise that "you can play every profession without having to spend an excessive amount of time on each one." (And obviously, you can make permanent mistakes. Like chasing innocent bunnies with a Survivor character. ;) ) Titles are, in large part, given precisely for spending a great deal of time working at certain aspects of the game, such a map exploration, item identification, etc. I play a lot of professions, and I have always felt that I was knowingly making a choice that would result in some gain and some loss for me, just as those who chose to play only one char would have some gain and some loss. For example, with each campaign, I did not bring my existing character to the new campaign and carry on. I started a new character, both professions in each campaign, in fact. That means, obviously, my attainments are spread across many characters throughout the three campaigns which in turn means I'm sort of out of luck for a lot of titles and a lot of the high-end armours. However, the payoff was that I got to experience the new professions at depth, and play the games with characters "from their native lands," so to speak.
 * So again, I can ask about the titles, but I think it's important to say that they are designed to be, in many cases, difficult to obtain and prestigious to display. Having a Level 1 character displaying a Wisdom title, simply because it's on the same account as the character that actually attained the title, seems a little odd to me. --Gaile [[Image:User gaile_2.png| ]] 08:10, 5 September 2007 (UTC)
 * Ya should have done like i did Gaile. Connect all the campains and buy some extra character slots. I got 11. 1 of each proffesion and one extra for pvp. Its a good thing i did too, gave me loads of skills for my heroes. *grins* DBZVelena  |  (Talk page)  [[image:User_DBZVelena_sig.jpg]] 10:48, 5 September 2007 (UTC)


 * The fact Windtalker states here is part of a more general problem, imho. I do really like the variety of character classes and skills in Guild Wars. I appreciate the possibility to play offensive chars, take supportive roles or to do what satisfies me most, called "the mesmering" :D. But I can't do that with only one profession. No warrior could ever be a monk (we all know what that means), no assassin could be an effective necromancer and so on. Hence I actually do have a character for each profession, and each of them has properties I like more or less - and more important I am often fed up with the one I am playing most atm and end up playing another character. So I want to spread my titles all over my account, having my necromancer known as drunkard, my female monk as Sweet Tooth and my mesmer as a legendary survivor. Not to mention that I certainly have no intention to buy each prestige armor set for one single character. With GW:EN ArenaNet introduces the Hall of Monuments and instead of having a hall stuffed out with all my accomplishments like weapons, armor and titles during my entire playing time distributed over ten different characters, I have to deal with sparse halls for each of them. And this is also the very same with the wisdom/treasure hunter title track mentioned above - it is hard enough to even reach the max title track and from this only one character can benefit? Even the "Kind of a Big Deal" track would be no harm if account based - beeing an achievement of the player in Guild Wars in general.
 * To sum it up: I would love to see achievements recorded account based, individual titles staying individual. I mean something like that only one character is Drunkard, Sweet Tooth etc, but all of my chars have the "Kind of a Big Deal" track raising. I don't even care if doubled titles won't count (e.g. two survivors count as one maxed title).
 * I think this would be a good solution because I believe the game designers mixed up different aims: the "Pimp-My-Char" attitude well known from other quite famous RPG's and the idea of balanced professions where none can cope the entire game alone - which is what I like so much on GW. So I would appreciate if I were not supposed to stand title grinding with the same character over and over. -- Curse 12:11, 5 September 2007 (UTC)


 * Agreed with Windtalker and Curse. Many recent new features strongly reward players that spend all their time on one character and punish those that use several characters. Since there are more and more real effects (instead of simple vanity) of titles, playing a multi-character account is becomming harder and harder. Why push away people who like to experience several classes? --Xeeron 13:49, 5 September 2007 (UTC)


 * For me all the other titles have always been okay, but the wisdom and treasure hunter tracks seem to be ill thought out. Titles needing so much effort to gain and giving such a generic benefit are a bit stupid as character based. If you think about it, a player can move all their gold items to one char before identifying them to get the title maxed on one character regardles of which character finds the items. Also, they can move any items that they want to salvage to that character to gain the salvage percentage bonus. Ie the title does benefit the whole account, but to do so it requires the player to use a lot of extra time to gain the benefit. Why not make things easy and the title account wide? -- [[Image:User Gem sig.png|Gem]] (gem / talk) 13:53, 5 September 2007 (UTC)


 * I see, too, the problem Curse, Xeeron and (to a smaller degree) Windtalker are talking about. Someone with a single character who has reached Grandmaster Cartographer on the 3 continents and the Master of the North title is going to end with 5 maxed titles (each cartographer, Legendary Cartographer and Master of the North) plus the first rank in the "Kind of a Big Deal" title track. At the same time, someone with 4 characters who reached one Grandmaster Cartographer on each character and Master of the North on another would end with 4 titles spread around, and without any rank in the "Kind of a Big Deal" title rank, despite doing the same achivements the previous player did. I don't think this is fair...
 * ...But, at the same time Arena Net cannot make an existing title easier to get without running into problems. For example, if Treasure Hunter were made account-based, the players who maxed that title on two or more characters would feel cheated, as their efforts (reaching the title on the second character) would have been wasted. Are there players who actually maxed that title on more than one character? No idea, but my guess is that it would be only a few. Would the improvement to the game be worth wasting the effort of those few players? IMO it would, but it would be a problem, and it is something that adds weight against the change. A similar problem could be said for making any title more fair for those with multiple characters as opposed to a single character.
 * My suggestion would be to create a new, account based title similar to "Kind of a Big Deal" (similar, not equal) counting maxed titles account-wide, as opposed to character-wide. It would then reward those players who play with multiple characters, as opposed to KoaBD, that rewards those who play with a single one. However, is this feasible now, when most of Arena Net is busy making the last post-release improvements on GW:EN and working on GW2? No idea, but it is something I would like to see. Erasculio 14:19, 5 September 2007 (UTC)

Titles are not required, nor are they necessary for game play, they are intended to show those who have dedicated the time. If you play multiple characters, then it is obvious you arn't too concerned of the title, you are more intersted in playing and having fun with the various play styles (nothing wrong with that). Others enjoy have a difficult goal to work toward.....a goal that not many people spend the time to get. I have a primary character, that is my title character, but I also have another 6 characters that I often play, all at various points throughout the game......but my primary character is the one I focus on for titles. Making all titles account baised would throw off the balance of the game.....imagin a level 1 character with a max title, or a legendary survivor title on. Or those titles that apply bonuses.... maxed out.......just wouldn't be balanced anymore. If titles were to be account baised, I might as well quit playing, as I would no longer have anything to work toward. And creating a new character with no goals and all titles completed would be a bummer. Personally, I enjoy the challenge of getting a title Med Luvin 14:37, 5 September 2007 (UTC)
 * Med Luvin, you say that titles aren't required, but therein lies the problem. These treasure hunter and wisdom titles confer REAL benefits to a person in-game.  I am fine with KoaBD, and whatever else, remaining character based, but at first the treasure hunter and wisdom title had no effect on your in-game abilities, so I made a conscious decision not to go for the title for the title's sake (because at that point that was the only reason for doing it).  Now, however, I've lost probably at least 100 lockpicks and broken say 100 items that I might not have if these two titles were not account-based.  Gaile makes the point of how it's weird to see a level 1 with Seeker of Wisdom or something, but how is that different from a Lv 1 "Saviour of the Kurzicks" or a level 1 "Illustrious Hero"? Windtalker 16:01, 5 September 2007 (UTC)
 * It's very different. The title is earnt by ONE character, and should therefore affect ONE character, And you have not lost anything by doing as you did, you have simply not gained anything. You were completely expecting to break all those lockpicks as you got the titles on your characters. Just because a good change to how something works doesnt fit with the way you currently play the game, doesnt mean the game should change to fit YOUR playing style. The game was changed to provide more benefits, if you want to recieve them you may have to change how you play the game a little. Don't moan and say you want things changed just because they dont fit with how you play the game. -- ChronicinabilitY [[Image:User Chronicinability Spiteful_Spirit.jpg|18px]] 16:11, 5 September 2007 (UTC)
 * The best thing about GW is that the game can adapt to players wishes. If most of the players want something, why not implement it if it isn't too hard to do? This is the reason why we are discussing here, we want to show the developers what we think and how we would like the game to be adapted. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 16:14, 5 September 2007 (UTC)
 * Keep in mind that no one is saying all titles should be account based (I'm not even asking to make any current title account based, for the records). The fact is that right now some players are forced to choose between playing how they like to (with many characters) or go for some titles, while others may go for their titles while playing how they like (with one main character). This disparity is the problem - and if a system may be implemented to reward the former without taking anything away from the later, I see no reason for players to complain. Erasculio 16:34, 5 September 2007 (UTC)
 * While I sympathize with your situation, there are a few things I'd like to point out. First, it's a PvE title, so it should be by character. It's like that for the same reason Cartographer is char-based. Personally, I wish the Wisdom title was based on gold items you picked up (kind of like the golden eggs for Easter) since many people simply end up buying their title. Second, the biggest reason I see for Kurz/Lux and Fame and all the PvP titles to be account based is because pvp players will probably delete their chars and make new ones so it makes sense to keep the progress; yes people end up FFF faction but you can't leave out those people in AB. Third, there are perfect salvage kits now. And the benefit of being able to salvage multiple things now pretty much just means a little extra gold, if that. Titles ARE NOT required, as Med Luvin said, they simply make you look better. Having a better percentage for salvage or retaining a lockpick IS NOT NECESSARY to play competently. It probably isn't even worth the amount of money you would need to spend to gain significantly from its benefits. You are probably better off, if you want money, on saving it for later instead of spending it on lockpicks, keys, unIDed gold items. Mods are ridiculuously cheap, perfect mods even because of massive farming, HM, overflow, whatever. --141.213.120.72 22:58, 5 September 2007 (UTC)
 * Your arguments are all avoiding the point that the Treasure Hunter and Wisdom title confer benefits that heavily, heavily, favor someone who has, say, played 1000 hrs on one char vs someone who has played 1000 hours across 10 characters. My argument presents a solution that helps the people who spread out their playing time and doesn't hurt someone who plays only on one character. Windtalker 02:35, 6 September 2007 (UTC)
 * All the naysayers seems to have missed the primary reason behind this. It is first and foremost a HoM issue. It is very obviously penalising players who split their time and devotion across multiple characters. If my one character has 10 titles and your 10 characters have 1 title each, why shouldn't you get the same recognition in HoM? If anything, I would say the guy with 10 characters deserves more recognition simply because it requires much more effort and dedication to advance ten characters than one character. The solution need not make certain titles account-based. The easiest solution is to have one HoM per account. Yes, it's unrealistic. Yes, it's PvE. Yes, it doesn't make sense. But the HoM is first and foremost a means for a player to both earn some bonuses in GW2 and to show off. How in the world can I show off if my HoM doesn't fully reflect all my accomplishments? -- ab.er. rant [[Image:User Ab.er.rant Sig.png|sig]] 03:36, 6 September 2007 (UTC)
 * I could care less about displaying Treasure Hunter and Wisdom title in HoM, i will most likely display other titles. My problem is mainly with the fact that even though I have adventured as much and opened as many chests as some other person, I still break more lockpicks and lose more salvages because I play more than one character.Windtalker 04:50, 6 September 2007 (UTC)
 * Ok, so I was the one who misunderstood your reasons. -- ab.er. rant [[Image:User Ab.er.rant Sig.png|sig]] 06:41, 6 September 2007 (UTC)
 * Making treasure hunter/wisdom title, what is Windtalker's suggestion, would have the effect that you can put these titles in HoM, anyway (see all other account-based titles). But Ab.er.ant described exactly my point of view regarding HoM and titles spread over different characters. I don't want to display every single title with every character, but I think, that regarding GW2 my achievements should be considered account-based and this is what the Hall of Monuments should be for - imho, of course ;)
 * Well I see, that my point is not exactly the same as Windtalkers, but I also share his opinion that especially the treasure hunter/wisdom title benefit would be more appropriate if made account based. -- Curse 08:44, 6 September 2007 (UTC)
 * Maybe not for treasure hunter, but for Wisdom, it doesn't matter who identify the item. It's not the character the one that gets the gold item. It's THE ACCOUNT, thanks to Xunlai storage. You can farm gold with all your characters, then buy unidentified rare items wit all of them, yet you have to bring them together to a single character. A PvP character can get the Wisdom title. People already focus all gold items to a single character and then salvage with that character. And that, more than anything, is annoying and unfair for those who identified with many characters before the update. No one forces you to do that, but everyone has to do that if they want to use the title's benefits. Even if the title is not account based, the highest tier in the account should be used for all the characters. Want to make it really 'character based'? Make it increase by PICKING a rare, not by identifiying it. Otherwise, make it account-wide, or it would be insanelly senseless and unfair. A white miniature you already got 4 times does not compesate unfairness like this one in titles for 'Devotion' players. MithranArkanere 14:50, 13 September 2007 (UTC)
 * The argument of a level 1 with the wisdom title track seems to make as much sense as a level 1 in presearing with the Luxon title track. So many of the titles in the game are biased towards players who have a main character. I have several characters and play them all at different times, the only titles I "work" to get are the Race factions ones due to their in game benefits. I don't bother opening chests for this title because I know in a weeks time I will be playing another character and they will have to start from 0 again with the chest record. Not really fair to me when I may have opened more chests than another player, but because they play only the one character they stack everything onto it. Now that we have Kind of a big deal title track and titles transfering over to GW2, not to mention the Rainbow Phoenix, people like me who love guild wars and playing a diverse range of characters get less. Dancing Gnome 18:00, 13 September 2007 (UTC)

I have 5,000+ hours playing GW and up until Arenanet said titles would unlock things in GW2 I wasn't interested. I have played GW from day 1 and now I find if I don't have titles I will miss out on GW2. This I find totally unfair for those like me that have no interst in titles but now have to go get them. -- (Lando / talk) 16:31, 15 September 2007 (UTC)
 * I wonder what you feel you will be missing out on in GW2 without titles from GW. The carryover from GW to GW2 won't be something that affects gameplay, or that makes your characters stronger or better or more powerful. Nearly all titles are simply a point of pride, but really don't have an impact on the game mechanics in any way. So if titles aren't an interest in GW, don't feel obliged to get them as we move towards GW2, for there is really no obligation or any essential "need" to do so. --Gaile [[Image:User gaile_2.png| ]] 16:42, 15 September 2007 (UTC)
 * Thank you Gaile for clearing that up for me :) I must admit I listened to rumour about what was being carried over to GW2. --[[Image:User_Magua_St_Georges_Cross.JPG|20px]] (Lando / talk) 09:54, 16 September 2007 (UTC)
 * Come on Gaile.. we all know pride is everything =P. Yea sure the hall of monuments was created to make it seem like we weren't wasting our time with playing guild wars now, with guildwars 2 in the making. We're all grateful for that. I think however, that most of us would be more grateful if you implemented some way of making us feel like we weren't wasting our time by fully experiencing the wonderful variety of professions offered by the game, esp now that the HoM only recognises the Kind of a Big Deal track now from the pve line.
 * Personally i think that only the: skill hunter,cartographer, vanquisher, survivor, guardian, defender of ascalon,and north master(ie all the campaign specific titles) should be left character based because these titles are progressed by actually "adventuring" with your character, while the others seem to be to just be grind and if you want as much title for your time you wouldn't grind with 10 characters... Anyway thanks for hearing us out gaile, Im sure you'n the devs will do wat you think is best, but if you do implement it I promise ill buy 3 extra char slots ;].--WikiWu 23:34, 16 September 2007 (UTC)
 * Ps i find it highly pleasurable to trash talk lvl 20 characters with my lvl 1 gladiator xD--WikiWu 23:44, 16 September 2007 (UTC)

I have 9 PvE characters, but because GW:EN lets you grind your titles to make them better, its obvious that people with 1 character have a huge advantage. on the GW 1 box there is a sentence and goes like this: 'You'll prove your worth with every battle as skill, not hours played, decides your fate'. yeah right, GW:EN is just a grindfest and with the +1 bonus is takes ages... account based? yes please.

