User talk:Gaile Gray/Archive Guild Wars suggestions/January 2008

Map Travel
Can we have a sidebar to the map (one that says:Tyria, Cantha, Elona) for us to switch maps. Over wintersday I've had to travel through continents. Throughout the fanalie, it was taking me say 10 or 15 mins to go through Kamadan. Would this be possible? RT | Talk  - A joyous wintersday to all 15:30, 2 January 2008 (UTC)
 * A favourites list would be nice - put in any towns that you visit regularly, eg Gate of Anguish etc. With a limit on how many you can put, obviously. -- Brains12  • Talk  • 15:57, 2 January 2008 (UTC)
 * This cross-continent map access feature has been requested before (I remember reading it in some archives here), and it got nowhere. It would be nice to have access to all 3 maps without having to go through port cities, which are usually the bane of any dialup user out there (yes, I was one of them, and there are still plenty them), but we got no yay/nay reply from the staff, so it's unlikely that it will get implemented.  The only shortcut in existence right now is the ability to by-pass Lion's Arch by using an Asura Gate instead, assuming you have the expansion.  This takes you to the Tyrian map without visiting LA.  That's about as good as it gets right now.  [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali  23:00, 3 January 2008 (UTC)
 * Just a change in bevior of the buttons. The boat shows other world maps. The Vorte switches betwen Elona and The Torment, the Tyrian Asura gate vanishes and the other two show the Tyrian map... and done! Change maps, then travel instead of travel first! MithranArkanere 03:16, 4 January 2008 (UTC)

Alliance Announcement
Well an alliance announcement will be useful, similar to the guild announcement but for the entire alliance. We as an alliance like to organize lot of alliance events, but since not all members like forums, it will be a bit difficult to tell all members in the guilds. --MageMontu 20:10, 2 January 2008 (UTC)
 * Perhaps just 1 line of text for all announce? RT | Talk  - A joyous wintersday to all 20:11, 2 January 2008 (UTC)
 * Another handy little feature that is highly unlikely to ever reach the GW1 to-do list... Maybe after GW2 release, when they're not busy anymore, but then, who will be playing GW1 at that point and care enough about this?  Just put it at the top of your alliance website so that lazy users don't have to search for it or even login to see it.  That's about all you can do.  Another handy little thing would be to make a clickable guild or alliance website link in your guild window (like the clickable links in the help window), but that won't happen either.  Oh well...  [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali  23:05, 3 January 2008 (UTC)

Well why not just press F10 and write any announcements on your guild/head guild page, easy peasy.- *Rian Fortame*

Fun Title
Well, I have now wanted a Fun title for a while. Because there is no use for Sparkler, Snowman Summoners, Ghost in a Box, Tonics ect. why not just include a title to it? So finally there'd be a GOOD use for Sparklers, Snowman Summoners, Ghost in a Boxs' and Tonics. Please make this Title! (and of course you'd rename it lol) :D &mdash;The preceding unsigned comment was added by Prince Firedrake (talk &bull; contribs) 14:39, 4 January 2008 (UTC).
 * I second the thought. I would like to see more titles, and this is a perfect opertunity. Another oppertunity would be to have a creature slayer title, say you must kill 25 of each creature and the title would progress baised off the number of creature types you have slayed on each continent. i.e. 25 corsairs, 25 corsair cooks, 25 reserection gargoyls, 25 gargoyls....ect. Med Luvin 16:26, 9 January 2008 (UTC)
 * Hm... like drunkard and swett tooth, I think the title could make items last more the higer it is. Use a sparkler at max rank and it sparks double the time, use a tonic and it las 100 minutes instead of 50. That would be nice. MithranArkanere 19:40, 9 January 2008 (UTC)
 * I agree, that's a really good idea. Perhaps it could be called the "Party Favor" title track.  Ranks could go from "Partygoer" for level 1, all the way up to "Life of the Party" or something similar for max level.  Cool idea guys! GenXer 05:08, 10 January 2008 (UTC)
 * Looks Like you got your wish, Party Animal came out recently User:The Hitmans Paradox 17:06, 14 Febuary 2008

Skills
One of my favorite Prophecies updates was when all the skills I had painstakingly unlocked on my primary character became available to all my secondaries at all trainers. Unfortunately, this has not been the case since Factions came out. The game seems to know that I've purchased all the campaigns as well as the expansion pack; why can't the trainers acknowledge this? One could argue that trainers only teach what they know and that Tyrian trainers don't know Canthan skills, but the same applies to Ascalonian trainers teaching Krytan skills in Prophecies, so I don't buy it. Heck, if the Priests of Balthazar can figure it out why can't the skill trainers? This problem is especially annoying in the Guild Hall. I don't know how many times I've tried to conform to a cookie cutter guild build only to realize that I have to dig through the wiki and travel to three different cities just to purchase a couple of skills that I had already unlocked through faction or through one of my 10 player characters. I don't see any reason that the skill trainer in my guild hall can't just offer them to me on the spot. He only sells the core skills, so I sometimes wonder if he's even worth the cost. If offering skills across expansions on a single trainer isn't feasible, can we at least have the option of purchasing multiple trainers for the guild hall? The Canthan trainer, of course, would refuse service to any players that do not have Factions on their account, and the Elonan trainers could similarly ignore players without Nightfall. This would not be my first choice, but I'd accept it as a suitable compromise.
 * Yes agree with that have mentioned that somewhere else, was hoping that would have happened when they added the other new guild hall npc's.I very rarely use the guild hall skill trainer now just go to the 3 skill trainers that have all the ones for the world I want.--Dan Mocha 23:41, 12 January 2008 (UTC)
 * They should work like the Tomes. All the skills appear in Tome lists. MithranArkanere 02:09, 13 January 2008 (UTC)

Effects Icon for Drunk
Could an effects icon like the sugar rush etc, be added to show whether you're drunk enough for the drunkard title and drunken master skill? Sadie2k 23:40, 6 January 2008 (UTC)
 * Not all players can play while having active the Post-processing effects, and since there are some skills that require being drunk, this would really help a lot. MithranArkanere 00:45, 7 January 2008 (UTC)
 * I also really like this idea, i wonder if it is Implementable (is that even a real word?) ? 121.216.103.144 07:00, 7 January 2008 (UTC)
 * Logic says it should be. Something triggers the screen effects, therefore that same thing could trigger the effected icon.  I think this would be an excellent idea.  With a bar underneat it, showing how much time is left, and a number on the icon showing which level of drunken-ness (1-5) Srakin 05:29, 15 January 2008 (UTC)
 * Would be IMMENSELY helpful to those going for drunkard title, since "drunkedness" is time-dependent, and you're pretty much stuck with a stopwatch if you want to get the title without wasting a whole lot of ale. The sweets have an effect icon, why doesn't alchohol?  Especially since alchohol also affects certain Norn/Dwarven skills. [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali  20:31, 27 January 2008 (UTC)

Keyboard Shortcut for Storage
I think while in a city, it would be beneficial to have a keyboard shortcut for the storage chest. Similar in function to (k) skills window, or (g) Guild window, a key to open the storage window.

Also, It would be handy if it worked in a diminished capacity outside of town where you could see the items but "You must be in a town or outpost to access your storage account" (View items only) Similar to the skill/attributes panel outside of town being limited. When friends, Guildies and Allies ask if anyone has an item or mod, checking could be done without going back to town.

I'm not suggesting full access outside of town because it would make available many slots for potential consumeables, loot storage, equipment etc. This could be used as a potential super-inventory for farmers etc..

68.146.179.110 05:51, 8 January 2008 (UTC)Aster Demonpyre
 * Storage is located far from Merchants and from map travel arrival spawn points on purpose, so people have to walk around the city to make things. That way cities look a bit more lively. Without that, a lot of movement inside cities would disappear, those that want to trade and don't care about their characters' models collapsing with others would just stay in the spawn point, immobile. For the case of being able to see what you have... well... many people has mule characters with items in them, would you also allow seen other character's inventories while in explorables? On top of that, if you don't have access to the Storage, it doesn't matter if you have something or not, you can check it later at take things out if needed. If you are doing something that is unimportant enough that you can interrupt it to give something to a friend, you can also interrupt it to see if you have that something in your storage. MithranArkanere 13:30, 8 January 2008 (UTC)
 * Sorry but that reason is rather silly, It would be like "there is no map travel for a reason we like to see how people walk between cities". -- Coran Ironclaw 23:47, 8 January 2008 (UTC)
 * Maps are instances, outposts are shared. When you are in an outpost you see other people, when you are in an explorable only the party members see you, and you are playing, and you will probably move. It dosn't take so much time to get to the storage. You can instatntly map travel all over the world, and can't walk 25 steps to the storage? MithranArkanere 15:03, 9 January 2008 (UTC)
 * Try finding something in the Gate of Torment and then come back here. It took me about 10 minutes of walking around with the Alt key held down to find one NPC I needed.  This is NOT an exaggeration.  Then go to the Merchant in Henge of Denravi and tell me where the Xunlai Chest is?  I'm not saying that a shortcut button for storage is necessary, but the excuse that people can't walk 25 steps is boloni, because there are plenty of places where I hear people yelling "Where is the D--N STORAGE?" over and over in local chat. [[Image:User Rose Of Kali SIG.jpg]]Rose Of Kali  20:39, 27 January 2008 (UTC)
 * Well for those cases where you don0t know where things are, what those maps need it's mission map icons, like shrines and collectors have. To move quickly in outposts, what you need is rush sugary items. MithranArkanere 22:31, 27 January 2008 (UTC)

More for Wintersday
Im sorry if this is not the right place to talk about this but I don't think contacting Arena Net would do much good for them as they answer questions about glitches. I have an idea about Wintersday festival items. Instead of new hats in Wintersday 2008 Arena Net could introduce the old hats or Yule armour (the armour that santa wears, minus the hat as there are 2 that look like that anyway). Thank you for taking your time to read this. I hope you consider my ideas. If you want to contact me about this idea or any more i have please feel free to use my talk page to contact me. --Burning Freebies 20:24, 8 January 2008 (UTC)
 * The hats are a way to say, "I was there for this event, I took part in this event" If old hats were handed out, there is no distinction for those who took part in the events. The hats lose their collectability, as you could get them at any time. The armor is an intersting idea, but that would involve alot of work, as they would need to make a model for each class, and a male/female as well. Whereas hats are non gender/class specfic. 1 or 2 models, verse 20 or so. I would love to see some colectable holiday armor, but I just don't think it is something we will ever see. Med Luvin 16:12, 9 January 2008 (UTC)

Tolkano in AB outposts
I would really appreciate it. A storage and a NPC were added so we could spend our rewards there without disbanding, but the introduction of zaishen keys recreated the "I have to leave the team but wait for me" and they left when you are back. Simply add a zaishen keys giver in AB outposts and I think many would find it useful. 86.192.137.105 06:17, 9 January 2008 (UTC)

Third Year Guild Wars minipets
Hi, I asssume that this next year will be the last minipet realease before GW2. There a high number of players that are doing achievements for HoM before GW2. This include minipets, I love minipets, I must say. Why not make a third year special minipet series? Include in this series the strange minipets that can only be obtained by out-game ways in the third year series. The big prizes (green) maybe Kanaxai and panda, golden ones oni, shiro'ken, yeti... In this way, the people that have been playing from the beginning of the game will have a really huge price for their loyalty. --ReiNaruto 16:06, 9 January 2008 (UTC)


 * If you were to do that, then the value of the "rare/weird " minis would drop. New mini's in a 3rd year serise would be the way to go, Those playing a long timewould still be rewarded, as the pets would be valuable as is the case with all new mini's untill the market is flooded. Being 3rd year, I doubt the market would be flooded very quickly, and the new mini's would hold their high value. Med Luvin 16:17, 9 January 2008 (UTC)


 * Yes, I know. The market will get flooded by this minis, despite they will be more rare than first year, their value will drop. But, GW2 is coming, and the value of everything is dropping and dropping. Just willing to make loyal players happy. --ReiNaruto 16:21, 9 January 2008 (UTC)


 * They arelady make a series every year. 12 The first, another 12 the second. Nothing makes us think they are not doing the same again. But not already existing miniatures. Altough I think there should be everlasting sources for all miniatures, those that are Birthday-based should stay in birthdays, and the rest should stay out of that. If any event, bonus or special offer miniature is given again, it should be in a different way other than birthdays. MithranArkanere 19:35, 9 January 2008 (UTC)

New Gold Sink FTW
i had two ideas for a nice gold sink in gw,one charge money for using map travel,but that might get a bit annoying if u needa map quite alot...but the second is better,y not allow for ingame chat such as ventrillo or teamspeak but without the risk of getting bugged?Snipey lizard 22:46, 9 January 2008 (UTC)
 * Wow...just wow. --Deathwing 01:56, 10 January 2008 (UTC)
 * Yea, I agree. Simply incredible. -- ab.er. rant [[Image:User Ab.er.rant Sig.png|sig]] 02:50, 10 January 2008 (UTC)
 * So it will cost to use Ventrilo? &mdash;  ク  Eloc  貢  03:15, 10 January 2008 (UTC)
 * Yup i have to agree with the previous statements. Maybe as a possible third idea on the same level of genius, we could pay 10k a day for each charecter just so anet doesn't delete them? -- Salome 04:57, 10 January 2008 (UTC)
 * I Pissed my pants lulling Sirrush 12:03, 10 January 2008 (UTC)
 * What a gold sink? Make a way to 'unlock' all existing armor pieces individually for each single character by purchasing each one and giving them to an NPC, and allow to 'remake' them anytime by paying an small fee. People will start collecting all armors with all characters, and since the armors won't include upgrades, they will salvage and/or pay for upgrades anytime they change armors. THAT would be the ultimate gold sink. Just imagine the gold would take to get all armor pieces with 10 characters. MithranArkanere 14:07, 10 January 2008 (UTC)
 * Gold sink. &mdash;  ク  Eloc  貢  00:46, 11 January 2008 (UTC)
 * How about you lose 10% of your gold everyday, just like alliances lose 10% of their faction every day? I was being sarcastic. Alaris 00:23, 17 January 2008 (UTC)
 * Gold Sinks=bad for solo players. I play between work and family, and anyone who does the same will tell you that there isn't a way to make enough money on a casual schedule. Why make the people who play less than 10 hours a week suffer just to challenge the ones that have no lives?Johnathan Allen 01:48, 17 January 2008 (UTC)
 * Gold sinks are fine as long as they're completely optional, like prestige armor, auction comissions or fireworks. Mandatory gold sinks like travel or repair costs are the ones that really hurt casual players. -- Gordon Ecker 04:00, 17 January 2008 (UTC)