I know this has been said over and over again but it's just absolutely frustrating that I'm CONSTANTLY stuck with 1 profession. Here I thought that Guild Wars was supposed to be a really balanced game but with such feature, it absolutely limits certain players from enjoying other professions. I for one would really love to try out using most of the profession and be proficient with them in PvE play but such titles that requires an Ungodly amount of gold to achieve is absolutely ridiculous. It forces us casual players to stick to one profession in hopes to achieve the max title. What I propose is, so not to undermine the achievements of more hardcore players who has been with Guild Wars ever since the beginning - as I for one just recently fell in love after the release of Nightfall so new players alike are at a disadvantage - to turn it into account base but raise the cap of such title. Therefore minimizing the aggravation of hardcore players and ensuring that the newer/casual players a sense of gaming that is unparalleled and incomparable to other MMORPGs by giving us more freedom in diversifying our game style. Also I suggest that you include more character based titles such as the lightbringer, sunspear, asuran etc. titles that are easily grind-able. I understand that what the developers are thinking but they also have to think about us casual gamers. We all feel like we're loosing out on the great experience that guild wars can offer. Renin Friday, October 6, 2007

Drunken Effect Icon
Now that some skills use the drunken status as a condition to change its behavior, we players that cannot play with the Post-processing graphical option have no way to know whether we are drunk or not. So a 'drunk' effect icon would do the trick, and make the alcoholic drinks match the food and other consumable stuff. I bet the game client just needs to 'read' the order to show the blurring, and add one effect icon depending on the grade of drunkenness. MithranArkanere 16:03, 2 September 2007 (UTC)
 * Yes please. I have hesitated to use all my alcohol for the Drunk title, for fear of wasting some. I would love to know for sure "When I'm drunk" and "When I'm not drunk." Just like with the Sugar rush "Effects." It would work perfectly I think. -- RavenJWolfe [[image:User_RavenJWolfe_Icon4sig.png]] 15:36, 4 September 2007 (UTC)
 * I would justl ike to ping it during a gvg :P "Thunk i had *Hickup* a lil to much..."  A nti 

Better Skill Sorting
With the addtion of more and more PvE skill I found that checking the non-PvE skill lists and looking for a certain skills is getting more and more annoying. So I suggest to add a second sorting button, to refine the skill sorting, and some new options. The new options would be those four: Why the alphabetical? Simply to disable the second sorting button if you do not want to use it. By selecting 'alphabetical' in the second button, the skill list will look exactly like now.
 * PvP/PvE: Self explanatory.
 * Target distance: Touch, self, half casting, casting, entire party, ...
 * Effect range: Touch, Self, adjacent, nearby, in the area, within earshot, party, spirit, radar, entire area...
 * Alphabetical

The first button would sort skills under the tags and the [+] symbol. Exactly like right now. The second won't. It would just affect the order, without adding tags. So it won't look like a tree. That would be annoying and would increase the height of the lists. Whit this, you'll be able to, for example: And much more. Since it would be just a completely client-side option this will add absolutely no lag, just some trouble for the UI guys.MithranArkanere 16:03, 2 September 2007 (UTC)
 * Sort by elite/non elite, and then by profession, to check all the elites you are missing in Priests of Balthazar.
 * Sort by PvE/PvP, and then by Profession, to check if you have all the non-PvE skills of that profession.
 * Sort by range, then by Attribute, to seek all the touches or all the 'half casting range' skills of that attribute.
 * Sort by Cost, then by Attribute, to seek all the 5Energy skills of that attribute.
 * Sort by Distance, then by range, to seek all the self casted skills that affect adjacent creatures.
 * Sort by Type, then by attribute, to seek all the melee Strength bases attacks, or all the Expertise stances, or all the Mysticism Enchantments
 * Sort by casting time, them by recharge, to seek the fastest skills.
 * I like this suggestion and hope it gets some attention!--Seth Crimsonflare 19:03, 9 September 2007 (UTC)

Save Our Hands
XD. There are three processes that are a pain (literally) to our hands: To help easing that pain, three things could be done: MithranArkanere 16:03, 2 September 2007 (UTC)
 * Holding Ctrl and Alt... specially when you are already sing the WADS. You have to hold Ctrl and Alt with the small finger and the thumb, and use the other three fingers to use the other keys. In my keyboard, that hurts.
 * Identify items. So many clicking is not good for metacarpal tunnel syndrome. Well, it's good for the syndrome, but not for our hands.
 * Buying materials.
 * Add a 'make Ctrl and Alt toggle buttons instead of hold buttons' option to the general tab, and then they will be able to toggle showing enemies and allies without having to hold two buttons all the time, just hit once to show, and once to hide.
 * Make it so by golding 'Shift' the client uses again the last Identify or Salvage kit (until it is consumed, of course). So instead of Double Click, Click, Double Click, Click, Double Click, Click, Double Click, Click... you just Double Click, Shift-Click,, Shift-Click, Shift-Click...
 * Add a 'quantity' number box the the material traders much like other the merchants have. But the materials won't be bought instantly. The buy button would change to a 'start buying' option, and a new 'stop' button would be added. After you input a number, the client would automatically start buying the materials one by one with the speed the server allows, without you having to click and click and click. It you had a mistake, you can hit stop anytime during the process.
 * I would prefer a "Identify all" option from each merchant at a fixed price per identified item. I do like the other suggestions a lot.Coran Ironclaw 19:53, 5 September 2007 (UTC)
 * Here are some workarounds to try if you're having trouble in the meantime:
 * Control Panel->Accessibility Options->Keyboard Tab. Check 'Use StickyKeys'. Click Settings, select 'Use shortcut' if desired (allows you to turn the feature on and off without having to return to the control panel), check 'Press modifier key twice to lock', uncheck 'Turn StickyKeys off if two keys are pressed at once', uncheck 'Make sounds when modifier key is pressed', Check 'Show StickyKeys status on screen' if you want; you'll only see it if you play in a window. Upon entering a town or explorable, press Ctrl twice and Alt twice. Done. Names of everything will be displayed the entire time you're in the area. No holding the keys. You will experience some issues:
 * If you press Ctrl or Alt, it will turn them back off and you'll need to press each one twice to turn it back on.
 * Although Ctrl and Alt will still be held when entering a new area, the game will not respond. You'll need to press each once to turn it off, then press it twice to turn it back on.
 * Remember, Ctrl and Alt are always held down after you press them twice, which has implications. For example, you can't type anything in chat. You must turn them off, type, then turn them back on.
 * Most mouse software these days has a method to map a button to double-click. You can also try MouseKeys under Accessibility, which will allow you to double-click using the + key on the numeric keypad. -- bcstingg (talk • contribs) 16:39, 13 September 2007 (UTC)

Ward and Well Colors
When you use wards or wells in PvP, they get colors that correspond to your team color. In PvE, they are all red. There is no way to know which wards and wells are made by your party members. Specially with wells. Wards and wells created by party members should have the typical 'blue color' we see when capturing things in PvE. Aditionally, allies could have either the same blue color or their won green color. Red should stay for enemies. MithranArkanere 16:03, 2 September 2007 (UTC)

Guild Leader/Officer Tools?
One thing that has annoyed me a lot lately, is the lack of tools for the Guild Officers, Guild Leaders and Alliance leaders. The game is called "Guild Wars," yet focuses a lot more on standard PvE and PvP more than anything else. The tools are currently limited to Guild Chat, Guild Announcement, Scrimmage, GvG & Recruiting. Some ideas for additional GUILD functionality... track Faction donated per member, allow guild leader to attach note's to member's names, allow a scheduling function to remind players of an upcoming Guild Events, identify WHERE guildies are at at all times (e.g: Kamadan, Nightfall), extend guild size so guild leader's don't have start 'overflow' guilds, provide other games for in the Guild Hall. These are just ideas, but you get my gist. User:Ochimaru 13:14, 2 September 2007 (CST)
 * I do not know that we will be making changes to guild support for Guild Wars. I can certainly ask about this, but at this point, the best place to put this would be the Guild Wars or Guild Wars 2 Suggestions pages off of this page. Thanks! --Gaile [[Image:User gaile_2.png| ]] 19:06, 2 September 2007 (UTC)

If I could have just ONE tool for the guild... the most useful thing would be a transferable Alliance-only item(s), such as a crown or trophy. It could be used for many different purposes such as scavenger hunt, hide & seek or designating the "king of the hill" for 1v1 in the scrimmage battles or alliance/guild tournaments. As you can see, there would be a wide range of uses for such an item. It could possibly be summoned/created by the guild leader using a /command much like /bonusweapons. The item does not need a bonus. Just something simple, possibly similar to the event items. User:Ochimaru 00:07, 11 September 2007 (CST)


 * Guild Storage
 * Allow the guild to have it's own storage facility, with guild options on items in storage. Storage in the guildhall will be managed by the officers, or ever permissions
 * assigned separately from officers.
 * Items can have two settings, loanable and giveable.
 * Loanable items can be loaned to guild members, as such it's not upgrade, theirs to trade or sell. if they leave the guild it goes back to the guild storage.
 * Giveable items can be given to guild members, theirs to upgrade, trade or sell as they please.
 * All this will of course run on items and gold from the guild coffers. Maybe having a portion of cash from sales at the guild traders go towards your guild would be nice as : well.
 * To encourage donations to guild you can link donations to your guild to the luck title track.
 * Guild events management
 * Allow guild to create events. This means events within the guild hall with decoration and minigames, spawning of random dungeons with random mobs according to preselect,
 * scavenger hunts. Of course all these have to have prizes which can be allocated to winners, people that complete quests etc etc, all of course linked to the guild storage
 * Guild quests and missions
 * Having system missions and quests for guild to perform, think of it as GVE. This way you can raise funds for the guild, gain additional traders and/or above mentioned
 * storage
 * Well that's about it for now.
 * bain 15:26, 28 September 2007 (UTC)
 * To encourage donations to guild you can link donations to your guild to the luck title track.
 * Guild events management
 * Allow guild to create events. This means events within the guild hall with decoration and minigames, spawning of random dungeons with random mobs according to preselect,
 * scavenger hunts. Of course all these have to have prizes which can be allocated to winners, people that complete quests etc etc, all of course linked to the guild storage
 * Guild quests and missions
 * Having system missions and quests for guild to perform, think of it as GVE. This way you can raise funds for the guild, gain additional traders and/or above mentioned
 * storage
 * Well that's about it for now.
 * bain 15:26, 28 September 2007 (UTC)
 * Having system missions and quests for guild to perform, think of it as GVE. This way you can raise funds for the guild, gain additional traders and/or above mentioned
 * storage
 * Well that's about it for now.
 * bain 15:26, 28 September 2007 (UTC)
 * Well that's about it for now.
 * bain 15:26, 28 September 2007 (UTC)
 * bain 15:26, 28 September 2007 (UTC)
 * bain 15:26, 28 September 2007 (UTC)

Special Town/Outpost Appearance for Friends
Hello Gaile, I'd just like to repeat a suggestion I made a while back in-game.

It would be nice if people on our friends list stood out when in the same district of an outpost, in a similar way to the guild tag of guild and alliance members. I'm sure we all have a lot of people we keep in touch with who are not in our guild/alliance, and this would be a great way to make it obvious when you are randomly in the same place, or just to find each other easier when teaming up.

Thanks for listening :) Biscuits 12:14, 3 September 2007 (UTC)
 * I read this very suggestion several times in different forums. My 'final' version was this, in order of preference:
 * Gold for guild members.
 * Silver for alliance members.
 * Bronze for friends.
 * Grey for ignored.
 * The client has already the data in the Guild panel, and the friend list. We already see alliance mebers in gold. The client would need only to chech the guild roster, and put silver those that are not there. In the case of friends and ignored with no guild tag, thoy would have a [friend] or [ignored] instead, since there are no guild tags with more than 4 characters. MithranArkanere 18:31, 3 September 2007 (UTC)
 * This is one of those small things that would just make the game better, I just hate looking for friends in full districts! Or just the pleasure of spotting a friend that you didnt know was in your district.  A nti 

Polymock Menu
I think it would be a cool thing to have a menu for the character's (registered) Polymock pieces. At the very least a simple listing of which ones you have, and maybe the ability to see each form's skill-bar as well. Perhaps put it on the Hero Panel somewhere? :) Capcom 21:06, 3 September 2007 (UTC)

Hall of Monuments Display
Right now the way to display trophies / heroes in HoM is very cumbersome. We need a better way to order the statues or clear them.
 * Yes. Please. Something like this:
 * Slot one: click. Choose in a list (like the hat maker one).
 * Slot two: click. Choose in a list.
 * Slot three: click. Choose in a list.
 * Etc..
 * You selet and item that is in other slot, and that slot becomes empty.
 * That way we could show the titles, miniatures and heroes we want, not the ones the system allow. I tried hitting and hitting again ,and I always get Koss, Norgu, Goren, Master of Wispers, Morghan or the Animal in any combination, and I don't want to show them. I want Melonni, Jin, Tahlkora, Zenmai, Margrid, Sousuke, etc... MithranArkanere 23:23, 4 September 2007 (UTC)
 * I second the need for a better method to select which achievements to display. Using the rotation button, you might not get the five that you want, and if they are, sometimes you want them displayed in a different order than they stand. --Thervold 18:44, 18 September 2007 (UTC)

Mini Thoughts and other rants
I had a thought that I am sure has been thought of, but I wanted to put it out there. It would be very cool if mini's could interact with each other in town. So that when they get with in a certin proximity of each other the mini's would duke it out......no hit points or health, just go through the fighting animations against another mini.

Titles.....I love the titles, and would like to see more titles. I would also like to see small little perks for some of the maxed titles, giving players little incentives to acheive them. I.E. -legendary cartographer....since you know all the land, your movement could receive a 5% bonus. -Kind of a big deal, people know mw, max titles.......a unique emote -Legendary protector +1 to damage or +1 armor Nothing much, just little bonuses while the title is equipped......I really like how NF, and GW:EN give bonuses with the title, and it would be cool to apply those bonuses to older titles......give people a small perk for acheiving the maxed titles (I am nearly out of missions and quests across all 4 games, with only 4 left in the first 3 games, and what is left in GW:EN.......titles is all I have left to work toward, and already have 14 of them maxed out)

Pollymock tourny vs other players

Guild hall service......I would really like to see some new guild hall services. -A Guild Hall Storage Chest that can be accessed by the guild -Sparring partner, or mini arena in the guild hall that would allow people in the hall to spar against each other for the purpose of testing new builds or build combinations -Zoo keeper, a NPC that could manage all your mini pets......I have one character dedicated to mini pet storage now, and since they are customized through the hall of monuments........they really need a home -Festival hat maker in the guild hall It would be very usefull for the guild leader to be able to place the NPC's in the guild hall, or to move them around......but that seems like alot of code writing, and may not be too practicle.

Auction house.......It's all been said before

New random outposts & missions across the land, just little updates here and there, maybe a town or two in unused areas.

Love the new "style" armor items, It allows us to customize our characters that much more. Look foward to seeing more in the future!

I love the game as does my wife, it is the game that got her hooked on games! Keep up the great work.

Med Luvin 15:08, 4 September 2007 (UTC)


 * We all would love an auction house, but it will come at best only with GW2
 * More guild hall stuff would be cool
 * A BIG NO!!! to adding even more perks to titles. Stop GW from becoming another grind-based game. --Xeeron 15:37, 4 September 2007 (UTC)
 * Burn titles. People like to blame heroes for ruining the game, but sadly, it was titles that ruined the game. Everyone in my guild stopped playing together, so they could go hunt their super leet titles. Nobody plays together because they are busy getting their titles. Try to go into a town and spam "LFG for cartography of Lornar's Pass" See how many people you find. I hate titles. Some are decent though, such as Protector\Guardian\Vanquisher. Titles that just require you to grind for countless hours, or spend 4 million gold are just stupid, and at best ruining the game. --Deathwing 15:48, 4 September 2007 (UTC)
 * Ain't that the truth. This weekend, I grinded for the first time -- Norn points, for my armor. All I want in GW is to have fun and to look pretty. I don't think that's too much to ask, but now I'm being forced to repeatedly kill the same stuff over and over again in order to reach my second goal. Not cool, Anet, not cool at all. Titles bore the crap out of me; tedious, expensive, unfun work. I find it amazing how many people voluntarily grind in a game that claimed to have none. --dom  · (talk) 16:05, 4 September 2007 (UTC)
 * You poor baby. God forbid getting armor takes work. I use titles as a personal goal sorta thing, I'm not in it to show prestige or anything. Yeah, I absolutely love that titles are DOING something now, because it gives my character atleast some sort of improvement areas (like how the norn skills get stronger, how treasure boxes get easier) and I'd also love to see that. Finally with titles GW was a rewarding experience! Vael Victus 16:34, 14 September 2007 (UTC)

After a certin amount of time, you have no missions/quests left, but still want something to work toward on a character you have spent hrundreds of hours using. That would be the titles, you don't have to get them, I am just proposing small bonuses to those who chose to get them. Not a requirement for game play, just an extra perk if you want to go the extra mile. Med Luvin 16:15, 4 September 2007 (UTC)
 * So...you finish the fun part of the game, then it becomes a work simulator, and all of the people who enjoy working can come home and work in their spare time. Fantastic. --Deathwing 16:20, 4 September 2007 (UTC)

Completed Quest Log
I would personally love to see a log of all the completed quests a character has done introduced into the game's system. In my (brief) playing experience, there have been more than a few times when a friend or fellow guild member is looking for others who have yet to complete a particular quest, and so I look for the quest's name in my Quest Log, only to find that it isn't shown. Now I'm wondering if that means that I've done the quest already and completely forgotten about it, or if I somehow missed it when I was gathering all the quests that I could in that town/outpost/area. Or maybe I finished the quest with one or more of my other characters but not with the current one?

And while I realize that one could argue, "if you're not sure that you've done that quest, tag along and go through the motions anyway," I still think that having such a log would be more beneficial than not having a log. -- SZK  19:09, 4 September 2007 (UTC)


 * On the subject of quest log... The quest log can get really long and full of quests and it's somewhat organized to locations, but how about further organizing them to campaigns, a tab for Proph, a tab for Factions, a tab for Nightfall and a tab for GW:EN? It's a nuisance to scroll through the quest logs sometimes! -- Hopefulaltruist 13:03, 8 September 2007 (UTC)


 * I would like to see some other things: Color the Quest-Names by category. Red for unfinished quests, green for finished repeatable quests. With GW:EN you have many dungeonquests or primaryquests wich are repeatable, it would be nice to make this somehow visible. red are the things i have to do, green quests are things i have done already. This would make it easyer to see what quests i havent seen yet.
 * I also would prefer a Questlog that opens with all tabs minimized and only one local questtab open (if im in an outpost in southern shiverpeaks, only this tab would be open).
 * Sir Astaroth 11:35, 30 September 2007 (UTC)

Dying Tinted Spectacles
A tiny suggestion... Tinted spectacles are the coolest headgear in the game, but they would be so much more awesome if you could dye the tint color. Can these be made dyeable? Please? ~ Kailianna Firesoul 19:15, 4 September 2007 (UTC)

PvP reward points.
with the new automated tournament system and tournament reward points PvP chars can now get new armor and weapons...but i think that there needs to be another way to acquire them. some such ways could be to turn in an amount of Balthazar faction or get them as a reward for getting fame or glad points. this would allow more forms of pvp to have access to these items... not just 1vs1.
 * GvG..?
 * champion title or Balthazar faction

Treat Miniatures like Festival Hats?
Thinking about how miniatures get customized in the Hall of Monuments, is there any possibility of adding an NPC like the Festival Hat NCPs which would see if you have a miniature customized for the current character, and if so, learn how to make it so that other characters on the same account can also access it? (If a miniature is not customized, s/he could say something like "This miniature just doesn't seem special enough to you.") I know that you, I, and many others are trying to get as full a collection as possible. With customization, either the collection has to be broken up, or is only usable by a single character. This way, as before you only have to get one miniature per account, and it wouldn't flood the market because newly created miniatures would also be customized and useless in trade. Just a thought.... - Lord Ehzed 03:20, 5 September 2007 (UTC)
 * So, the above post is probably not necessary because according to the Hall of Monuments talk page, there is already discussion about how to fix the miniature sharing problem. Great! - Lord Ehzed 03:32, 5 September 2007 (UTC)
 * i was thinking about same. it be very nice if for a small amout of gold a character could get a customised working copy of the mini he added to his hall of monument. This would save much space for mini colectors. --Bob 17:03, 10 September 2007 (UTC)
 * The best part of this is freeing a lot of storage. MithranArkanere 21:25, 10 September 2007 (UTC)

Service Duration?
I am a huge fan of Guild Wars. Having tried many competitive games, and from the details released to date, I'm absolutely not interested in GW2...it's removing the unique aspects that made me such a fan, and adding the very aspects that I shun the competitors for, so I wish to stay here. I'm all in for supporting the game, including paying (just like the competitors) but I am not migrating to GW2...from what I'm hearing officially, and what I've seen introduced with GW:EN, it's going to be yet another carbon copy of several games I have tried and quit.

That said, I am wondering how long Guild Wars is going to be supported.

P.S. Is there any way to shut up these blasted NPC's?  I cannot fathom what possessed the developers to add in the vocalizations...one can only tolerate the same ridiculous phrases so many times before taking a big bite out of one's monitor, and that's very hard on the dental work! :) Gwynna Vive 06:54, 5 September 2007 (UTC)
 * Not sure if I understand correctly what you're saying, but in the very first article about GW2 it has already been announced that it won't have monthly fees. And Gaile, as well as many others from ANet have also said repeatedly that GW1 will be supported for as long as people are playing it. -- Cynaes 15:18, 5 September 2007 (UTC)


 * I was remarking that I would not find it objectionable to pay for GW1 (if it comes down to that), at some point in the future. It's likely well into the future before GW1 will be replaced completely (especially if GW2 is geared to Vista or the system requirements are considerably higher) but it is something that I am wondering about.  Eventually GW1 will not be a prominant display item in retail stores, and without that income, any company cannot feasibly maintain the servers, support the product, or maintain the terms of service...all things that are exceptionaly well done by NCSoft/Anet and a major reason for GW1's success in a very competitive market.  Gwynna Vive 20:16, 5 September 2007 (UTC)


 * Just because a game has no subscription fees does not automatically make it good. And the OP is right, GW2 is more like the run-of-the-mill MMOs than GW1 ever was. The low level cap and instancing [on a large scale] are the other two things that made GW something unique.... neither of those are making a comeback. Counciler 04:51, 7 September 2007 (UTC)


 * U know... the Age of Empires Servers are still running, as are the multiplayer servers for many old games. The way things have been going in the past i don't see the gw servers shutting down for a while(I stand to be corrected ). Although they'd be a lot emptier, given the migration to gw2. Everything I've heard about GW2 sounds like an improvement on GW so far. I just hope that the transfer of achievements from gw1 to gw2 goes smoothly.--WikiWu 22:37, 20 September 2007 (UTC)

Dungeon Continuity
When zoning form one dungeon level to the next (and only in dungeons), you should be able to bring with you: Why? There are areas that are really small compared with others, and some that you just 'pass by'. I found one area with three dwarves just before the last fight, near the door. Why to add them there, just to banish after zoning? MithranArkanere 22:26, 5 September 2007 (UTC)
 * Current blessings.
 * Current blessing rank.
 * Current consumable effects.
 * Found Ghost dwarves.
 * Agreed, Current Blessings, effects, and NPCS, should carry over. Only reason they didnt is probly they didnt think of it. ~ Zero rogue x 07:58, 6 September 2007 (UTC)

New Emote
Hi, I'm new to the Wiki, so forgive me if this is in the wrong place. I had an idea for a character emote. My idea is that if a player is currently drunk, or has earned a drinking title, the player should be able to type /captain, and have their character do the "Captain Morgan Pose". Some friends and I were discussing this and I think it would help boost the popularity of that title, and make for great social conversation i'm sure. Thanks for hearing me out.MasterStumpy 01:27, 6 September 2007 (UTC)
 * Whitout the barrel and the swod I don't think many people would get it... and not much people, even with them. But it's true thet giving every title it's effect wold be nice, as long as such effect is as relevant as the title itself (for example, maling alcohol last longer whith drunkard, the sweet rushes last longer with sweet tooth, more map markers with cartographer, etc) MithranArkanere 06:37, 6 September 2007 (UTC)
 * Am I the only one who sees obvious copyright/trademark violations here? You can't just use something like that without permission from the owners. Counciler 04:48, 7 September 2007 (UTC)
 * Uh hi, welcome to 2007. Are you familiar with copyright laws? Probably not, I'll tell you a bit. I'm not particularly sure if it IS the fair use policy, but it's along those lines. First off, the beer company would like *so* never find out about this, and even if they did, I doubt they'd take legal action. On top of that, fair use prevents them from doing so anyway. Always gotta be a downer in conversations, what is this, 4chan? Vael Victus 16:38, 14 September 2007 (UTC)

True, but it seems that they obtained the Napoleon Dynamite dance, so I figured as long as the character is only going through the motions and bears no resemblance to the captain himself there would be no infringement.
 * heh I doubt there would be any action taken at all given that the emote would be to their benefit...I just found out who the hell captain morgan was! Sif sue anet for giving em free publicity...( and isn't "kind of a big deal" from anchor man? no action?) Im all for the idea, so long as the emote is easily related to to the title--WikiWu 22:43, 20 September 2007 (UTC)

Max Asura Rank Rename
If you've been watching the Asura rank discussion allot of people were hoping for the Name of the Max Asura Rank title to be "Not Too Bad for a Bookah" However the title turned out to be "Not Too Weak" Granted you probably had this decided long before the other name was even thought up. However you have to admit, "Not Too Bad for a Bookah" sounds allot better than "Not Too Weak" So, I ask you please change the max Title name to "Not Too Bad for a Bookah". Thanks! ~ Zero rogue x 07:58, 6 September 2007 (UTC)
 * Or 'Not a Bookah' since we already know what really 'bookah' means. MithranArkanere 14:51, 6 September 2007 (UTC)
 * "Not too bad for a bookah" sounds much better than "not too weak". Not that I expect to get that title withhin the next 10 years. --Xeeron 15:07, 6 September 2007 (UTC)
 * Yeah not too bad for a bookah is definitely the "correct" one. "Not Too Weak" should be the Norn's first one... --Ravious 18:31, 6 September 2007 (UTC)
 * How do we know either of them is authentic? -- Gordon Ecker 01:16, 19 September 2007 (UTC)

Flurries
My suggestion is to have faux public quests to keep people together and busy before GW2. The weekend events are nice, but this system would be a little more "now." Basically, you sign on and if you want to join you type /flurry or whatever A.Net decides to call it. Then you will get a message that says where the flurry is. Now instead of trying to pinpoint what a flurry is let me give a few examples of a response from typing /flurry.

(a) An Asuran Krewe has thrown a Flux Ray Capacitor Grenade into Arachni's Haunt. For 52 minutes all enemies in that dungeon will have -3 armor for every player in your party.

(b) The Bear Spirit is concerned with the amount of Berserk creatures in Jaga Moraine. For 117 minutes players will get +1 Norn reputation points per kill in the area, and an additional +1 Norn reputation per kill for every 3 additional players in your party.

(c) The Ebon Vanguard wishes to retell the story of the Warband of Brothers. For 25 minutes players will get +100 Ebon Vanguard reputation for completing the quest plus an additional +25 reputation for each player in the party.

The goal is to get players together quickly. There should be only one flurry going on at a time, and the bonus should be for everybody (soloers included). However to get the most out of the flurry bonus you will want to team up. The main goal is to get groups of about 4-6 players, not 8 total. You want people to jump in and play, not wait around for that perfect group. Hope this suggestion makes the weekly report. ;) --Ravious 18:50, 6 September 2007 (UTC)

Timers Till Cutscenes
Please add them. Any time you are in an EA, and you have a cutscene incoming after doing a task, at least give us 10 seconds to pick up our loot. It really is annoying when the cutscene prevents you from doing so. Counciler 04:45, 7 September 2007 (UTC)


 * The loot is generally made available after the cutscene, in a 5X4 unit box that allows you to pick which items you want, or use the "accept all" button to take everything (handy if you need to make inventory space as it will stay open so you can get to a Xunlai chest) The thing I question is whether or not coins are collected...lots of times the final kill that triggers the cutscene will drop coins.  Gwynna Vive 08:40, 7 September 2007 (UTC)


 * So far as I can tell, gold coins are never gathered. The last time I checked, I intentionally left behind any gold drops, and had 0 gold in the inventory. Once the mission was made, only the mission reward gold was in the inventory.MithranArkanere 12:05, 7 September 2007 (UTC)

Ten Small Suggestions
1) Have a command that allows the party leader to rearrange the order of the people in his/her team. In difficult areas, teams often want to reorder themselves to make it easier for monks to heal or bips to... well, bip.  This is currently done by kicking everyone in the party, and re-inviting them in the desired order (and is often complicated if you can't remember who was on your team, or if oblivious outsiders are trying to join).  The command could be something like "/swap 1 6" to swap players 1 & 6 (in this example, you are letting someone else be party leader).

2) While holding down the Alt key, the cursor should not select other players even if you mouse over them. The Alt key is helpful if you want to locate a merchant, Xulani chest, quest NPC, etc.  But if your desired NPC or box happens to be popular, the position of the name that you want to click on is going to float up and down when you move your mouse over to it because so many other people are there.  Had you wanted to select another player, you would have let go of the Alt key.

3) Make hero lock-on (that white target under the hero's skill bar that turns yellow when you click on it) NOT get overriden by called targets. Sometimes you want Koss to keep chasing that kiting monk so he can't heal his friends, and it would be nice to call a new target without distracting Koss.

4) Create a hot-key for storage. Many towns now have Xulani chests in multiple locations.  But there are still a few locations *coughTahnnakaiTemple* where you might spawn clear across town, not even in sight of storage.  I suggest just having a hot key to pull up the storage window from anywhere in town so you can access your prized junk without having to be in arm's reach of a chest.

5) I would like the option of sorting my characters on the selection screen by Age (in addition to Alphabetically and PvP/PvE). That is all :)

6) Please don't make heroes and henchmen stop attacking and run to me if I reposition myself in combat. This is especially annoying if I'm trying to hench with my monk character.  She's always under fire and needs to get away from the clubbing of a thousand ettins.  The break combat and run towards me distance should be further for henchmen/heroes, and there's always the flag option if you want them to retreat ASAP.

7) Allow us to always pass through allied NPCs. Kormir should not body block me when I'm trying to attack Abaddon during his window of vulnerability.  The spirit who likes to be my shadow in the Sanctum Cay mission should not block me from retreating.  The civilians during in the Attack at the Kodash quest should either 1) run screaming when the Margonites attack, 2) be targetable by friendly fire (like so many butchered moa birds :), or 3) allow you to pass through them. Lonai in Sunspear Sanctuary & Koss' father in Yohlon Haven are standing in a heavy traveled areas and it would make life easier if you could run through them as well.

Hmm, I can't seem to remember my last 3 suggestions... I will be back! --Ctran 12:15, 7 September 2007 (UTC)
 * I think some are good suggestions, but I find #6 pretty crucial. The "break" from combat should be much stronger. --Ravious 13:51, 7 September 2007 (UTC)
 * The breaking from enemies can be prevented by simply flagging your heroes to the spot where the enemy is (instead of wanding/attacking the first enemy to start the fight). Making that time frame much longer would mean trouble whenever you try to run away with your heroes alive (though a little boost would not hurt). I have to aggre though that the current behavior makes playing with heroes and henchmen much harder for healers compared to damage dealing characters. --Xeeron 15:38, 7 September 2007 (UTC)
 * I believe #2 is solved by using Alt, not Ctrl, to choose the NPC of choice. I never have problems clicking on an NPC that way instead of a human player unless said human player moves. Nbajammer [[Image:User Nbajammer sig.jpg]] 16:07, 7 September 2007 (UTC)
 * Nbajammer, you're right, it is the Alt key, not the Ctrl key (I changed it above). However, I think my suggestion is still valid.  If you're trying to click on an NPC who is very popular, the NPC's name will jump once when you get close because so many people are standing next to him.  And if that NPC is standing in a heavily traveled area (e.g., Lonai is standing not too far from the entrance to the Command Post) that NPC's name will jump around as other players run by.  I only have this problem when there is a lot of activity near an NPC, and again, you wouldn't WANT to select a human player if you had the Alt key down. --Ctran 19:55, 7 September 2007 (UTC)

8) Please do not make monster patrol routes come within aggro distance of an explorable area entrance. An example of this is the group of Margonites patroling at the entrance of Shattered Ravines leading from Joko's Domain.  If you're in a party of people who have different internet latencies, you may find yourself beset by Margonites before the rest of your party is finished loading, or find everyone else dead by the time you load.  This is neither fun nor fair.