I agree that a cost for something that is nessesary is a very bad Idea. anything that doesn't give a player an actual advantage it a good gold sink (mini pets, Elite armors ETC.) but when you handicap a player because he doesn't play enough to have the amout of cash its lame. It seems to me that if you have a life (Job, whatever) and cant take time to Farm well you shouldn't be handicaped and I think that Guild Wars is the best for Not handicapping the poor. :P BlackLurker 01:25, 29 January 2008 (UTC)
 * If you have so much money your wanting to get rid of it you could give it away, sure plenty of people would take it lol. If your a guild leader could pay officers 10-20k each a week to recruit plus bonuses/expenses.A lottery or something like that would be useful sink though,once a week or daily, maybe even one in each world,be good way for new people to have a chance at winning.Maybe a % of the money goes into a fund where gives a random person a windfall?Maybe excluding people who have over a certain amount already.--Dan Mocha 08:28, 31 January 2008 (UTC)
 * The point of gold sinks is not give our money, but making people that have more money spend it, so the money of the rest is more valuable. If someone has a lot of gold, things look 'cheaper' for him that for the rest, so they would more likely spend more gold in things like prestige armor, miniatures or rare skins. Mith[[Image:User MithranArkanere Star.png]]Talk 13:12, 31 January 2008 (UTC)

Retro Weekend Events
Since I feel like Prophecies, Factions and Nightfall are (for most part) neglected, I strongly feel like weekends that boost those campaigns will make those new and old players come back and have a bit of fun or grind. Like a double Lightbringer or Sunspear points for Nightfall or triple bounty bonus for PvE factions (since they still have that double in AB) or a increased of rare drops in Tyria. Renin 04:46, 12 January 2008 (UTC)
 * How can all of the campaigns be neglected? &mdash;  ク  Eloc  <font color="Black">貢  08:42, 12 January 2008 (UTC)
 * I knew this was going to be raised. By large in part, global weekend PvE events have been few and have recently been eye of the north-centric. All I'm proposing are weekend events which are campaign specific. Renin 10:59, 12 January 2008 (UTC)
 * Speaking of neglected campaigns, I personally would like to see a revisit of old areas in a weekend, such as Tomb of the Primeval Kings with twice the gold drops and exp or something. I'd also definitely like to see a revisit of the Ring of Fire Islands! It's so empty lately. :( &mdash; Galil [[Image:User Galil sig.png]] 13:43, 12 January 2008 (UTC)
 * I say add a 'Task of the day'. For example: Double reward for Vanquishing area X. Extra rewards for making mission X (If the first time, you get the normal reward+the extra reward, if it is not, you gain only the extra). The task would be different each day, but since it would be the same for everyone, it would be much easir to find people to make it. And one 'elite mission' weekend once in a while, not only for Urgoz/Deep, but for the others, would be cool too.
 * Of course, some retroactivity would be good too. Some stuff for the latter profession in the older campaigns, like... 4 armour sets in Prophecies (2 normal, 2 prestige) for the 4 new professions another six in Factions (3 normal, 3 prestige) for Paragon and Dervish. Challenges in Prophecies. Inscriptions worldwide. End-chest for Sorrow's Furnace(that can be openend only after making all 6 quests, of course), the Tombs and Rotscale... things that can be done slowly and added one by one. MithranArkanere 14:36, 12 January 2008 (UTC)
 * I would like elite weekends for Urgoz/Deep too (again). They're by far two of the funniest missions I've done, only followed by The Elusive Golemancer simply cause I love the chaos they cause and they're also quite empty nowadays. :( &mdash; Galil [[Image:User Galil sig.png]] 15:01, 12 January 2008 (UTC)

Is it me or did they hear my plea? hahaha I'm referring to this weekend event. nice. Renin 04:13, 16 January 2008 (UTC)

Pet Evolution in PvP
I would like to re-ask for the possibility to choose your pet's evolution in pvp, and the damage type they deal, it would bring some new opportunities and I don't understand the reason why it is currently impossible. 86.192.210.103 13:31, 12 January 2008 (UTC)
 * I agree that pets should be as customizable as weapons, but I really don't think it's something to spend time on. Pet damage is usually worthless (and is only considered feasible on thumpers, which bring beast mastery for RaO and just happen to have the pet's damage increase with high spec). Req 7 15-16 armor shields are a bigger concern to me, but honestly, neither of the issues are game breaking (like paragons). - Auron 14:51, 12 January 2008 (UTC)
 * My answer was this: Pet accessory slot, runes and insignia, although I don't know how hard would it be to implement, it would completely solve the 'issue'. MithranArkanere 14:54, 12 January 2008 (UTC)
 * Auron, I don't want to offend you, but you seem to imply that some consider it game-breaking but is not, and therefore not very worthy of the effort it would require to change, or that it would be to time/effort-consuming to implement. While I agree with the rest of your points (especially req7 equipment, wich some pve characters have access to while pvp and pve characters that don't have 500k to spend in that do not), I think that it is very simple and easy to implement, because you just change some minor parameters.
 * I am not even asking for a list of skins, like moa or the like (even though I would like it but since it does not change anything except the type of damage you would expect, it is not important at all). Just a button in some window (skills window probably) opening a very simple Pet window with your pet (for basic cosmetic purposes), Evolution list, damage type list, maybe skin list and growth slide bar, and unmodifiable information that is still useful to remember, like max health, armor, base damage and the like. I admit I am not a game developer, but I am pretty sure the effort would be minimal. And very welcome, Anet.


 * MithranArkanere, your link is very interesting and something similar would be a great addition to a pratically unused part of the game.


 * The real effort would be to make pets really viable, for example if they could behave like a warrior and not like a ranged attacker with a very short range (they often miss their attacks against moving targets, wich seems to imply a projectile), at least. Another solution could be to be able to give them up to 4 skills slots (each one making one of our slots unusable) fillable only with pet attacks so their attacks could be used with their warrior AI (Disrupting Lunge for example having a ½s activation and wich they would use like any other warrior would). THAT would really be a laborious rework that would be time-consuming to implement. Shorcuts for pet controls would be very welcome to, since you cannot constantly click one or two tiny buttons during a fight.


 * Obviously you can't ignore balance issues (they are an additional 80-armour enemy on the battlefield after all), but since pets are horribly underpowered and used solely by builds that only use their existence (RaO, IWAY), there is not much to loose. Right now, having a pet if you a not a RaOer or an IWAYer is invariably being weaker than just about anything else. And it is clunkier to use, to. I bet many tried to make pet builds and perhaps had much fun with it, but ultimately realised how useless it was and kept it only for when they want to have fun with it only for the sake of it. Game-breaking no but definitely sad if only for flavour and additional build options. 86.192.210.103 23:43, 12 January 2008 (UTC)


 * Don't know if it has been suggested here (too lazy to read the whole thing atm) but they should make pets unlock like heroes (when capped the first time they become unlocked) and then they can be chosen through the equipment menu along with its evolution. --MageMontu 22:07, 19 January 2008 (UTC)

Bath faction to reward points
gail plz make it so we can get reward points from bath faction mainly because doing the turnys is hard because you can eather do hb or gvg and my guildies and i don't do gvg we do ha and ta and ab. i think its unfair to the people who dont like to do gvg or hb.
 * I think the best place for this to be discussed would be the page for our PvP Community Coordinator, Andrew Patrick. I may join the discussion, but he's really the expert, so could you start a thread there? -- Gaile [[Image:User gaile_2.png| ]] 06:57, 13 January 2008 (UTC)
 * ok thanks i reposted it there.