9) Please do not make monster patrol routes come within aggro distance of story NPCs in explorable areas. This would be ok if you could break out of a dialog with an NPC, fend off the monsters, and then resume the dialog, but some NPCs will only display quest-related text once, and if you have to close the dialog box to fight before you finish reading the message, you will never have the option to read it again.  An example of this is Sariss Yassith in Skyward Reach, and the pack of hydra that makes a stop at his location.

10) This is not a small suggestion like the others, but... Fort Aspenwood & The Jade Quarry are often empty because it's easier to farm Kurzick/Luxon faction in Alliance Battles. It's frustrating to not be able to play a certain part of the game because not enough people are present.  These PvP missions need their own unique reward to give people more incentive to play them.  I suggest the following:
 * - If Kurzicks win Fort Aspenwood, each Kurzick player is awarded 1 Equipment Requisition; if Luxons win Fort Aspenwood each Luxon player is allowed to loot 1 Equipment Requisition.
 * - If Luxons win The Jade Quarry, each Luxon player is awarded 1 Luxon Totem; if Kurzicks win The Jade Quarry, each Kurzick player is allowed to loot 1 Luxon Totem.

Equipment Requisitions and Luxon Totems trade for about 200g these days, which is still less than the amount of gold you could farm in the time it takes to do one of these missions. So the second half of the incentive program is to add new collectors for Equipment Requisitions and Luxon Totems. E.g.,
 * 25 Equipment Requisitions (this is approximately 5k worth of Requisitions, which is about how much it costs to craft a weapon) could trade for a blue: Amber Longbow, Amber Staff, Amber Wand, etc.
 * 50 Equipment Requisitions (approximately 10k) could trade for purple uncommon Kurzick items: a Holy Branch, Bramble Longbow, Wicked Blade, etc.
 * 250 Equipment Requisitions (approximately 50k) could trade for gold rare Kurzick items: a Gothic Sword, Amber Aegis, Guardian of the Hunt Shield, etc.
 * 25 Luxon Totems (approximately 5k) could trade for a blue: Jade Longbow, Jade Hammer, Jade Daggers, etc.
 * 50 Luxon Totems (approximately 10k) could trade for purple uncommon Luxon items: a Jellyfish Wand, Colossal Pick, Outcast Staff, etc.
 * 250 Luxon Totems (approximately 50k) could trade for gold rare Luxon items: a Jade Sword, Embossed Aegis, Platinum Longbow, etc.

These items would have an inscription slot but no modifiers. This idea allows Alliance Battles, Fort Aspenwood & Jade Quarry to have their own unique purposes (alliance faction/kurzick weapons/luxon weapons respectively) --Ctran 02:44, 11 September 2007 (UTC)
 * I like #8. I remember that nasty batch of Shadow guys right outside Gate of Fear's entrance into the Domain of Pain, back before they rearranged things in the RoT. Come to think of it, they should extend the same policy to rez shrines...Hyper Cutter


 * I agree fully with suggestions #3, #5 and #6 and i think they should be implemented since the beginning; 201.79.182.128 17:03, 19 September 2007 (UTC)

NPC Party Options
i would like a set of options that would make it so that my heroes and henchmen/henchwomen will follow orders more carefully such as group up so that they dont kite from close range attackers out of wards or keep the aggro so that they can be protected rather then draw the enemy to another member. also a spread out for if you are in an area with lots of AoE dmg. i think that there should be 3 buttons that effect your heros and henchies. Stand Ground (caster allies will not move while taking dmg, fighters dervs and sins will still attack enemys)defensive(the same as it is now) and Spread Out (allies stand farther apart and will notice AoE at their feet faster). having an all encompasing button for all of them would be good. All though if possible 1 for each hero/henchie (maybeon the right side of their name in party window) would be better to allow my monks to stay in the wards having my eles spread out and having defensive mesmer for anti melee at the back.

Alteration to The Frost Gate Mission
As it currently is, it's incredibly difficult (if not impossible) to complete with certain professions and a full party of henchmen, regardless of which ones you select. Right in front of the "hidden artillery" (Point #2 on the map) that you're supposed to lead Rornak Stonesledge to is a a large group of four Dolyak Riders and four(?) Stone Summit dwarves. Regardless of who you concentrate your party's attacks on, the Dolyak Riders' combined healing/protection power can easily negate any/all damage a player and his/her henchmen deal, and their damage enhancing spells quickly turn the situation deadly. Running past the enemies is possible, but since the bonus requires you to leave Rornak here for an extended period of time, doing so means that you will be leaving him to his death unless you eliminate all of the enemies.

I understand that this is a bonus and not required, but it shouldn't be the case that a player has to skip ahead, level up to 20 (and also possibly become Ascended to change secondary professions) before having to come back to complete a bonus mission. And it certainly shouldn't be the case where it is possible to complete the bonus portion with a party of henchmen, but only if you have access to a specific profession (*cough* Elementalist *cough*).

Every other enemy group in this mission contains one Dolyak Rider at most, so I would like to suggest that the number of Dolyaks in this group be limited to 1-2 to make things much more manageable and enjoyable. -- SZK  04:04, 8 September 2007 (UTC)


 * Human groups. Heroes. Getting some guildies to help you out. There are many ways to beat that mission (with bonus). In my mind, it is wrong to demand that non-primary missions (such as the bonus part) should be balanced to be beatable by pure henchmen teams. --Xeeron 11:14, 8 September 2007 (UTC)
 * No one is demanding anything. And I notice that all of your solutions include seeking help from human players, which has nothing to do with my suggestion, or owning Nightfall, which not everyone has. -- SZK  [[Image:User_SZK_sig.png]] 15:24, 8 September 2007 (UTC)
 * If you use AoE and interrupts, since their AI tried to heal always the same target, they die sooner or later, as long as you can keep the damage going more that they can keep healing. Once one of thm is killed, the rest goes down easily. And you can make them spread a little. MithranArkanere 12:51, 8 September 2007 (UTC)
 * I'll be the first one to admit that I'm not experienced enough with interrupts to reliably stop one foe from casting a 3/4-second cast-time spell from time to time, but I find it hard to believe that a single player, no matter how skilled, could successfully interrupt all four Riders whenever they cast it, long enough for one to be taken down by the henchmen. I did attempt using AoE attacks (for Warrior, Mage, and Mesmer) but they ended up just healing each other as needed; I have never seen them always healing the same target. -- SZK  [[Image:User_SZK_sig.png]] 15:24, 8 September 2007 (UTC)
 * I notice how you didn't say which "certain professions." Instead of suggesting a change, a better option would be to go to a forum or the missions Talk page and ask how to beat it with "certain professions.";) --Ravious 12:55, 8 September 2007 (UTC)
 * I'm not quite sure what you're trying to imply, but I think I'll stick with making a suggestion to the development team, thanks. -- SZK [[Image:User_SZK_sig.png]] 15:24, 8 September 2007 (UTC)
 * I am trying to say your suggestion is mostly unhelpful because a) tons of people have beaten it with henches, and now that we have customizable heroes I imagine it is easier, and b) if in fact your "certain profession" can't beat it, it would be nice to know what profession that is. But, my main point is that the first thing you should have done is say "I play X, and I cannot beat the bonus. Any suggestions?," instead of generally ask for an "I Win" button. --Ravious 00:30, 9 September 2007 (UTC)

Every mission can be beatten with henchies, I know this because I have been through all of them as a monk with henchies. It is adviseable to pull the groups apart, and take out a the doyaks 1 at a time, focusing all energy on 1 at a time. Also you will have better results if you hit them before accecpting the bonus guy, and having him follow you. Run into their agro buble, and then backtrack & string them down along the path. If you are having difficulties, pm me in game, and I'll help out. Med Luvin 19:10, 8 September 2007 (UTC)
 * It's very much possible to kill them at a normal level for that mission and with only henchmen. I've done it. If you're having so much trouble, just pull them back to where the catapults are hitting and make sure they're in the area where it hits. It might take a while if there's 3 or more, but I've never expected anyone would have enough trouble with this mission's bonus to warrant its change. Seriously, if what you're doing doesn't work, try other stuff. Be intuitive. Capcom 19:24, 8 September 2007 (UTC)
 * I disagree with the thought that every mission can be beaten with only heroes and henchmen. Or at least, completely mastered with only Heroes and henchmen. One specific mission, Aurora Glade, comes to mind. Including Hard Mode makes that statement even less accurate in my opinion. However, since I have completed all three campaigns almost exclusively with Heroes and Henchman, I do agree that most missions can be completed - and often times able to achieve the bonus or get masters on it - with only a single human player. Yukiko [[Image:User_Yukiko_Sig.png]] 07:11, 9 September 2007 (UTC)
 * Having henched Aurora Glade, I'd have to disagree with that particular example - however, I'll grant that it was not on hard mode. [[Image:User Aiiane-a.gif|Go to Aiiane's Talk page]] (Aiiane - talk - contribs) 07:14, 9 September 2007 (UTC)
 * I completed all of Prophecies on my Mesmer using nothing but henchmen, back before the ability to even flag them. Every mission (with their bonus) and every quest. Yes, everything, so that includes the bonus to Aurora Glade, Thunderhead Keep, Dragon's Lair, and Dunes of Despair. (And no, I didn't do the cheating method on DoD.) Obviously that's not counting Hard Mode, but I imagine it's doable (especially with heroes). And an MM hero makes the Aurora Glade bonus extremely easy, you know. Capcom 19:46, 9 September 2007 (UTC)
 * I've done all of those missions in Hard Mode including the bonuses using Heroes and Henchies, some of them had me cursing and wondering why they were so hard until I found the proper tactics to deal with them (facing ennemies that deal damage to the whole party -> flag your heroes and henchies to stand further from each other, facing a massive group of ennemies -> flag your H/H to stand at the edge of their movement area so that you can catch them where they start to move back to their origin point, you'll find that not all of them will stay to fight, ...) The bottomline is that there are ways to deal with all the challenges present in guildwars at the moment provided you take a bit of time to think about it -- Darak 06:45, 13 September 2007 (UTC)
 * I've played GW for a long time now and so I find most missions and quests easy or even laughable with heros but I do sympathise with the OP. I remember in the early days this bonus was one of the ones you DO NOT do with human teams. The idea was to clear the way to the catapult BEFORE talking to the Dwarf because often he would get killed during the fighting. The dolyacks DO provide a lot of trouble for new people in that area because it is relatively early in the game and if the healers aren't taken down one by one - with the whole party targeting the same healer one at a time, then you will likely get a wipe and never complete it. More than any mission before the desert this mission had a lot of new players frustrated with the bonus because with uncoordinated pugs and new players = bad builds, non max weapons, no elites and often bad party mixtures this bonus is almost impossible for most pugs in that area of the game. If you are one of those people who find it easy and has no trouble pulling it off, good for you - you probably won't notice if it was made a little easier for the people who don't fight it easy. If I go there right now with a hero party or even with a new char with non max items and just quest skills and henchmen I am certain I could do it pretty easily, but I am different from the average new player. Removing a dolyack from the second mob (yes there are two mobs, pulling can split the group of 3 into 1 and 2) wouldn't harm this mission for most experienced players - it's easy for us now, it would just remove the annoyance for other players. Don't forget - a lot people coming through this mission don't have heroes or max skills armour elites - they are new. 58.110.141.174 03:37, 3 October 2007 (UTC)

Treasure Hunting Points
We already had more ways to get lucky. Why not to add more for treasure hunting? 10,000 chests opened is not something you get in half a year with 10 characters! MithranArkanere 23:08, 8 September 2007 (UTC)
 * Getting loot for an elonian treasure: 1 point. (Nothing if it was empty, of course)
 * Finding and Using a Hidden Treasure in a Dungeon: 1 point.
 * Dungeon chests: 1..5 points, depending on the level the Chest is. (Level 1, 1 point, Level 3, 3 points)
 * this has been explained countless times, you can't have every title be easy to get or GW will get boring fast, since title grinding is all that's left til ~2010 &mdash;The preceding awesome-sauce comment was added by Skakid9090. 20:52, 9 September 2007 (UTC)
 * 2008. And 'possible with 10 players playing less than 6 hours a day' it's not the same as 'easy'. On top of that. It's WAY easier to open 5 chests in the wintersday dungeon that getting to the Exile's chests. MithranArkanere 02:17, 10 September 2007 (UTC)

Green Item Sell Value Increase.
i think that green itme sell price should be the same formula for all items + 50g so that green items can actually be sold to merchants for more then 35g
 * Use an identification kit on them, it will increase their value slightly, but I've never seen any value at more than 60 coins. Gwynna Vive 06:45, 9 September 2007 (UTC)

Armored Hats with Item's Attribute +1
Hi, along with the way now we can have headgear with "Item's Attribute +1", I know many people(including me of course) will love to be able to craft festival hats with actually armor! so you can use it everywhere!. We already have the hat guy that makes one for you at 10 gold. It could be easily introduced two options: "Make a hat" (10 gold), "Make an Armored Hat" it could cost between 5 or 10k and materials. Materials could change if you want or be the same for every hat. Of course, you can only craft hats you already gave to the hat guy. I want to use my witch hat on my monky all time!!, Pleeeeeaaaaaaseeeeeeee! Coran Ironclaw 14:50, 9 September 2007 (UTC)
 * This sounds pretty good. I rarely use(if at all) any of my festival hats. I think your suggestion would make them more appealing in everyday play instead of just goofing off in a town/oupost/guild hall. One day I hope they make the Tengu and 1st Dragon Masks avalable again. .___.;; I missed out on mine.--Seth Crimsonflare 18:59, 9 September 2007 (UTC)
 * For older masks, they could appear as gifts in Wintersday, for masks as armro, I don't think many peiple would like other having Lion masks or dragon masks breaking the 'feel' of the game, but hey, as long as they have appropiate prices, and they are not just 10g, I don't cae if people use them as real armor. MithranArkanere 19:04, 9 September 2007 (UTC)

Older hats should never be given out, as it is a token to those who were around at the time. I have missed 3 hats, and would love to get them, but know I won't because I wasn't around then. But I love the armor idea, hope we see something like this in the near future.
 * Well, for the 'mask giving' I din't eplained it pretty well... the mask given in gift would be mask given by other players. That is: you go to the Hat maker, pay 10gold to make a hat, go to the 'charity collector' give the hat. That hat may appear in a gift box of a character that do nt has that hat in his hat maker list. So, only hats given by players would be given to other players, so only if people doen't really care about who has the hats, other would have them. Like a poll without a poll. MithranArkanere 22:38, 10 September 2007 (UTC)
 * Interesting idea! I think I see the basic request: Make the holiday hats functional with the "+1 to attributes" feature. Seems you wouldn't mind seeing an increased cost for creating the hats, whcih makes it a tidy gold sink... err... "point of in-game investment." ;) I'll pass this along. --Gaile [[Image:User gaile_2.png| ]] 04:21, 13 September 2007 (UTC)
 * Nice you like it =), Regarding to the increase of cost, I think many would prefer to have the two options, creating a no armor, no attribute festival hat for the usual 10 gold, and creating an armored, attribute +1 hat for ... "more" gold. And/Or if some dev (@lindsey) is looking for more material it could be requested something interesting before you are allowed to create your "improved" hat. Coran Ironclaw 21:34, 13 September 2007 (UTC)

Folders for Templates
It'd be nice to be able to make custom folders (or some other kind of organization scheme) for templates. Then I can have all of my PvP templates in one folder, farming in another, joke builds in another, etc.