Walking/ Weapons
I love runnign in GW, but why not walk. I mean, the effect looks cool when crippled. So why not mak eit that while in towns you walk, like maybe 30-50% slower. Which brings me to my next point. Weps in towns, I mean, why not show off your weapons to people, cause I personally never hear, "wow cool wep." while in a town or in a group outside. also, a warrior witha hammer while walking looks awesome. So, consider it.--‎ F<tt>i</tt>r<tt>e</tt>  T<tt>o</tt>c<tt>k</tt>  00:33, 15 January 2008 (UTC)
 * I agree that I would like to see sheathed (or not) weapons while in town, as well as pets, all toggleable, whether it is to show it or to see it. The real thing that would prevent that is framerate issues. About walking, a simple "toggle walk on/off" command would be great, if only for cosmetical purposes when you want to record videos or something. 86.192.210.103 01:58, 15 January 2008 (UTC)


 * That was my first idea, to just type in /walk. and when you're done you type /run when in a town, or you use a skill while outside. Or, you could type /walk again.--[[Image:User Fire Tock sig.jpg|19px]]‎ F<tt>i</tt>r<tt>e</tt>  T<tt>o</tt>c<tt>k</tt>  02:24, 15 January 2008 (UTC)


 * Btw, I have never seen one of these ideas for the suggestions ever go into the game. Why?--[[Image:User Fire Tock sig.jpg|19px]]‎ F<tt>i</tt>r<tt>e</tt>  T<tt>o</tt>c<tt>k</tt>  02:46, 15 January 2008 (UTC)


 * Because not every suggestion is great or good. Because not every suggestion SHOULD be in the game, it's THEIR prerogative not ours. These are just suggestion page not "i demand you to put this into the game" page. They HAVE taken into consideration alot of the things their fans want, an example of this is the green arrow on mission/quests. Back in the days, you're lucky if you can actually find where you need to go because of the huge areas Tyria has. So in conclusion, these are only suggestions but the dev team definitely sees this and takes notes of the more notable/note-worthy posts. Renin 03:45, 15 January 2008 (UTC)

Back on topic: What about just holding down a key to walk instead of run? Because if I have to go from one end of LA to the other, I do NOT want to be going 50% slower! I don't have the patience to be a turtle in every outpost I visit. x_x As for pets, that would cause an insane amount of lag o__o  And lastly, weapons would be kinda cool. But not drawn, only sheathed. That'd take a lot of work though, and require art for all the sheaths/cases/straps and whatnot...and if you put your shield on your back (Only logical place?) It'd really mess with your Guild Cape, wouldn't it? >_< Srakin 05:19, 15 January 2008 (UTC)


 * In outposts, to run faster you can use sugary consumables, but there's nothing to walk. So, moving 33% slower while holding Shift would be enough. MithranArkanere 12:56, 15 January 2008 (UTC)

I can't stand how slow you move in outposts. Especially the pointlessly huge ones (Vasburg?!). I save all my sugar consumables just to use in town. Here's an idea: Make the maxed sweet tooth tile give you a PERMANENT speed boost in outposts. I know, I know, titles that actually do something aren't popular, but I'm all for it.
 * That would give unfair advantages in the Dragon Broadwalk, but, I would agree to give all the 'consumable stuff titles' (Sweets, Alchohol, and a possible for the useless stuff) a 'double duration' effect:
 * Rank 1: Items last 10% longer.
 * Rank 2: Items last 100% longer.
 * But not much above that. Afterall, you can travel to another more 'comfy' outpost if you don't like the wide ones. MithranArkanere 19:15, 17 January 2008 (UTC)
 * MithranArkanere: I don't like your idea. I like the all the time run [faster than current run] while in an outpost. When your doing farming runs and you get put at the far end of the town that you need to run out the door, it gets agrivating. Retro77 19:32, 17 January 2008 (UTC)

Alternate Storage Pages/Stackable Items
My inventory is cluttered! My storage is crammed with Runes, Dyes, and weapon mods! My solution: Beg for a new storage page. Alright so, The suggestion is simple. A new page in storage similar to the Crafting Material storage, for Runes and Dyes. Suggestion number two is equaly simple. Stackable runes of same types (I have 12 Radiant Insignias. Why do I have to use a PvP character to store 12 fricken insignias of the exact same type? x_x) And maybe even stackable weapon mods of same stats. Oh, and what about A storage for all the credit items and special trophies like battle Commendations and stuff? I wouldn't even mind losing one page in the current storage system for a page to hold all runes/insignias/dyes. But that might be just me <_< Srakin 05:38, 15 January 2008 (UTC)
 * This topic has been suggested, requested, demanded for over and over again. I doubt they'll be making changes anytime soon. But then again who knows, they might just give it to us. MIGHT is the word there. Renin 05:49, 15 January 2008 (UTC)
 * If they allowed the stacking of runes, people would start using Superior Vigor Runes as currency and their prices would go 'boom'. There is already a way to store Dyes and Runes, and it's called 'Traders'. Yeah, their fees are a bit high, but since people don't have to buy runes and dyes everyday, it should not be a problem. In my case, the only problems I have with storage are trophies and miniatures. There's simply no room for them the more you have. MithranArkanere 12:52, 15 January 2008 (UTC)

Why do you have so many of the same rune? they arn't worth that much, and you can buy them in every town. Whynot sell off all of those copies you have, and keep the money, if you need a rune, buy one. Same with dye. This will solve your storage problems. Keep all the items you can buy from merchants in cold hard currancy. Addtional storage would be nice, but it's not likley gonna happen. You can always make yourself a packmule, or trim town your collection of items, keep only the valuable, and get rid of the junk. Med Luvin 15:16, 15 January 2008 (UTC)

Additonal Storage for Armour
Any chance of the storage agent creating a further storage slot for armour sets as my storage has valuable space being taken up by these items. I will pay addition gp to the storage agent without hesitation. ty --91.194.221.225 13:56, 16 January 2008 (UTC)


 * I see two possible solutions for this:
 * Add to PvE players an 'item creation' panel that allows to recreate any item already made in crafters. So, players you have to make them ONCE in a crafter(but not collectors), and then being able to recreate them in the panel.
 * Make crafters give the items again for 1..10% of the original price (without materials) after making each piece once. So the crafters would be the 'storage'.
 * In both cases, rare (Like Destroyer weapons) items, dyes and runes won't be saved, so people would have to salvage and re-make them again. Any item created in such panels would be always customized, salvageable for upgrades, but not for materials(or really cheap materials, like 1 iron) and with 0 merchant price. That should allow people to save storage without having to pay the full price anytime they want to get a piece they have already paid for. MithranArkanere 14:51, 16 January 2008 (UTC)
 * Couldn't this be solved by just making a character as a mule? 1 character with two bags upgraded with runes of holding, and a belt pouch adds up to 45 inventory slots. Then there's 80 slots in the actual storage, making 125 total inventory slots with just 1 mule, and an extra 45 more for every other mule you make. Johnathan Allen 18:04, 23 January 2008 (UTC)
 * Nope. If you want to have one armor set of each skin for each profession, you will never have enough room, even with the max 26 slots, that's why we are here. MithranArkanere 19:05, 23 January 2008 (UTC)
 * Mules have always been a problem for one simple reason, you have to SWITCH CHARACTERS to access your stuff, and have free room in storage to transfer the items. I will gladly pay real world cash for storage pages added to the Xunlai chest.  I collect armor for my necromancer, but I can't wear most of it ever because it has to be on mules.  I would pay the same $9.99 that I would for a mule character slot, but get 2 pages in Xunlai chest instead, so that it's always accessible.  PUHLEASE!!! [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  21:00, 27 January 2008 (UTC)

Mini-Game Idea
Short and Sweet: A 24 player version of the Droks Run, set skills, set armor levels, first person to the finish gets a prize. Take out the zones, make it one big map. No PvP killing involved, just 24 people making a mad dash and getting slaughtered. Epic fun would be had by all.Old Man Of Ascalon 18:01, 16 January 2008 (UTC)
 * Would want that. Super crazy fun! NeonCrusader 04:32, 19 January 2008 (UTC)
 * Hahaha seconded. XD --Mme. Donelle 01:24, 14 February 2008 (UTC)

Character Customization
Well, I love Guild Wars, its only got one flaw to me. After about a month, Everyone looks the same. I would love to mod the game myself, to make myself stand out greatly from a crowd, but, I'd get in a lot of trouble for it. My main problem is in factions, where as core classes and nightfall(except for armor) are very customizable. My ideas are pretty simple though: Just add a little to the factions classes maybe a few ascalonian looks, maybe a few of the nightfall looks maybe make the assassin actually capable of looking as cool as he does in this picture: http://wiki.guildwars.com/wiki/Image:Assassin_Elite_Canthan_armor_m_dyed_front.jpg

Also, We need more different armor sets. Currently, Core Classes all have at least 28 armor sets. Warriors have 31 different armor sets, Rangers have 28, Monks have 30, Necromancers have 31, Mesmers have 28, Elementalists have 28. Factions classes have 18 (11 of which are gold sink elite sets) Nightfall classes have 11 (of which, 8 are gold sink elite sets).

Ideas for armor include taking some of the hero armor and making it available to the actual class that hero comes from. In example, all of Anton's sets could be made for the general assassin population, Melonni's primeval set could be added for dervishes, as could all of Kahmu's sets. Ritualists could get a few sets like Xandra and Razah's and Paragons could get Hayda's Brotherhood and Deldrimor sets, along with a slightly adjusted form of all of Morgahn's sets. Then we could just dye the armor to make it unique, and not as many people would look exactly the same. (all of these sets should be non elite though, we have enough 50-75k armor.)

I know its hard work to make all of the stuff that the developers have, but, is it really that much to ask for more than 3 non elite sets for a dervish, or an assassin set that isn't heavily overlayed with excess blades sticking out of it in a tangled manner?

Those are just my ideas. Feedback, and other suggestions would be apreciated, and I apologize for any spelling or grammar errors.Johnathan Allen 19:57, 16 January 2008 (UTC)

Hero AI Change for "Fight" Behavior
Currently, the "fight" mode setting for heroes is actually of little use, so I've been thinking of a way to improve it for use in Hero Battles. I've been playing a monk in Hero Battles for quite some time now and I've always found it frustrating that I couldn't tell my heroes to chase a particular target regardless of where it's going. For example if my opponent is playing an assassin and he runs towards a shrine, I'll currently have to flag one of my heroes towards that shrine as well to counter him. Unfortunately, when the assassin decides to attack that hero, the limitations to the current hero controls become apparent: I simply can't tell my hero to stop running towards that flag and attack that assassin instead. If I cancel the flag, he'll run back towards me. If I don't cancel the flag, he'll keep running towards it. Basically what I'd have to do is flag the hero to the exact location where he's already standing, but then the assassin can just continue to run towards the shrine, forcing me to reflag the hero again. I just end up manually activating skills to keep the hero alive until he reaches the shrine, so he can finally start attacking the assassin. Currently the "fight" mode setting simply increases the range that heroes will follow their target, but they'll still return to you when they're too far away. That's why I'd like to see a change to the "fight" setting of heroes: when in "fight" mode and locked onto a specific target, heroes should ignore any flags setting and simply follow and continue to attack their target wherever it goes. If their target dies, they should revert to "Guard" and run back to their flag. This would allow people playing defensive characters in Hero Battles to use the same tactics currently used by people playing offensive characters. If my opponent decides to attack my hero who's running towards a shrine, I would just need to click "fight" and lock him onto the opponent. Similarly if my opponent (or one of his heroes) runs towards a shrine, I would be able order my hero to follow and attack him at the same time regardless of where he's going. This change would basically make it easier to fight your opponent instead of fighting the hero controls. --Draikin 03:26, 17 January 2008 (UTC)
 * As long as they only pursue far away when they have a 'locked' enemy, it's fine with me. I currently use the 'offensive' to use melee heroes to pull enemies. MithranArkanere 13:19, 17 January 2008 (UTC)
 * Yes, that's basically the only change that would be needed, "fight" mode can remain the same as it is now when they don't have a target lock. --Draikin 16:37, 18 January 2008 (UTC)

Henchman Stats Viewable
I'm sure this has been suggested in the past... would it be possible to view more info on henchmen status than just %remaining health? Things like total health, total energy, remaining energy would be useful to know. That way I can tell how much DP Alesia has built up, or Cynn has exhaustion from spamming Mind Burn, which would make it easier to decide when to stop, and when to press on. It doesn't have to be as elaborate as the hero status windows, but just having more info about the red and blue bars would be good. -- Hong 05:20, 17 January 2008 (UTC)
 * Just have the party window show a split red on top of blue bars for each member, hench, hero or human, and have numeric values in them. It's helpful to know if I'm a BR and if my monk is low on energy or not, or if my Cynn has 60% DP and can't survive a hit without Protective Spirit on her.  Henchmen have this knowledge about each other (Claude will BR himself to death if the monks are running low), so why can't we know the same? [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  21:08, 27 January 2008 (UTC)
 * There could be a generic 'info about target' option. It could work with allies, minionHeroes, henchment and even on yourself. It would show build, attributes, armor vs different damage types, energy, health, energy and health regen, etc... thee could be an option to allow others seen your stats. MithranArkanere 22:34, 27 January 2008 (UTC)