Probably been mentioned countless times, but it'd also be very convenient for equipment templates to be able to save all PvP items in inventory to spare the process of having to remake 8+ shields for defensive sets when rerolling. D:

Probably also been mentioned countless times, but the ability to load and send any arbitrary template to chat from anywhere would also be great. At the moment one must be in a town/outpost and use the Load menu to send an arbitrary template to the chat box, so you can't share build templates (Other than the one you've currently loaded on your skillbar) in the middle of explorables/missions/dungeons/PvP. - Oscidaes 01:49, 11 September 2007 (UTC)
 * You can already make custom folders for templates. Don't do it in your game. And you can already sent any build templates even on explorables/missions/dungeons/PvP. Just clic on 'save to template', then choose the template and clic to 'template code' then 'send to chat'. Coran Ironclaw 03:30, 11 September 2007 (UTC)
 * Useful, I didn't realise you could do it via "save". Still a bit counter-intuitive though, isn't it? Biscuits [[Image:User Biscuits sig.png]] 13:50, 11 September 2007 (UTC)
 * Can't do it via the save menu, it only loads the build you've currently loaded on your bar, although the name of the build you've selected shows up. In my opinion making the folders via OS feels kinda counter-intuitive and a bit cumbersome (Which is why making folders in-game would be very user-friendly), but it's okay with me. :S Thanks for the heads up. Oscidaes 01:54, 13 September 2007 (UTC)
 * You are right, i must say sorry. I went in the game and tried it myself and i thought i was allowed but i didnt realize it was my own build. Yesterday i tried to send another build while in dungeon but i couldnt. So I am all up for a way to send (but not to load) any arbitrary template to chat from explorables/missions/dungeons/PvP or the like places. Coran Ironclaw 21:39, 13 September 2007 (UTC)
 * Actually you can MAKE folders. How? Just type the route whn saving the name of the build:
 * Elementalis PvE/EA Solo Green Farmer
 * If the Elementalis PvE folder does not exist, it will be created along with the file. MithranArkanere 23:06, 13 September 2007 (UTC)

Party Size Cap Removed in Hard Mode
Would it be possible to remove the 4-6 party caps in the lower level zones for HM? It just seems silly that you cannot come back with a full team of 8 while fighting level 20s and above. Counciler 06:27, 11 September 2007 (UTC)


 * I assume they didn't raise the party size because those areas usually spawn smaller groups than those found in harder areas so they should be manageable by a smaller party. Broodling67 14:12, 11 September 2007 (UTC)


 * But they dont spawn smaller groups. That's the point. In Old Ascalon for example, massive groups of devourers can pop out of the ground and spike the crp out of your party. Naga in Shing Jea can swarm, and so can skale in Istan. Those are just one example of each campaign. Counciler 18:52, 11 September 2007 (UTC)

If you compliment your party, a group of 4 can vanquish ascolon on hard mode.......it is hard mode, it is not susposto be easy, it is susposto be difficult and challenging.......but it is possible, I did it, it took a while.....but got it on my second attempt. Med Luvin 19:19, 11 September 2007 (UTC)
 * My problems there begin in Diessa, where you may face groups of 6..8, yet your party are 4. In normal mode, you usally face them at level 10..12, and they are 6..8. But here they are 22..23. That's the problem. Most people I know that made those areas, started from Yak's Bend. MithranArkanere 19:42, 11 September 2007 (UTC)


 * So what's the problem? Do it from yak's if you find it too difficult with a group of 4. I did that for Diessa but not for dragon's gullet. Coran Ironclaw 20:34, 11 September 2007 (UTC)

Lets get one thing straight, nobody here is suggesting to "make it easy". I am suggesting a NORMAL party cap of 8, instead of the reduced party cap. In Normal mode,the cap is raised depending on the level of the enemies, so why not Hard Mode? Counciler 02:06, 12 September 2007 (UTC)
 * Not exactly. Level and number of enemies. In 'lower lever henchmen' areas, you may find higher level monsters, but they are usually alone. Ascalon charr areas are harder than Perdition rock, due to 'imbalance' between levels and numbers. MithranArkanere 05:53, 12 September 2007 (UTC)


 * We just got a huge boost in fights with charr and people were getting Tyrian Vanquisher even before, without all that help. I dont understand the complaining. --Xeeron 09:31, 12 September 2007 (UTC)
 * I'm not trying to complain, seriously. I'm just suggesting a possible change. :) Counciler 20:09, 12 September 2007 (UTC)
 * We know that ascalon charr belong to the 'charr army' but have no species, Northern charr belong to the charr species. Did anyone tried to use those boosts there? I doubt they work there, just like Lightbringer do not work in the tombs or the realms of the gods. MithranArkanere 13:29, 12 September 2007 (UTC)
 * People have, and Rebel Yell does. see: Talk:Rebel Yell - [[Image:User HeWhoIsPale sig.PNG]] HeWhoIsPale 13:34, 12 September 2007 (UTC)
 * I can pass this along. I think I see reasons why it wouldn't be desirable, as Hard Mode is sort of the souped-up version of Normal Mode, and therefore it emulates NM in most ways. However, it's something we can certainly include in the CS. --Gaile [[Image:User gaile_2.png| ]] 04:23, 13 September 2007 (UTC)


 * What is CS? Counciler 06:52, 13 September 2007 (UTC)
 * Community Summary, which is like the coolest thing evar. Vael Victus 16:45, 14 September 2007 (UTC)


 * I am definitely against this myself. The areas are hard but I've managed to clear every single one of them on the first try. Making a party size of 8 would require the team to make the areas even harder, requiring more time from other more important things like GW2 development. Also, it owuld be pretty hard to have a party limit of 8 for HM in an poutpost where you have a limit of 4 in NM. Even if it might be possible code wise, it would be confusing and unnecessary for players. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 18:34, 14 September 2007 (UTC)


 * Confusing and unnecessary? Don't give me that, if your in HM you get 8 peeps, if your in normal mode you get 4. Simple. Hard mode and normal mode are already clearly marked in the party window, and players are already familiar with finding out which is which. As for 'unnecessary', if that is true, it won't be implemented in the first place. Furthermore, they really don't have to redo the whole areas to make them harder. I respect your opinion, but wholeheartedly disagree with your disagreement. :) -- Counciler 00:50, 17 September 2007 (UTC)


 * If the areas are doable with 4 then wouldn't a party of 8 just breeze through the areas? -- [[Image:User Gem sig.png|Gem]] (gem / talk) 00:52, 17 September 2007 (UTC)


 * You yourself said they were hard (I'm assuming you mean that in comparison to other hardmode areas). Thus the next step is normal right, not easy? -- Counciler 04:54, 17 September 2007 (UTC)
 * There are many harder places to vanquish even with 8 party members. If you can team 8 members on ascalon areas it would be too easy, and being honest I completely fail to see any reason to do that. The zone is balanced for a 4 party member, the worst thing might be that you forgot how to balance your team with only 4 members, take that as a challenge. Coran Ironclaw 06:40, 17 September 2007 (UTC)
 * No, they are definitely not hard compared to other hard mode areas. I've had a lot tougher times with the Drok's run areas even with a 8 man party when tarting from Camp Rankor and other similiar hard 8 man areas. The 4 man cap is the only thing that makes the Ascalon areas a challenge and therefor the cap should definitely not be removed unless he areas are made significantly harder. Besides, running a smaller team for a change is a fun factor that I'm not willing to let go. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 10:37, 17 September 2007 (UTC)
 * The problem is NOT 4 player areas. Old Ascalon is doable even with the 'superhealing' Grawl, and it's not really hard. The problem is the places where there are groups of 6..10 enemies in normal mode, that turn too into level 23..24 in hard mode. It's not about party numbers, but enemy numbers. In normal mode, they may be 6..10, but you can fight them with similar an grater levels than them, but in hard mode, the level advantage disappears. There are some areas in hard mode where the disadvantage is fixed giving certain groups less health (like a group of Ntouka in sunward marches or most enemies that pop-up). In Shing Jea, there is absolutely no problem, there are no groups of more than 6 enemies. And where there are such groups, you can make groups of 6 party members. In Istan there is no problem again. You can make all areas but the Plains of Jarin in groups of 8. And Plains of Jarin is 'plain' easy. The only problem is those areas where groups of Level 6..10 enemies may spawn, where you can only enter in groups of 4. If the only way to make an erea without having to use Valor items is having to use things like [Winter]+[Greater Conflagration]+[Mantra of Frost] combos or coming from a far away outpost, then the area has a problem. MithranArkanere 13:52, 17 September 2007 (UTC)
 * I didn't even have to adapt my build against these enemy groups, and I'm definitely not running one of the most popular builds against stuff like this. The hardest group I've met in the Ascalon areas was a spawn of ~10 devourers, which caused a party wipe. However, beating a group like this is possible with a 'smash your head into a wall' tactic. You'll get one or two down on every wipe out. Ofcourse, you should leave a group like this as the last group so the DP wont affect the ret of the vanquish trip. Candy will also help so you wont reach the 60DP limit, but is not required. And remember, hard mode is probably not meant so that you'll manage a vanquish always on the first try. Getting to know where the huge groups are and what the problem parts are will help you decide on a team and a tactic that'll let you overcome the challenge. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 14:23, 17 September 2007 (UTC)
 * I vanquished all Tyria without the use of any candy (i only used exp scrolls), and without any gimmicky combo like the winter you speak of. and i failed to vanquish some areas at first try, yes. My main strategy on difficult mobs is to not leave them at last, but go for them once you are in good shape (minions helps a lot) if you get wiped, go and kill another more easy mobs, and when you are again in good shape return for the difficult mob you have to get at least a couple of kills, even if you get wiped. that way you are balancing your dp to get the most efficient way to kill the most difficult mob on an area. Coran Ironclaw 20:22, 17 September 2007 (UTC)
 * Normal mode areas which are 4-6 members aren't balanced for 4-6 members, they are balanced for 4-6 members against opponents with very little build felxability and variation. Most mobs in these areas don't use many conditions or even self heals and even fewer have monks in the groups. If you pay attention in prophecy the monks that spawn in early areas use skills like heal area and heal other - preventing them from healing themselves except for a bad self heal. Other things like the presence of Dazed in hard mode ascalon are large differences. The area wasn't JUST designed to be balanced for 4 man parties, it was designed to be balanced for 4 man parties against pretty bad builds. Now in hard mode the mobs are still the same size, in many cases just as large a size mob as you would find elsewhere in the game, but their builds don't suck anymore and your party is at a disadvantage. I found vanquishing ascalon significantly harder than vanquishing 8 man areas of the game simply because with only 4 players you are limited in strategies you can employ and tools you can use.EDIT: Also a note on the comment about souping up these areas "requiring more time from other more important things like GW2 development". This is a terrible attitude to have. I don't own GW2. No-one here owns GW2. We own Prophecy or Factions or Nightfall. The MOST IMPORTANT product is the one we own, not the one that we don't own. From a business stand point I understand the desire to pump out the new product for new income but should this attitude be adopted and any kind of refinement or bugfixing or attention being paid to current product which we have already paid for become less than staisfactory, then I would expect many of the people who currently own Prophecy or Factions or Nightfall will NOT in future own GW2. Dancing Gnome 01:57, 20 September 2007 (UTC)
 * There is nothing wrong in saying "don't do a completely unnecessary change because it harms the production of GW2". GW2 production wasn't even my main point. :) The main point is: This change is totally unnecessary and doesn't improve the game, but instead (atleast in my opinnion) harms it. You are free to disagree, but this discussion is going nowhere atm because I think the areas are easy enough and you don't. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 02:26, 20 September 2007 (UTC)

Fauna Asura Research Center (FARCe)
It is well known that Ravv, the brother of Oola, was the only Asuran happy to be pushed upward by the Destroyers. He had catalogued nearly every boring bottom/sub-surface dweller in the world, but there was so many more animals and people to catalogue on the surface and in the seas. Ravv has set up FARCe in the Tarnished Coast where he researches all of Tyria's, Cantha's, and Elona's species. His holographic array grid (HAG) suberbly shows the species in its many poses and sub-special textures. However, much like his sister he doesn't like to get out. So he is very willing to let any adventurer on his research as long as they supply him with trophies of the species he needs. In game terms: A new instance would be created, similar to HoM, but allows players to basically have an in-game model viewer. Each model costs 25 trophies of that type. For instance if you want to see a White Mantle Knight, you would need 25 White Mantle Badges. Then you hand those in and get to pull the model up on HAG. You will also get Asuran rep for getting more and more models. Maybe even have a new title that you can put in the HoM upon completion. Oh yeah, and boss models should be available too. Maybe Ravv requires you to carry a HAG recording device while fighting the boss. --Ravious 15:44, 12 September 2007 (UTC)
 * I really like this concept. It would add addtional "hunts" for people to do. A few new titles.....basiclly, a scavenger hut for creatures.....This would be alot of fun! Love it, it's an awesome idea. Med Luvin 18:26, 12 September 2007 (UTC)
 * Nice. At least an use for Mursaat Tokens and those Underworld trophies. Of course, enemies without trofies would require one. And shared trophies... shared trophies could be used for multiple unlocks, but one at a time. A nice grind, and one that takes you all over the world. Those are the 'benign' ones. MithranArkanere 21:35, 12 September 2007 (UTC)
 * I love it. I was thinking along the lines of a bestiary-type display in the HoM but it didn't seem appropriate. A separate explorable area themed as an Asuran research outpost would be perfect. Floating "holographic" displays of models would be awesome. I know I almost never get a good look at them when they're out for my blood and looking at a corpse (especially an exploited one) doesn't quite cut it when you want to admire the teams excellent handiwork. Svartalve 03:23, 13 September 2007 (UTC)
 * This is an incredibly awesome idea. If it were implemented in GW that would be a major draw to keep me playing for the two years until GW2. --[[Image:User mrsmiles tinysmile.png| ]] MrSmiles 14:41, 13 September 2007 (UTC)
 * A marvelous idea to keep players playing before GW2 is out. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 15:36, 13 September 2007 (UTC)
 * Superb idea. Please give this serious consideration for GW1, rather than adding it to the "maybe" pile for GW2... --NieA7 15:46, 13 September 2007 (UTC)
 * I like too much the model viewer concept. But I dislike a lot they way you propose to attain it. It is all reduced to a repetitive farm from an area. It was nice to go and farm collectables for your moa chick but doing that regularly sounds booooring to me. I suggest to think other way to obtain the benefits, I would really like something that has to be with quests, since most people just ignore them and there is no long term reward regarding them. Maybe it could cost you Imperial Commendation to "unlock" the am fah, or kornan coins for kournans or that kind of Reward tokens you get for completing quests. Coran Ironclaw 21:19, 13 September 2007 (UTC)
 * Before the skill "leak", this is actually what I imagined the skill Asuran Scan might do -- add critters to your in-game collection for viewing. There are details to GW monsters that we mostly don't get to see because of the fast paced action of the game.  It would be nice to be able to admire the modelers' work at leisure (that's one of the funner things about polymock, actually).  /signed and /hopeful that something like this will exist in either GW or GW2.


 * If in GW1, just using the skill Asura Scan on a creature should be enough to "document" it, with a chance of failure based on a title. Rather than a new title, it could increment (and maybe be based on) either the Wisdom or Asura title. Grinding for drops is ftl.--Drekmonger 14:37, 17 September 2007 (UTC)


 * Using 'Asura Scan' to scan a target for this system would be fun. I don't like the idea for a failure chance though, it'd just fore you to be passive in the battle while the skill recharges. No additional challenge, just more irritation. A reputation gain for each new monster scanned is a good idea too. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 15:06, 17 September 2007 (UTC)

Title Benefits in Dungeons
I think the benefits of the reputation titles in dungeons need to be re-considered. Currently, all four titles offer very little in the 18 dungoens the game has. The vanguard title can be a little help in the few dungeons that offer significant encounters against Charr and the Dwarf title can offer help against the destroyers, but there is not that many of them in dungeons.