Worldwide Party Search!
Hi, as many know getting groups for various non-elite dungeons/missions is kinda hard atm (if u dont get people from your alliance/guild) So i was wondering if it would be possible to add a worldwide partysearch which had different categories and subcategories an example: continent -> sub-area -> dungeon/mission/area or pve(Choose from pve/pvp) -> dungeons(dungeon/mission/area) -> 	Bogroot Growths(the dungeon/mission/area), trade would ofcourse be a category too :P

thought it was an awesome idea :D (maybe it's has alrdy been brought up...) and it might not be possible at the current gw, if not i was hoping this could be added to gw 2
 * Hm... one could think that it could be a bit too much... but if an outpost has 300 districts, you will be able to see all the lines, won't you...? Maybe with a checkbox to choose between this and all outposts of the campaign... afterall, most outposts have absolutely nothing in they panels. Even if you gather them all, they won't go over 50 lines, specially in Prophecies. MithranArkanere 13:23, 17 January 2008 (UTC)
 * 50 lines? You are mistaken, my friend. Just put together Kaineng City, Lion's Arch, and Droknar's Forge in the US evening hours, and you will have yourself a recipe for a dialup disaster.  [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  21:11, 27 January 2008 (UTC)
 * Hm... I was thinking on spanish dsitricts... an what about seeing only those in the same region? Ascalon, kryta, maguuma, etc... Want to make any Crystal Deser quest? Go as the Xunlai Agent in Amnoon Oasis! MithranArkanere 22:36, 27 January 2008 (UTC)

Pets, Mail, Search Suggestions
My requests are so few...

1. Additional Ranger Pets I would love to see a hawk as one of the birds available as Ranger companions.

2. In-Game Mail System It would be great to have an in-game mail system where players could send notes or items across the world to each other.

3. I would like to be able to search for friends by name or a part of name and have an option to chose the person from a list. --The preceding unsigned comment was added by User:67.184.201.108 (talk).


 * Would love more pets, was disappointed couldn't charm the rabbits in GWEN,the ability to leave offline messages for friends would be useful.Often just as I am switching chars I hear the ping of a message and never know who it was from.--Dan Mocha 12:28, 14 February 2008 (UTC)

Suggestion About Search Option Change
I am using the search option very much and I was thinking, why can't you guys make a sell tab and buy tab. If someone typs wtb WTB WtB Kaufe Verkaufe suche VK Achete it will go in the buy table and if they are saying the sell words it will go in the sell tab? If it is to difficult to make it in GW1 it is maybe a good suggestion for GW2. Death Sligher 22:36, 17 January 2008 (UTC)
 * You'd think that considering how text already gets put in Party Search using those keywords, it wouldn't be too much trouble to simply split the trading section into a Buyers and Sellers section. I mean, when I type "lfp" it also gets placed in party search, so the search/filter (whatever you want to call it) technology for chat messages is already there. So why not improve the trade interface that way? An interesting suggestion, I'd say. Zophar 23:35, 17 January 2008 (UTC)
 * The search option needs a rework, like allowing more text in it. BTW shouldn't this be on the Guild Wars suggestions page? --MageMontu 17:12, 19 January 2008 (UTC)

Request Minion Update
mm's were pawnage in the beginning,but now with the intro of hm and nightfall skills and the soul reap nerf they got *&$@$%@ up the @#$(not curse words lol,use good imagination not bad imagination).Anyway,can ya plz fix soul reap,since izzy wont do anything bout it?i mean come on,i get my army of minions at 10 in ab,spent all my energy,face one sf or sh ele and wow all minions dead and i only get like 30 energy back(minions cost around 10-15 energy on average each)>.>.or could ya plz bump up minion lvl or hp or armor or dmg,nothing too big,just a little buff to prevent insta kill wandings on em from foes in hm >.<. OR new minion skills,only 6 types of minions atm(3 are reskins),Like Animate Jagged golem:elite minion spell:your exploit nearby corpse to produce a lvl 1-18-22 jagged golem that deals +1 dmg for each other minion within earshot,you can only control 2 jagged golems at a time.or Animate rotting fiend:you exploit nearby corpse to produce a lvl 1-12-16 rotting fiend that causes diesease with attacks(this create atatcks at longbow rate),or some awesome elite spell like u lose 90-75-45%health,your next minion is 3 lvlers higher,has +10 armor,and suffers no natural health degen,if u added that in game i would worship u ^^,i hope im giving ideas for the next campaign as well ^^.either way plz plz try and balance mm's,we are being decimated by hm creatures and those pesky nightfall fire nukes >.>63.135.78.26 20:32, 18 January 2008 (UTC)
 * I also thought that minions were weak when I started HM. But now that I've improved my skill bars (my own and heroes alike), I always bring a MM and find that even though his bar did not change, it still works very well. I've vanquished all of Cantha & most of Elona, and did many HM missions as well especially in GW:EN and Elona - not to brag but rather to show that I know what I'm talking about. AoE will always be the doom of summoners, MM's and ritualists alike. But the strategy is to take them out while they waste their spells on your minions. Also, I found that putting "Cry of frustration" and other mesmer interrupts / shutdowns on my SF eles, as well as carrying "Pain Inverter" really helped me vanquish. A well-timed Pain Inverter is insta-kill on dervishes and eles, especially if they are attacking a bunch of minions. Good luck! BTW, I really like some of your ideas for skills, except that some of them sound overpowered (e.g. I'd put in poison instead of disease). Alaris 21:04, 18 January 2008 (UTC)
 * Sounds Good new Skills but look it from this side since Minions die fast in HM you should make an advantage of it *kuch* Death Nova *kuch* And *kuch* Jagged Bones *kuch* works very well on heroes though. --<font color="Orange">Fox007  [[Image:User Fox007 sig.png|User:Fox007]] 21:45, 18 January 2008 (UTC)

Minion targetting is kinda hard though,they move constantly,no party panel for em,and u cant always tell which one is low on hp :/,maybe introduce a mini minion panel? XD,or if we dont add skills or fix soul reap or buff minions,y not increase the minion and make it up to 12 minions at 16 death magic?either way,minions need a lil' buff,they dont even provide enough time to kill the enemy in hm :/,one sh and >.< no army.Snipey lizard 16:30, 19 January 2008 (UTC)
 * Minions work just fine. Speaking as another Legendary Vanquisher, I can safely say that HM did not kill the use of an MM. Sure, you need to rethink your tactics a little, but they're as good as ever. I always brought a Jagged Bones MM with Death Nova, for instance. I gave him quick minions, so he'd easily have his army of 10. They'd do enough damage, block enough mobs, and if some nasty AoE wiped them out, they'd blow up in the enemy's face and the mobs would go down anyway. Really, I don't think there's something wrong here. :) -- [[Image:User_Elveh_sig.png|15px]] Elv 17:00, 19 January 2008 (UTC)