I think it kind of defeats the purpose to have PvE reputation titles that require grind and offer very little help in the number one activity in the game which is dungeon conquest. When all is said and done, people in GW:EN will be farming the dungeons for their spoils (after they get their Rose focus and beat Magni the Bison and so forth). The titles should benefit players inside the dungeons as well. In the preview, the Norn title benefitted you if you were in Norn surface areas OR if you were inside a Norn area dungeon. This is no longer the case. The same applies to the Asura title, which gives you energy when you hardly need it (surface areas of the Tarnished coast are very MM friendly, so Olias rules supreme there), and then we the going gets a little tougher (Shards of Orr) you get no benefit from any title.

Just something to think about. --Karlos 21:36, 12 September 2007 (UTC)
 * I agree it would be nice to see the norn and asura titles working in the dungeons that are entered from their territory. -- Lemming [[Image:User Lemming64 sigicon.png]] 22:10, 12 September 2007 (UTC)
 * Agreed. The only reason currently to max the titles is to gain another maxed out title for KoaBD title track or to gain some more benefit to skills that you probably wont use much. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 22:15, 12 September 2007 (UTC)
 * I disagree, some of the pve skills are awesome, for example "Finish Him!". -- Lemming [[Image:User Lemming64 sigicon.png]] 22:21, 12 September 2007 (UTC)
 * Yeah, some of them are, for example I like "You Move Like a Dwarf!" with my toucher build. However, the useful skills to one specific character are few, which most likely only gives a reason to max out one of the titles, not all four of them. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 23:03, 12 September 2007 (UTC)
 * I do see your point entirely, and I will include this suggestion in the Community Summary next week. Thank you. --Gaile [[Image:User gaile_2.png| ]] 04:15, 13 September 2007 (UTC)
 * This can be extended also for Lightbringer title. Currently, vanguard title works for both GW:EN and Prophecies Charr. Why not to make the lightbringer work in ALL demons or at least in the Tombs' creatures and Titans? Afterall, demons in the tombs and all Titans come from the same place. MithranArkanere 15:55, 13 September 2007 (UTC)

Dungeon Group in the Party Search panel
Right now, the mission, quest and hunting entries are all being used for dungeon-related party searches. A dungeon tab would greatly simplify things. -- Gordon Ecker 01:06, 13 September 2007 (UTC)
 * That seems a good idea. I will definitely pass that along. --Gaile [[Image:User gaile_2.png| ]] 04:13, 13 September 2007 (UTC)

Selectable Title Names
If this was added to the game, it would be purely for personal preference for all players. Okay, here it is:

Say, someone wants to be called a "Sentinel of the Kurzicks/Luxons" and they have R9(Bastion of the Kurzicks/Luxons). Well, they can't do that at all, now can they? What I suggest is making a simple drop down menu for titles displaying every name for every rank achieved. For example; You're a Holy Lightbringer, you check the box for the title, and then you can pull down a menu to be called a "Conquering Lightbringer" because you prefer that over Holy? I thought this up because I've heard of people liking certain title names. So I thought... Well, once they get there, they can't go any further; Like HA, for example(That would suck, if you liked our title so much you’d stop playing an enjoyable round of PvP). Sure, they could just run over their favored title for more rank, but then they'd lose that. The same with the Rank emote. Like if a person wanted a tiger, but they were Phoenix rank. There could be; /ranktiger /rankphoenix etc, that would only work if they had that rank.--Seth Crimsonflare 05:50, 13 September 2007 (UTC)
 * That PvP example is very open to abuse, but I think it'd be a good idea for the PvE titles. I much prefer simply Skillz to Pro Skillz, so I can't do any of those minigames for fear of losing my Skillz title (and I'm unwilling to spend hours of my life grinding to uber micro, or whatever the next cool one is). If I could pick which one to choose, I wouldn't feel hemmed in by that limitation. - Auron 06:23, 13 September 2007 (UTC)
 * Adding a simple clickable link on the title's name, allowing you to cycle through titles, would be fairly easy to fit in, as far as I know; you could even have it keep the little number next to their title, showing their rank. "Spearmarshal (9)" might not be someone's favorite title name; they could change to "Sunspear Commander (6)", and have it display in-game as: "Sunspear Commander (9)". Showing that the player has rank nine, despite what title they're showing currently. Of course, that might just be over-complication of a simple system. --[[image:User_Jioruji_Derako_logo.png]] Ĵĩôřũĵĩ Đēŗāķō.> .cнаt^  07:41, 13 September 2007 (UTC)
 * No, no... this would be like lying. If you have rank 10, you show rank 10. Just liking more one name is not reason enough to keep it. MithranArkanere 10:33, 13 September 2007 (UTC)
 * If you have rank ten but like rank 5, what would be the point of showing rank 10? It'd be unfun. - Auron 13:52, 13 September 2007 (UTC)
 * Does anyone care if I "lie" and say I'm rank 5 sunspear when I'm really rank 8... I don't think so. It's not to show higher tiers than you already have, just lower ones, of course. Why would you mind someone lying about their rank, Mithran? - anja  [[Image:User Anja Astor sig icon.png|talk]] 14:04, 13 September 2007 (UTC)
 * It's like levels. Althought it could be wrst for you (since people prefer level 20 party members) you cannot go back to level 20. MithranArkanere 14:15, 13 September 2007 (UTC)
 * There is a certain fun factor in this, but I'm not too sure if I would like to see it implemented. If it would be implemented, the number of the real rank should be displayed next to the title. For example if your real rank is 'People Know Me' and you display 'Kind of A Big Deal' then there would still be a '(2)' next to it showing your real rank. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 15:34, 13 September 2007 (UTC)
 * I forgot to add, the (#) would still say their current rank. Like the lightbringer example; Conquering Lightbringer would have (8) by it because their rank 8.--Seth Crimsonflare 23:48, 13 September 2007 (UTC)

{Reset Indent) PvP abuse? Titles don't show in PvP. Who cares if your name displays a different rank from the one you are? They don't have to display the title at all if they don't want to. Dancing Gnome 07:47, 22 September 2007 (UTC)

Elite Update
I realize that big updates may be gone forever from GW1 but if there was an update i would like there to be new elites like this http://wiki.guildwars.com/wiki/User:Mashav Mashav 02:27, 14 September 2007 (UTC)

Account Based Titles

 * With the expansion of the GW world, the number of titles for every character to get has grown, and to fully max out a character would take quite some time. I think i wouldn't be alone in having more than one pve character. It would also be a nuisance to have to transfer rare items to one particular character for identification jus for the "wisdom" title, or beers, and only b able run amok on sugar highs with one character, not to mention treasure runs are so much harder on a necromancer than a dervish. Personally i think some character based title should be made account based, ie all titles except skill hunter, cartographer, protector, survivor, and vanquisher. I mean seriously, if you killed 50k skale once, you've done it a thousand times -_-(yet to do this on any of my chars).Its hard i know, but it would be very nice if it could some how be done without selling out on all those devoted ppl who got holy light bringer more than once.
 * I was thinking,maybe a system whereby one could choose how to distribute points towards a title. If you gained say.. 3 bounty for the sunspear title, under the proposed system you could choose to have all the points go to the character u got the points on OR you could give one point towards the sunspear title for ALL your characters. Thus there isn't so much problem for the people who only want to play on one character, and benefits those with multiple. Although i gotta say... it still doesn't fully reflect the effort of gaining the titles on all of your characters..--WikiWu 13:06, 15 September 2007 (UTC)
 * There is already one section around here about this. I always loved the 'family feel' side of GW:
 * Characters share account.
 * Characters share unlocks.
 * Characters share hats (and probably miniatures).
 * Characters share storage, and thus, gold and items.
 * The only thing that makes them different are 'PvE personal achievements', identifying a gold item is not 'personal', can be done with any character thanks to storage, the same goes for sweet tooth and drunkard, but thos give no benefits, and are, more than anything, gold sinks.
 * About this idea, I think there could be [consumables] crafters in each 'faction home' (Sunspear Grat Hall, Chantry of Secrets, etc...) crafting one item: Fame crystals. One for each 'bounty-earned' character-based title. They would be 'account-customized' and not sellable to others, but storable and tradable between character of the same account. If a character keeps one of those in the inventory while earning points, if the character has that title maxed, those points would be also stored in the item. Then the item could be usable by your other characters. The same ould go for books. Books could be filled with one character, but given with others, as long as they are in the same account. That way if you max a title, you won't feel like 'wasting time' while doing this that increase a title you have already maxed, since you could send the surplus of points to your other characters. MithranArkanere 13:59, 15 September 2007 (UTC)
 * Yea that sounds like an ok way to do it. Sorry abt creating a duplicate, but i can't find the original, could you post a link?--WikiWu 09:53, 16 September 2007 (UTC)
 * Probably this discussion on Gaile's main talk page. Biscuits [[Image:User Biscuits sig.png]] 20:00, 16 September 2007 (UTC)

Monument to Valor

 * Hi, I'd like to say great job with Eye of the North, but also to express 1 huge dissapointment. With the Hall of monuments, I was excited to learn that you could display your top weapons in a monument! As the owner of a Tormented sheild, I was exteremely exited at this and unlocked that monument first. However, when I tried to display the shield, to my shock the monument said that only "High end" weapons could be displayed. I later learned that "High end items" are destroyer weapons. This astounded me. Tormented items are FAR more difficult to get than Destroyer, and I think it's very unfair to people like me who spent hundreds of thousands of gold and hours of time to get elusive Tormented items, to just be shoved away because there's a new (I might say much easier to aquire) "High end" weapon out there and not allow us to show our pride with our weapons from 1 expansion ago...Warior kronos 20:56, 16 September 2007 (UTC)
 * Valor is completely crap right now...Hyper Cutter 21:07, 16 September 2007 (UTC)

Tracking Account-Based Titles
After the recent discussion here, on GWO and on some other places, me and other players have created a suggestion for an account based title tracking maxed titles account-wide. Given how this page is already too cluttered as it is (we do like proposing suggestions, don't we? : D), I have chosen to keep the full suggestion on my own userspace, here. I would be thankful if Arena Net could give it a look : ) Thank you, Erasculio 00:53, 17 September 2007 (UTC)
 * Nice. I've commented on the talk page. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 01:14, 17 September 2007 (UTC)

Suggestion For Fellowship Monument
Been thinking(yup very dangerous) about the heroes monument and ways to improve it. I've met and made some very good friends in game, played many hundreds of hours with some of them and they with me.

I think it would be great if you could add the toons of some of your best friends to the Heroes HoM. If you like to celebrate the time spent in game with them. I know real friends will last long after the servers are closed; but i'm an old softy and think it would be a really nice touch. I dont think it would be hard to do, as you could take your friend in with you as part of your team, the player model as it stood at the time could then be replicated just like the armor. --- Shan 14:54, 18 September 2007 (UTC)
 * While imho, I think thats an awesome idea, I think you're just going to hear that the HoM is a place for achievements, and since gaining friends isn't an achievement (unless you're a real socialphobe), there isn't really a place for it. Alternative: Get some good-quality screenshots together or hang out  in RL - elviondale  (tahlk) 14:45, 18 September 2007 (UTC)
 * I can see where you are coming from, because of distances and the global nature of the game it's not always possible to meet up. In anycase I thought the HoM was all about your character and all they have achieved. What can possibly be a better achievement than making friends? We have monuments to clearing UW, bronze statues of NPC's we play with when we need to make up the numbers. But nothing to celebrate those we played with when there were no numbers to make up, those we chose to spend our lesiure time with and to those who makes playing GW a great place to be some 2+ years down the line. ---Shan 18:54, 18 September 2007 (UTC
 * Wow, this is an amazing idea... I doubt it'll be implemented, but z0mg if it was... Vael Victus 19:28, 18 September 2007 (UTC)
 * Sees trade spam in Eye of the North "WTB: Friends 500 g ea" there would almost have to be no benefit for this in GW 2...otherwise...Killer Revan 23:35, 19 September 2007 (UTC)
 * Thats the idea, not everything in the HoM needs to carry on to GW2. It's main reason is to celebrate *your* friends. You would get no rewards for having people in there, except remembering all the good times you had with them --- Shan 09:54, 20 September 2007 (UTC)
 * LOL that sounds so much like facebook -_- .o oO OO Oo o. =]=--WikiWu 22:21, 28 September 2007 (UTC)

Kick and Leave Buttons
Right now, because the party window automatically resizes, if two people kick a hero at the same time, one of them will accidentally leave the party. I have two solutions. The party window resize at the top rather than the bottom, or the kick and leave buttons could me moved to the top of the party window so they aren't moved around when the window resizes. -- Gordon Ecker 01:25, 19 September 2007 (UTC)
 * Agreed with moving the buttons to the top. I've kicked party members often ue to auto-resizing. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 12:18, 19 September 2007 (UTC)

Slavers' Exile
In Duncan the Black's level of Slavers' Exile, one of the Stone Summit patrols spawns within aggro range of the entrance, allowing them to attack while players are still loading. I suggest either moving the player spawn point closer to the gate or moving back the stone summit patrol. -- Gordon Ecker 02:43, 19 September 2007 (UTC)
 * You can pull back far enough to let the patrol past without aggro. Crowd in the corner upon entering. --Thervold 17:00, 19 September 2007 (UTC)
 * And if someone delays a little entering the game? then she/he appears in aggro range and the battle starts. and if it is 2 or 3 that delays? then the battle starts and you still have a 6 people team.Coran Ironclaw 19:28, 19 September 2007 (UTC)
 * Not only do you have unwanted aggro and a 6 person team but if you wipe the Summit stay around long enough to attack you again right on top of the res shrine leading to an instant 60 dp. Dancing Gnome 07:36, 22 September 2007 (UTC)

Armor Stand
Now that we have code for an item that holds other items (Incubator Kit), is there any chance of getting an armor stand object, each which can "hold" one piece of armor that fits on each body part? I wouldn't care if they were general or armor specific. I just want a way to gether up lots of armor without needing 4 mules per character.... - Lord Ehzed 15:37, 19 September 2007 (UTC)
 * After I get all the armors I want from EoTN, space might be a huge problem. So, I really like this idea.--Seth Crimsonflare 19:41, 20 September 2007 (UTC)
 * I really like this idea however i think it would be more appropriate in storage. you could get an armor storage tab for free but have to pay 50g each time you want to make a new stand for one peice of armor within the armor tab. -- Alien [[Image:User Alien Sig.png]] 15:40, 28 September 2007 (UTC)

Hero Issues and Suggestions
I’ve been playing guild wars for nearly 2 years now, I own all 4 campaigns and even though it’s classified as an MMORPG I play it pretty much single player with either Hench/Heroes or my younger brother, I rarely ever PUG as 9 times out of 10 it goes horrifically wrong.

I use heroes a hell of a lot as they allow for greater customisation but I’ve noticed a few bugs and some features that would be really cool, these are:

1. Assigning keys to hero panels doesn’t work correctly, if you juggle the heroes around the bound keys mess up.

2. It would be really cool to have hot keys for the flags so instead of having to click a fiddly button (I use small interface and no I don’t really want to change to the big one) I could press a key then select somewhere to place them.

3. Either the change or implementation of a new preferred skill, at the moment if you tick a skill the hero won’t cast any other spell until it has cast the one ticked, it would be nice to have an option so that you can select a skill that you would like to spam as much as possible without a) having to re tick it and b) having all the other spells technically disabled. For example a barrage ranger, the most used skill is barrage and even if there is just one foe it still adds the extra damage at the moment heroes use it once every blue moon rather than spamming it like a normal player.

I understand that this takes out the aspect of wanting to play with other real players but sometimes it’s just easier not to. I hope you consider these features/bug fixes.Stone Mort 23:27, 19 September 2007 (UTC)


 * 1) Yeah, the hero panels get messed up sometimes when changing heroes and opening and closing hero panels randomly. Instead of opening the panel to the location where it should open (when considering the heroes place in the party member list) it opens the panel to the correct place of another hero panel.
 * 2) Flag hotkeys would save the day! I hate trying to click on the flag icons, especially as sometimes clicking on them doesn't work.
 * 3) No need for extra flashy details like these, although a slight improvement to the AI for some skills might be in order. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 00:30, 20 September 2007 (UTC)
 * 2) Already implemented. Go to the Interface Menu and bind Action: Command Hero 1/2/3. Or do I miss here something? - Khan Reaper Kerensky 09:19, 20 September 2007 (UTC)
 * Day saver. Thanks. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 09:52, 20 September 2007 (UTC)
 * For Skilluse i would suggest 4 "Modi" that can be toggled by shift-klick:
 * "Use as you want" (the normal state)
 * "Use as often as possible" (Spam the skill if spammable, prefer it if it has a loger recast)
 * "Use on yourself" (put the skill on yourself, like Splinter-Weapon for Barrage, Considered selfheal-spells and such things)
 * "Do not touch" (the thing that is already implemented with the shift-klick)
 * Sir Astaroth 09:41, 29 September 2007 (UTC)

Pet Model Re-skins
A lot of people have noticed all the pets from GW:EN are the same models of older pets with a new colour or skin with the exception of the Raven and possibly (I haven't looked carefully) the Rainbow Phoenix. I'm not sure how difficult this process was but it seems a lot simpler than making a whole model from scratch and then making the textures. Could new pets be added to the game using re-skins of the current models? Like a Melandru's Stalker with a black texture appearing in Maguuma as a Jaguar, or a smaller version of the Black Widow but with a green skin added to other areas? I know it's easy to say "re-skinning is simple - you already have the models and the colours should be a synch" and this is probably not the case, I just wanted to suggest it seeing recent additions to the game with GW:EN. Dancing Gnome 02:15, 20 September 2007 (UTC)
 * The Raven, Mountain Eagle, Rainbow Phoenix, and Iguana are all at least partial remodels, I believe...
 * I remember there being a lot of whining about that, though. The same goes for armors.  I guess that a poll could be set up, but compared to the other things that are being worked on, I think that reskinning would be low priority :P.  I think that the Rainbow Phoenix is a reskin (or reuse of the base model?), but it's a pretty amazing one.  I'm not sure how to wings fold up to be so tiny, though :P ~ [[Image:GeckoSprite.gif]] Pae 05:39, 21 September 2007 (UTC)
 * The Rainbow Phoenix is a reskin, although I think it was resized. (not 100% sure) I personally haven't seen much complaining about the reskinning of pets although the armor reskinning has been very disappointing to very many players. More pet reskins wouldn't harm imho, but we have a lot of pets already and a character can only have one at a time, so... -- [[Image:User Gem sig.png|Gem]] (gem / talk) 05:46, 21 September 2007 (UTC)
 * It's definitely way bigger. I had a Phoenix on my A and told a guildmate R about the Rainbow Phoenix, so he capped that, and we compared the two.  I suppose that I overexaggerated with the complaints on reskins, but some people on Guru were jumping on the bandwagon with the petition stuff :P ~ [[Image:GeckoSprite.gif]] Pae 07:23, 21 September 2007 (UTC)
 * I'm not saying I was happy with the re-skins instead of new models- new game should have come with new models like a gorilla or something - I'm just saying re-skins would be a seemingly easy way to add to the game. Complaining about the re-skins instead of new models while asking for more re-skins doesn't seem wise though. I know adding new content isn't something that happens often so maybe the re-skins could come in the bonus missions? The rise to power of the White Mantle sounds like the perfect opportunity to add the Jaguar or Panther pet :P. Dancing Gnome 07:32, 22 September 2007 (UTC)
 * Or a Puma. I know my Chupathingy needs a Puma pet friend. 58.110.139.72 04:41, 25 September 2007 (UTC)

Dwarven Rader & High Ranks
At High Ranks in the dwarvern title you cannot gain the dwarvern rader buff. I can see this is intended to put a cap on how many reputation points you can gain in NM (even though HM hasnt been released yet), however It makes dungeons more difficult for players that get this title to the higher ranks as they do not gain a 7% morale boost every 25 foes killed. It should be changed so that players with high dwarven titles are not penalised Tarlok 16:19, 20 September 2007 (UTC)
 * This is a very very good point. Players with higher ranks should still be allowed to take the blessing and gain the morale boosts and other non-reputation related bonuses. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 19:37, 20 September 2007 (UTC)
 * This could quite easily be achieved by removing the morale boosts from dwavern raider and adding a buff that is always active in dungeons ; For every 25 kills you gain a 7% moral boost - seeing as whole region effects have already been added in NF Tarlok 09:04, 22 September 2007 (UTC)
 * Actually after thinking about this, why not just remove the 7% MB completely? It makes the areas too easy. Even a completely crappy group can od anything. After a party wipe they need to kill 25 enemies and they'll almost reset most of te DP. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 09:43, 22 September 2007 (UTC)
 * Don't forget you are playing in nm, maybe you have forgetten how easy is nm in the other campaigns, wait for hm and then we talk if it is too easy. Coran Ironclaw 13:32, 22 September 2007 (UTC)
 * The enemy groups aren't harder in EotN than in any other campaign, but we still get an aditional 7% MB just for fun. I guess it'll be the same for HM, although it might not be such a problem later on when people have their titles maxed and wont receive the MBs. Imho it ruins the fun of the game, but I guess I'm one of the few here who thinks like that. Most people seem to want everything as easily as possible, which imho is not the point of playing games. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 14:27, 22 September 2007 (UTC)
 * I completely agree with your last sentence, I just wanted to be sure that you are not trying to compare nm gwen with hm other areas. And mainly because i disagree with the enemy groups being not harder than in other areas, they now have secondary profession, access to all 3 campaign skills and with some nasty beast skills and combos. Coran Ironclaw 14:47, 22 September 2007 (UTC)
 * You're out of touch with the game if you think the enemy groups are NOT harder than anywhere else. I know from people in my guild who are newer to the game or aren't as blessed as some of you with your leet skills who find hard mode too hard to PuG or do with people they know. People want things easier because they can't do it at all and are frustrated by the experience and that is "not" the point of playing a game. Play in any level 20 area in Prophecy using skills and builds from Nightfall and Factions and you will fly through those areas. The enemy mobs are much harder than in earlier games, their builds use more powerful skills and combinations. It's called powercreep look it up. And 58.110.139.72 05:48, 25 September 2007 (UTC)

Gold from Dungeon Chests
I think that it would be great if you could get gold from dungeon chests. The amount would depend on a dungeon and could range from 100-500g to 3-5k. The drop rate for this would be low but it would be worth more then a high req bad mod common skin gold item. This drop would only be from dungeons to stop a massive inflow of money from chest runs. i know theres probably large economical effects that i cant predict but i personally think its worth it. Mashav 23:05, 21 September 2007 (UTC)
 * Dungeon quests already give gold as part of the quest reward. -- Gordon Ecker 01:06, 22 September 2007 (UTC)
 * Yeah i know but this would be extra from the chest getting1.5 from doing the dungeon and a common skin gold item, is worth less then 1.5 from the dungeon and 3k from the chest. The fact that 95% of all gold items are worth less then 1k and even to sell those above that you'll need to spend a long time trying to sell it to other players. its just an alternative that gives you a better chance of making more then 2k from the dungeon chestMashav 18:38, 23 September 2007 (UTC)

Age Titles
i just thought of this... purely aesthetic, you couldn't max the title track but it would be a showoff for how long you've played your char. There could be 3. 1 for play time per char (a title at 100hours, 250, 500, 1000, 1337(for the novelty) and so on. 1 for account play time. Also there could be an age title for birthdays. Mashav 03:39, 22 September 2007 (UTC)

Play Fort Aspenwood
Here's a suggestion. Someone from A-Net should play in Fort Aspenwood. Maybe then they will see the severity of the Leeching and Leaving problem the arena has and do something about it instead of making us wait over 2 years for a fix. 58.110.141.16 09:58, 22 September 2007 (UTC)
 * They know the problem, and they are already working for a fix. Be patient, you don't want quick untested and bad designed fix.Coran Ironclaw 13:30, 22 September 2007 (UTC)
 * Patience... you mean TWO YEARS?!?!?! QUICK UNTESTED?!?!?! TWO YEARS?!?!? If this is how long SIGNIFICANT problems take to be fixed I'll do my best to make everyone I know aware of it so they know that when they think about forking over their cash for the game they know that any kind of decent service post sales is ignored because they already have our money- maybe I should play a free Korean MMORPG - they seem to find the time to fix their product when serious flaws are present. 58.106.236.159 05:33, 23 September 2007 (UTC)
 * First, fort Aspenwood is not 2 years old. Second, they knew the problem long ago but have not been working on it until around two months ago (as far as i know). Third, Anet is always busy improving the game, they have a huge "to do" list, you can see here User:Andrew_Patrick the current list of pvp upgrades anet is working on, and some requested issues to be added to the "to do" list (some may happen, some may not happen). Furthermore you can see here Game updates all the released fixes and improvements to the game anet has done. If this does not satisfies you, you are completely free to go an tell whoever you want whatever you want, and obviusly you are free to play the game you most prefer.Coran Ironclaw 06:24, 23 September 2007 (UTC)
 * Apparently they are too busy if they have known about this problem for so long and something is yet to be done. Thats right, they are busy making their next product - not fix the current one! They already have your money and are focusing on new ways to make MORE money rather than fix the old one, and then when they have time maybe on the side they will chuck us all a bitter bone to fool people into thinking they care about the customer and not the customer's money. I am aware of the info on Andrew Patrick's page and I am aware of the statements Gaile has made on this point. I am unaware of why I should put up with 2+ leavers and leechers EVERY game in a horribly managed arena for 17 months when I paid good money for this game. I am unaware how this lack of effort and results on A-Net's part can be defended - busy doesn't cut it, this is business not primary school. 58.106.236.159 08:18, 23 September 2007 (UTC)
 * I am not defending them. I am also in your position. I have been waiting the same 17 months for a fix on the champion title. and because I have not even see that issue being addressed now i present to them my Champion Proposal. I am just realistic about the situation, I gave you facts not opinions. But consider the last fact the most important: If this does not satisfies you, you are free to play the game you most prefer. Coran Ironclaw 14:37, 23 September 2007 (UTC)
 * If they give me my money back I will. Until then I demand they fix the one I paid for. 58.110.140.221 02:15, 24 September 2007 (UTC)

How can you be aware of issues in an ever changing and evolving environment? When it was released, the problem did not exist, nor is it humanly possible to predict players would come up with that sort of combination. We have the tools to correct it, We being the players.......Do you know what sort of skill combination people are using? Create a skill set to combat their skill set.......it's not all that hard if you know what they are using......however, it will require you to think outside the box, and not just use a skill set/combination that someone else made..........PVP aspects of the game are constantly changing, constantly evolving baised on what other players do.....trends.....it is impossible for the developers to see all of these trends before they happen. Besides, you got exactly what you paid for, not many other games have updates, nor the level of feedback that has been displayed by Anet. the updates are an extra, because the Anet team care about this game, and the community, so simmer down nah! Med Luvin 14:28, 24 September 2007 (UTC)
 * I'm not talking about skill combinations or imbalance, I'm talking about the horrible design of the arena, the ability to leech and leave without any repercussion at all. It's BS to say this was not predictable because WoW managed to predict this very thing when releasing their game and took steps to prevent this kind of abuse from happening, unlike GW who did nothing and still has done nothing - 17 months! This kind of a design is a professional standard, an easily abuse able arena is not a professional product ready for release and most games which have this kind of problem either fix it before release or shortly after not going on 17 months with no fix. A professional product would have had this fixed by now, I paid good money for Factions and I expected a good product, not one with horribly broken mechanics completely ruining key features of playability (PvP is a core element to replay ability so bad PvP = low replay ability). I did NOT get what I paid for, had I known this BS would go on for 17 months with no fix I would have used my money to pay for another game not one which is barely playable in certain areas. Maybe I should start posting screen shots of every Aspenwood match which has 2+ leavers and leechers, which is every match, so 4 screen shots every hour. Maybe then people will realise this is pathetic and fix. Or you could just play the arena and see for yourself - Maybe then they will give me my money back. 58.110.139.72 20:12, 24 September 2007 (UTC)
 * The only ans single main imbalance I see in that area is that one party attacks, and the other defends. Always. Luxons can end the mission faster if they finish off Gunther. Kurcicks hae ALWAYS to wait until the completion of the gate, and they can't focus on giving amber to Gunther, since it's always needed to restore gates, since it's really easy to break them again. Luxons can either focus in one side or go both, Kurciks have to spread and be in more places. The whole one attack, other defend, is horrible. This should be fixed allowing Kurcicks to attack too Like finishing the game 5 minutes after all the Luxon NPCs are killed or increasind the speed of the Vengeance of the gods the more Kurick NPCs are alive or chaning the always deserted Jade Quarry so Kurcicks attack here and Luxons defend, instead of being like now. Luxons go only to Aspenwood becuse it's faster and easier for them, and Kurcicks wont go to Jade Quarry because Luxons are ever there. That is a good hint. MithranArkanere 20:23, 24 September 2007 (UTC)
 * but he is not talking about balance, he just want to have fort aspenwood free of leavers and leechers. Please do not comment about skills or strategy balance here. Coran Ironclaw 21:21, 24 September 2007 (UTC)

1 POINT to clearify, you paid money for a game, just because it does not meet your expectations, does not mean it is faulty, and does not mean you are entitled to get your money back. Nor does buying the game entitle you to demand that it be fixed to your expectations. You are asking a game company to be responsible for the actions of the players. Granted, there may be room for improvement in particular areas, but demanding and threating, and venting your frustration is no way to see results. I am guessing by your frustration, that is is one aspect of the game you focus on a great deal. You can hardly condem a game on one aspect, one that is being worked on. Ultimatly, if you don't like the game, no one is forcing you to play, and it would require less effort and frustration to find another game, then to demand your money back or fix it. I have seen Anet listen to the community more than any other game maker in 12 years of playing.Med Luvin 20:53, 24 September 2007 (UTC)


 * I agree with Med Luvin, but I also understand your frustration, because it is so annoying when something could be so good with just a fix but it is not there. But please, be gentle, because as Med said, you have no right to demand your money back, and if you insist soo much then you only make harder the work of gaile and the others who document the player's feedback, and you detriment the whole communication. There are many aspects of the game that needs improvement, not just fort aspenwood. Coran Ironclaw 21:21, 24 September 2007 (UTC)
 * I paid for the product - I always have the right to demand my money back, I don't know where you are getting your ideas from anything you say otherwise is your opinion. I am not venting frustration or threatening I am making clear there is a problem and as a consumer I find it unaceptable that this problem exhists now. I am not demanding money back I am expressing my opinion as a consumer that this problem IS effecting my play of the game and SOMETHING needs to be done. This is my feedback as a consumer that 17 months is TOO LONG to wait for a fix. If no-one complains, if no-one says "this is unacceptable" then nothing will change - from what they have heard from me or anyone else as a consumer, there is no problem, or the current standard satisfies. Saying the creators aren't responsible for the actions of the players counters the ACTIONS A-Net took to BAN players who's ACTIONS involved the duping abuse. This point isn't the ban took place (this has nothing to do with the EULA) - the point is action was taken to moderate PLAYER ACTIONS. It is in their realm of responsibility. My "demand" for my money back was not a demand but a response to the twice mentioned "you don't need to play the game" - I paid for it and if something is abusable to the point it is unusable by someone else I can expect it to be fixed without having to resort to "playing another game" I own this game, not another game. Imagine the problems A-Net would face if they said "duping is a player action we can't be expected to moderate that" - it's a horrible strategy. 58.110.139.72 21:54, 24 September 2007 (UTC)

Explored Areas
Getting the Cartographer titles require quite a bit of work which is ok but I think that once an area has been fully explored that it should get an indicator of some kind like a coloured border or a star beside the name only once a person has explored the whole area. I know that some people spent hours looking for the 0.1% that they missed and this would atleast allow them to find the area that they are missing they still have to hug all the walls and an area would only get that indicator once 100% of the area has been explored not 99.9%. Its just so that you don't have to hug the walls of the whole game 2 or 3 times. I don't think this would be unfair for the others who did hug the walls because the usually do it over and over with different "Heros" anyways. It's not a huge advantage but it can shave a few hours off the time that it takes.