The reason they won't get buffed is PvP, and rightly so. Already minion's are stupidly powerful, and soul reaping works fine. Having ten minions pound on someone with Barbs + Mark of pain is stupid damage. Plus they soak up damage. It's part of some of the lamest builds in Guild Wars so this is why it won't get buffed! -- ChronicinabilitY  17:21, 19 January 2008 (UTC)
 * I find myself with a hero minion master doing just fine. Having ten mindless meat shields level 18-26, with between 400 and 600 health, between 72 and 120ish armor, and all dishing out a decent amount of damage overpowers most things in PvE, including hard mode, and making them any more powerful would, as stated above, upset PvP ballance. If you're having trouble in hard mode, check your MM build, that might be the problem. Johnathan Allen 20:48, 19 January 2008 (UTC)
 * I like some of your ideas but to be honest I really don't think MM's need any kind of buff, I was wholeheartedly behind the first MM 'nerf' post Factions. I played an MM during the Factions Preview Event and it was obvious to me in PvE that MM's looked like they were going to be seriously over powered. Energy management has gotten alot easier, you are a little more limited in PvP but the balance has to be kept. I still love playing an MM, been playing one since I first started, I even have a name for my Flesh Golem - George (which wasn't intentionaly named after Gailes cat just a coincidence). MM's do just fine in my humble opinion.--Evil Geek 23:09, 19 January 2008 (UTC)
 * I agree that the MM build in itself is fine, but as a necro char, I find that Im more efficient to use a hero, my reactions just can't compete. A toggleable minion control panel would be wonderful to human MMs, allowing us to target the minion which could most benefit from a spell (be it healing or death nova or whatever). AI MMs can do this without a panel, putting humans at a disadvantage. Ashes Of Doom 23:22, 19 January 2008 (UTC)
 * Minions are even more powerful if you have an Ursan Blessing warrior spamming that shout. Nicky Silverstar 09:04, 21 January 2008 (UTC)
 * The problem with my MM wasn't with the necro, actually... It was with the rest of my group. I didn't kill fast enough in HM to provide corpses, so getting the MM to 10 minions was a problem. I fixed it by bringing better builds and using better strategies. I didn't even change my MM build. Alaris 19:34, 21 January 2008 (UTC)


 * Easier minion select-ability for the win. Thats the only thing I don't like about MM is selecting minions, a panel or something like that would make the job easier and allow the player to function to a similar capacity as a Hero MM.  AI, naturally, would still be much faster.  House Of Furyan 02:18, 27 January 2008 (UTC)


 * Even a 'select weakest minion' would do, to quickly select the minion with lower level and heath. MithranArkanere 02:59, 27 January 2008 (UTC)


 * While I disagree with the request for a buff to the actual minions or minion-related skills, I do believe that some new method of minion selection is desperately needed. As already stated, hero MM's are at a great advantage to human players when it comes to minion selection, whether it be for applying Death Nova or simply selecting minions in need of a heal.  Because of this, human minion bombers and many other types of minion masters are generally far less effective than a hero with the same build.  I propose a new set of hotkeys to select minions; "Select nearest allied minion," "Select next allied minion," and "Select previous allied minion."  These new hotkeys should greatly help human minion masters, while not removing the player-skill element, as a possible "Select weakest minion" hotkey may.  This method would also require minimal coding for implementation of a new minion selection feature.  Another possibility, already mentioned, would be a new minion party window.  While this would likely require more development work, it would be very useful in monitoring minion status, much like the hero AI is able to do.  Of course, these are just two possibilities of many, but I think that new minion selection options are needed and important in making hero-dominated MM builds enjoyable and feasible for human players.  --Emelend 04:29, 31 January 2008 (UTC)
 * I have to agree a simple hotkey setting that enables selection of nearest minion and one subsequent key to cycle through minions would be enormously helpfull to the human MM, heros AI is incredibly effecient in this respect, we should be able to be as good if not better than our heroes :)--Evil Geek 18:19, 4 February 2008 (UTC)

animate bone minions + Jagged bones + Death nova on hero = good minions :) 24.141.45.72 03:14, 5 February 2008 (UTC)

I have always loved MMing and have been doing it from the start, but I feel its not what it could be. i would like to see a basic command bar for a necromancer when controlling minions, maybe a flag system like that of the heros. An easier way for humans to utilize jaggad/death nova is huge, as already mentioned. But i would like to point out, when one can have a Rit who is a stronger better MM then a necromancer, something isnt right. So, wouldnt it make more sense to have minions tied more directly to soul reaping? Example: take veratas aura,(or blood of the master) change it to soul reaping, and make the length more like 10-30+ sec. and Bam! problem solved. another thing, would a "spirit" seem that far away from "necromancy" that we need a second class for it? I think a "phantom" minion, (tied to soul reaping) would be just as fitting as a Necromancer. I hope to see such changes to GW soon. Blood Brother Zell

Dishonorable
Can you remove dishonorable already? I've never met a person who likes it. Thanks. &mdash;  Skadiddly [슴Mc슴] Diddles  21:55, 18 January 2008 (UTC)
 * Let's have a poll on that, shall we? Alaris 22:12, 18 January 2008 (UTC)
 * I like it. The only people who I can think of that wouldn't like it are asshat leavers. --<font face="times new roman" color="#990000">Deathwing 22:52, 18 January 2008 (UTC)
 * any cooperative enterprise w/ random participants invites abuse when no system for punishment exists. see Game Theory. if u don't like dishonor, then propose a suitable replacement. -- VVong | BA 22:57, 18 January 2008 (UTC)
 * Nice link. :) Biscuits [[Image:User Biscuits sig.png]] 23:03, 18 January 2008 (UTC)
 * A replacement is to get the fuck over it &mdash;  Skadiddly [슴Mc슴] Diddles  23:24, 18 January 2008 (UTC)
 * Or for you to stop being such a selfish stuck up ass, and to realize that your actions impact another seven people. Lord Belar 23:27, 18 January 2008 (UTC)
 * Guys, if I may ask; what does Gaile have to do with any of this, seeing as it's her talk page and all? User talk:Gaile Gray/Guild Wars suggestions would sound more fitting. &mdash; Galil [[Image:User Galil sig.png|Talk page]] 23:30, 18 January 2008 (UTC)
 * Nothing, but some people feel a need to QQ here anyways. You probably should move it to the appropriate page. Lord Belar 23:34, 18 January 2008 (UTC)
 * Yup. needs moved and i agree with everyone else, skadiddly you're being an ass. -- Salome 00:29, 19 January 2008 (UTC)
 * Skakid's normally an ass, the problem is when he's an ass without making at least a semi-intelligent comment. Lord Belar 00:49, 19 January 2008 (UTC)
 * I mentioned this idea a while back, but I suggested not getting dishonor if someone has already left...or better yet, no dishonor in RA. Who wants to play out a match with 4 monks D= -Warior kronos 03:17, 19 January 2008 (UTC)
 * What about no dishonor if at least half of the group has resigned? -- Gordon Ecker 04:25, 19 January 2008 (UTC)
 * The only moment dishonor should not be applied is when you leave after the end of the battle. For example after the "Winners resurrect, Losers die" effect. Currently, if you wait until then to leave and you are reported, you get dishonor. MithranArkanere 12:26, 19 January 2008 (UTC)
 * Look the dishonor system is mis-used by some to punish people that arent good enough in their opinion. That is just not acceptable. If it was used properly it would be a good idea. But currently players get dishonored because they arent good enough and that is just wrong.