If this can't be done atleast could we have a an option to write notes on the map (a little menu that pops up when you click an area name) wo could write something like: got this or explored this or it could even be used to write down the locations of some unique items (drop point boss name)

O and I think the Idea of an "I am Ready" checkbox in the party window would be nice.

I got mine by using photoshop to overlay a completed map, and noted the differnces. Went to look there, and sure enough. Med Luvin 14:33, 24 September 2007 (UTC)

More Heroes
I think the Hero cap (3) should be removed. When you think of it the cap was probably put there to limit the amout of "over leveled" party members for example a level 15 player with three level 15 heros in an area that only allows lvl 9 henchmen. But the problem with that is that if you get a team of players together they are often even stronger so having a limit of, let's say 7 heros wouldn't make the game any easyer but it would help for those old areas where no one is anymore like in the original guild wars.
 * Agree. 7 hero parties will not make any difference on whether or not I play with real people, it will just allow me more control over my party and more fun while playing. I will still group with Guildies or friends just as much. 58.110.140.221 02:17, 24 September 2007 (UTC)
 * This has been answered to death, and that answer is still NO. - [[Image:UserDrago-sig.gif]]  Drago  02:26, 24 September 2007 (UTC)
 * Not a very helpful response Drago. I suggest you ask someone about 6vs6 and 8vs8. 58.110.140.221 04:04, 24 September 2007 (UTC)
 * It's perfectly helpful. The devs have stated they have no intention to do this. It's not going to happen, now, or ever. - [[Image:UserDrago-sig.gif]]  Drago  21:03, 24 September 2007 (UTC)

Well I understand that they might think that it would reduce the amout of team work but there are alot of areas where there isn't any team work because there are never enouph people in the area. Ive been in some places where I was the only one there... the only player in the outpost. I think that the party size cap is enouph and alot of people are going to have to hench missions anyways so why not make it more interesting? I think that the limit of 3 should stay if there are other players in the party but if your alone just cap the party size nothing else. And its not like we are missing heros you start GW:EN and poof youve got 2 more not to mention that they stack up pretty fast in nightfall, most players have more than seven anyways. I think it would also give a more strategic feel to the game.

Most of the areas (Proficiys, and Factions,) were possible to do, and do well, long before heros were ever introduced. 3 heros is a huge bonus, but there is nothing wrong with Henchies, they are quite capable. Even 3 heros have made most areas ridicusly easy. Med Luvin 18:03, 26 September 2007 (UTC)

Do Not Disturb
While in DND and Offline mode remove the ability to PM - Receive AND Send. I was pming people while I was in DnD about a trade I made on Guru without realising I was in DnD and they couldn't see it. This would also stop PvPers from doing abusive things like leeching or leaving, pming you to piss you off and not being able to get a response. If someone in PvP can pm me I should be able to pm them - otherwise they are just griefing you. 58.110.140.221 02:20, 24 September 2007 (UTC)
 * I don't know if sending messages should be disabled when in DnD or offline mode, but the chat should atleast warn you with a message when you do that to avoid the situation where you don't realise that someone can't respond to you. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 10:33, 24 September 2007 (UTC)
 * One thing is true, you should not be able to send whispers to a character you are ignoring. This could be used as a shield to childly make that 'I can't hear you' thing. MithranArkanere 12:07, 24 September 2007 (UTC)
 * I don't understand why it does let you send messages, you can't receive a pm so no-one can message you back, friend or otherwise, and it allows you to grief people. 58.110.139.72 21:08, 24 September 2007 (UTC)
 * What purpose would sending PMs to somebody serve while in DnD? If you want to chat with them, then you should not be in DnD. If you want to talk to them but not allow them to respond, thats griefing. I see absolutely no legitimate use for outgoing DnD PMs. It should not be allowed. Period. -- Counciler 17:04, 25 September 2007 (UTC)
 * I completely disagree. Sometimes you want to not receive a pm from a third player or a third group of players, while you still want to send valid and legitime (as you called them) to others. Examples can be: Guild leaders or even alliance leaders doing pvp (they tend to receive many pms, i know by experience) but still they want to send some informative pms to others. Famous people like top players in gvg and hb while in pvp they tend to receive a lot of pms, they MUST set to DND, but not allowing them to send pms to others would be unfair. Another example could be Gaile, she must be in DND always, but it would be bad if she can't send a private respond if needed. And if someones is annoying you sending pms and you cant reply, you can simple add him to your ignore list, or just set yourself to DND, just that simple. I would like however the gem's suggestion, It has happened to me that i am in DND and i send a message waiting for a reply and i forgot i was on DND. Coran Ironclaw 19:56, 25 September 2007 (UTC)
 * What ever is done to DnD, the same should be done to offline mode. Be it disallowing messaging or trolling the chat with a server message that you are in DnD/offline mode. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 17:07, 25 September 2007 (UTC)
 * Agreed. -- Counciler 17:52, 25 September 2007 (UTC)
 * I don't see much use for someone to send out a private message if they can't receive one - they won't have any pms to respond to in the first place. An alliance leader which sets to DnD while abing isn't an alliance leader I don't want to be in an alliance with - if my guild leader ignored me I don't think they should be guild leader. Famous people who are set to DnD can't receive pms from their friends and don't need pm for their guildies or alliance or team - there is a tab for that. I don't understand why the current system promotes griefing via "offline" pms. 58.110.140.189 08:58, 29 September 2007 (UTC)
 * Yeah, agreed with 58.110. Those people that send messages while DND don't WANT you to be able to respond; they're either flaming you or griefing you. Plus... how often do you honestly, seriously think that DND would come in useful if you're trying to get messages out? Most of the time (99%+) when I PM someone, I'm asking a question or expecting a response. "Hey, do you want to come PvP?" or "hey, i'm doing gates of madness, want to come?" In fact, I can't even think of one case that I would want to be on DND whilst PMing out. Care to give some examples where that would be even remotely useful? - Auron 10:19, 29 September 2007 (UTC)

Spirit Range - Graphical Representation
I saw a game mod somewhere on the wiki which shows spirit range on the radar. It would be great if spirits had some kind of graphical effect somewhere on screen where I can see when I'm moving out or into spirit range. This could probably get very complicated as there can sometimes be A LOT of spirits on screen so I understand it hasn't yet been implemented but maybe it could be considered? And an option to turn it off would be nice. To make it clear I'm asking 1) If spirit ranges could be shown on the radar and 2) If spirit range could have a graphical representation like the wards. 58.110.139.72 21:13, 24 September 2007 (UTC)

Area of Effect Skills
I figured so many skills in the game are like this I would just make a post about the theme as a whole. It would be good if we could have some kind of graphical representation of AoE skills - the healing/protection etc ones. Something like a brief blue light/mist which filled in the area affected by Divine Healing - this would be a lot more helpful for monks trying to position themselves to know where to use this skill - it's a good skill but because judgeing mid battle where to use it is very hard, a lot of monks don't bring it - if we saw some kind of graphical barrier noting where it stops we can picture that in our minds when casting. This would go for skills similair to this but not things which we alreayd have indicators for like Heal Party and Aegis. 58.110.139.72 23:00, 24 September 2007 (UTC)

Tomes for Secondary Professions.
I was a little annoyed when tomes came out because i discovered that you couldn't use other class tomes. This was especially annoying because i had all my main class skills on my main char before tomes came out. I think that a way to make tomes more useful would be if you have all of your main class skills (elite and non elite) you could use tomes of other classes(non elite only so you could not buy the skill hunter title). This would stop getting all of the skills right away, however another solution is that you must have beaten a campaign to access the skills of the other classes in that campaign. If neither of these are possible at least allow them to be sold to merchants for around 100-200g. Mashav 00:10, 25 September 2007 (UTC)
 * If your character is Warrior/Monk, you can learn monk skills with a monk tome. Just pay the 500g to switch secondaries to whatever you have tomes for. - Auron 00:13, 25 September 2007 (UTC)
 * oh oops...whenever i used a tome i guess i never switched secondary to that tome. oh, well then, just disregard this post. Mashav 08:13, 25 September 2007 (UTC)

Hero and henchman order
The orders in which heroes are sorted in the add a hero menu and heroes and henchmen are sorted in the party search panel are counterintuitive. Would it be possible to sort heroes and henchmen by profession? -- Gordon Ecker 01:44, 28 September 2007 (UTC)
 * That it's true. They are sorted in an 'internal' order. They are not sorted by acquisition, nor by name, nor profession. Profession, by the 'default order' (Wrrior, Ranger, Monk, Necromancer, etc) should be the best order. Using colored icons instead of letters (/ Norgu) would be good too. MithranArkanere 13:24, 28 September 2007 (UTC)

Retro-active Armor
For every fan of the Dervish, Paragon, Ritualist, and Assassin I implore you to design and impliment retro-active armors! I play a dervish primarily {originally a Necromancer} and I have to say that I'd love to get some Elite Kurzick armor for him! The orignal core classes have a multitude of armors to choose from while newer classes have more and more limited selections. I've read many of the armor suggestion tabs like "Design-an-Armor" and understand the difficulty of adding new armors but with only time between GW1 and GW2 - it would be nice to see armor offered for all the expanded classes all the way back to Drok's Forge and the Granite Citadel [no need to impliment non-elite armors like Lion's Arch and etc.].

Not to mention this would reward people who have linked all three games togther! :)

(134.124.127.227 17:01, 28 September 2007 (UTC)) Liam
 * While I agree and think this is a fantastic idea (and was disapointed this wasn't the case when they made the new campaigns anyway) I don't think they will ever do this - there is no money in it for them. Maybe if it was in one of the bonus missions or something - content which has incenctive to pay more money for it, like in future if there was an extra Luxon/Lurzick mission involving Archemorous of St Viktor, and you go back in time to play on either side, giving the option to buy the armour somewhere in the mission would be cool. Adding it the current game world like the other armours seems unlikely as they've deliberatly left it out and there is no money in it for them. 58.110.140.189 08:54, 29 September 2007 (UTC)

Scrying Pool
If possible, would the scrying pool be modified to show cinematics from other campaigns? I know they don't have titles per se, but I'm sure appropriate descriptors can be found. It'd be nice to be able to view the one-off quest cinematics from Nightfall again, as well as a easy location to view end-mission cinematics. Just a thought. --Valentein 10:08, 29 September 2007 (UTC)

'Missing' Title effects
I like when thinks are equitable, symmetric. There are 8 'promotion' titles. All have skills linked, but only 5 have title effects. What about given the other 3 logical effects? I can think on those two examples:


 * Kurzick/Luxon:
 * Title. While you are in a controlled area, you have +1..3 Health regeneration and +5..50HP.
 * 'Controlled' areas would be those with at least 50% or more of the controllable shrines under that alliegance control. Areas that have no alliegance-controllable shrines won't count. Maybe just exiting through a controlled gate would be enough too.
 * Either won't stack with Kurzick/Luxon blessings effects, the max ones will take effect. Or the benefits from the blessings won't take place, and would be moved to this title effect. (No +6 regen, sorry, XD).


 * Sunspear:
 * Title. While you are in Elonian land, you gain 1 damage reduction for each ally that has also a rank 6 or more Sunspear title selected. You also gain a Health bonus equal to the sum of the sunspear ranks of all party members that have also their sunspear ranks active.
 * 'Elonian land' means Istan, Kourna, Vabbi and the Desolation. That is, areas with Sunspear explorer NPCs in shrines.
 * Heroes won't count, this will only add up the levels of party members. That is, this is effect would really treat those that 'never fight alone'.
 * The max value would be +8 damage reduction, +80HP, if all members have max ranks selected.
 * This effect is interesting since depends more on your allies than in you.
 * Probably 8 damage reduction is too much, maybe 2+1/player armor (3..10) would be better.

MithranArkanere 18:48, 29 September 2007 (UTC)

Faction Carthographer
Add a npc in Jade Quarry and Aspenwood that let you zone into the pvp area as recon mission, have some enemy npc that give no faction point. This is to allow mapping of those area, even with the current faction event it still imposible to get into quarry. Either that or change the quarry mission in a way that ppl whant to play it often. --Bob 20:14, 29 September 2007 (UTC)
 * It would be nice for all PvP areas. There is no time to learn the place in the middle of the battles. Just like the Guild Hall preview, there could NPCs waiting to show you those places. This could be a way to explore an preview all arenas and competitive missions... hm... It would be great for all of them, even if you had to pay for it (PvP characters would have to 'pay' with faction, I think, XD). MithranArkanere 00:31, 30 September 2007 (UTC)
 * Having some kind of generic quest to fulfill in these areas allowing access outside of the actual pvp setting would be great and would have an added bonus of stopping all those losers who zone in, explore, and then leave once they are done. 58.110.141.174 03:42, 3 October 2007 (UTC)
 * With the nice addition of being able to explore the old Prophecies arenas(if they are still there, that is, XD) and those you can't get in because of your level. MithranArkanere 12:10, 3 October 2007 (UTC)

Manage Template Panel
Yeah. It's annoying. When a friend or guildie ask about a build, you have to go to an outpost to load it, and in outpost, you have to load them in the preview panel before sending it to the chat, which is also annoying too. A button in one of the panels (preferably the manage templates one) to send the currently selected build directly to the chat, available everywhere, even in explorable, will fix box issues. MithranArkanere 00:35, 30 September 2007 (UTC)

Fedex-Quest-Generator
I always read that Anet tries to avoid "Fedex-Quests" and invent new interesting quests. That is really nice and i have seen many good and interesting quests. But the point is: i can do your fatastic quests much faster than you can think up new ones and implement them. Thats why i would suggest an "Fedex-Quest-Generator", wich, as the name says, generates Fedex-Quests. Those quests dont need humans to create them, just an database-tool that produces quests like: There are many collectors in almost every area in GW wich collect every crap that mosters drop. It wouldnt be too surprising if other collectors sometimes need things they make from it for their work. This generator could produce random Fedex-Quests that send Players from Pontius to Pilatus, make them visit areas they almost forgot, kill monster that they havent seen for a long time and keep them busy. It also makes collectors more interesting if they can give a quest by chance. Those quests could be generatet when entering an area, giving one quest to a colletor each time. With "any other colletor" as target, this would produce a giant number of permutations. And while the players are busy, you can invent new interesting quests, wich are no Fedex-Quests (becouse the generator will produce enough of them anyways). Sir Astaroth 11:55, 30 September 2007 (UTC)
 * Collector one: i need some x from Collector y in area z, could you visit him for a little reward?
 * Collector two: Sorry, i dont have that many x, but if you kill some monster m and bring me the collectibles, i can make some x for you.
 * Collector one: Thanks for bringing me x, heres your reward.
 * If the fedex-generator is clearly different from normal quests, this is a great idea. Place a NPC called "Xedef the questbringer" (or whatever) somewhere to hand out those quests and keep Fedex lovers busy and the design team free for better quests. =) --Xeeron 14:40, 1 October 2007 (UTC)

I like this Idea even if the rewards were tiny like 100 gold and 100 exp i would keep players occupied you could even create a title instead and the rewards could be 1 **Fed-ex** pts and at 100 youd get a title then 500 then 2000 etc. adding a title every once in a while will keep people busy and somthing along the lines of MASTER MAIL MAN (:P) could be kind of funny to see.
 * There is no need for a special NPC, collectors could give them. This also means you have to enter an area and look for this quest (you always find one if you visit all collectors in the area). To make it visible that this quest is a Fedex-Quest, the line "Gives Fedex-Points" at the reward section is enough. Also the name of those quests would be very "generated" what makes them easy to identify. Another option is, to create a seperate quest tab for them, wich makes sense as they can target areas with a big distance in between (if someone has all chapters, it could even taget another continent). Sir Astaroth 18:52, 1 October 2007 (UTC)

Ursan Blessing
I just played again after being without guildwars for like 2 months....:( Anyway I noticed that Ursan blessing was nerfed which wasn't a big surprise.  However, one of the things I have a serious problem with the nerf is the fact that it drops all attributes to zero.  Now when we're in bear form and do just a regular attack, we hit for 1 point of damage most of the time.  Can you change that so that we can atleast hit as hard as our pet bears would hit?