Stop swearing on this page. It's really that simple. If you want to say something, say it without using offensive language. -- Gaile 18:35, 19 January 2008 (UTC)
 * Dishonor really isn't fun when you leave because you're obviously gonna be wasting time, like when other people are already leaving and you're hopelessly outnumbered. I mean, going just by what "dishonorable" means in the english language, the system needs to change. Its not dishonorable to run away from an 12v1 fight, its smart. My idea is simple, allow all players 30 seconds from being connected to leave without getting a dishonor point. If they leave within 30 seconds, its most likely due to either the rest of the group left too, or the group sucks, so they really shouldn't be punished. Sounds like a simple solution to me, hope it helps. Johnathan Allen 20:37, 19 January 2008 (UTC)
 * Your solution there is part of the problem, and the reason why the system was put in place. -- Brains12  • <font color="#696969">Talk  • 20:50, 19 January 2008 (UTC)
 * I don't see what the problem is. Dishonor is not bad until you get more than one match's worth. If you are running into problems it is because you are leaving multiple matches in a short period of time, in which case you deserve to be temporarily disabled. I support the dishonour policy. Ashes Of Doom 23:25, 19 January 2008 (UTC)
 * For those cases you have the /resign comand, as I've said, Dishonor should nt be appliend only wen you leave after winning and before the next match in Random party formation matches, where you will be replaced in the next match. In any other case, it is fine. MithranArkanere 02:52, 20 January 2008 (UTC)
 * all i can say is no, Please keep the dishonor system (even though i dont think you would of scrapped it, after seeing all the good its done) The Dishonor system is great, i now get full teams all the time, and if someone leaves.. who cares,you fight and die, if your hopelessly outnumbered your gonna get beaten really fast anyway. So please stop complaining and just Play. 124.176.95.130 02:55, 20 January 2008 (UTC)
 * Lets get to the point: There is a reason they have dishonorable on here. Its there because no one likes to play with people who either leech, talk crap all the time, or if quit out very early. No one likes it. I don't. If dishonorable was not on, people in Alliance Battles, or in RA or watever would be leeching up faction while loosing. Plus, it ruins the fun. Does anyone understand. KEEP THE DISHONOR SYSTEM! TitanSacranus 19:21, 25 January 2008 (UTC)

I think the "dishonorable" should be even stricter. Francly I hate it when people leave after dieing for the first time. I religously bring a Rez in all my PvP builds with no exception and it bugs me to start "rezzing" and to see the person leave before even completing the Signet. If you leave during a game there has to be a good reason: emergency, phone call, ETC. well if its important enough to leave your team "Hang by the neck until dead" well you probably wont be playing for the next 10-15 minutes anyways so make a 10-15 minute ban from PvP. -> And to people that complain about detting "Taged" for leaving after the other team has won I SAY SIT! It's a game you can wait 10-15 seconds it wont kill you. If it were just for me I would stop people from leaving (short of logging out) at all. Thats right no "Map" --> Random arenas. just sit and wait till the game is over.
 * There is a much better way to fix this problem: No Glad titles in RA, solved. RA had no leavers/leechers/etc before glad title, its true.
 * That's a fair point about the glad title. I don't know that I would actually like to see it removed from RA, but when I see people QQ about dishonour I just think, "if the title is that important to you, would it really hurt to take the time to put together a team in TA?". Seriously. PvE farming rules don't apply to PvP. You're not playing with mindless henchies who don't care what you do; you're playing with real people whose fun is being ruined by your selfish actions. --Mme. Donelle 01:42, 14 February 2008 (UTC)

Area Showing
I am thinking of this a while already, but I think it would be nice to see in wich area you are. Something like this:

(Guild Tab Example)
 * Mepp Greyhorn--Online--Droknar's Forge

and then something like that too in the friends list. and that you can toggle it on or off.

Just an idea of mine and sorry if something of this message looks weird, i am a wikinoob :P-- Mepp 10:01, 19 January 2008 (UTC)
 * Hm... since each area corresponds to a number (Guild Wars Wiki:Game integration), I think it could be possible... along with the name and the status, there could be a location... if it's too much data, there there could be an emote to 'ask' that: /where <Character name>. MithranArkanere 12:30, 19 January 2008 (UTC)
 * This is not something we will add to Guild Wars. It would require programmer time to "hook up" and another programmer's time, along with a graphic artist, to make changes to the UI. Those people are focusing on Guild Wars 2. Perhaps this will be a feature within the new game. -- Gaile [[Image:User gaile_2.png| ]] 18:37, 19 January 2008 (UTC)
 * Ok then, thanks anyways for responding, I understand Guild Wars 2 is much more important now and just wanna wish you guys good luck on programming. I'll check the beta for sure, GW2 sounds like a great game too me so far :)-- Mepp 19:33, 19 January 2008 (UTC)
 * If this feature is implemented anywhere (GW1 or 2) I hope that the feature is a toggle-able one. I don't always want people to know where I am, even if they are on my F list... -- RavenJWolfe [[image:User_RavenJWolfe_Icon4sig.png]] 19:08, 14 February 2008 (UTC)
 * I have a different Idea - why not change the Friendslist just to say e.g. "Aquila Noctis - 45 Minutes" if I'm offline for 45 Minutes instead of just listing in the offline people? This would be quite useful if you want to know wheter a friend was online already, or was offline for a week etc? And (I know, dev focus on GW2, graphics etc, as Gaile said before) it would be usefuöl to be able to put short messages for your friends onto the list? Often I start to wsp a friend of mine, and he only says "shut up plz, iI'm in HA" - so why not make it possible to let your friends see that you are busy - WITHOUT having to turn on the Do Not Disturb-status? Don't forget that this makes wsp to a person impossible, and maybe he/she is in an outpos buy selling stuff and doesn't want to be disturbed? Just an idea, though...--Aquila Noctis 09:24, 16 February 2008 (UTC)

Cartographer
It would be very nice if when you hit the M key to show the map, if would also show how much area was cleared for a given area. For example : If I'm in Prophecies and I go to the Temple of Ages, just south of there is "The Black Curtain" .. it should give a percentage to show how much of that area is actually cleared. For those of us going for the Cartographer title .. well for Elonian Cartographer is at 95.2% cleared. It would be nice to know what area(s) I have to work on. Please add this feature. -- Varuuth
 * Hm... I think there's a problem about that... there are... well... a whole lot of areas... and each one has a certain % that can be revealed, but not all of them can be revealed 100%. For example, the Black Curtain could have a 98%, Inner Sanctum 56%, and so on. So this would require a way to know how much of each single map can be revealed and note it separately... Now that I come to thing that... maybe the Wiki could be used for that... "This are can be explored up to a 90%". Hm... that could work. MithranArkanere 03:55, 20 January 2008 (UTC)
 * Actually what I meant was for when you had cleared all of the Black Curtain it would say 100% (for that area). When you had cleared the area outside of Piken Square (which is called The Breach) that area would say 100% cleared.  You still wouldn't know how (according to the map) how much area was left.  Although that part wouldn't matter.  You could still hit H and look at your title track for that info. -- Varuuth
 * Ohh wait I see what you are saying. .. the Breach might be able to go up to only 98.7% and the Diessa Lowlands might be able to go to 99.9% which is where the problem is at. I see. .. but yes you are right if that data was put into the wiki.. then that should be good enough. (but it would still be nice to have the percentage show up when you hit the M key for the world map. -- Varuuth
 * I was just about to ask for something along the same line of thinking. This is better than my suggestion, if its possible. My idea was to simply make unexplored pieces of the map show up a very different and noticable color, like black, so that you could easily see, on both the mission map and the world map, where you haven't explored yet. Johnathan Allen 17:52, 23 January 2008 (UTC)

An easy thing to do would be to simply change the name's coulour once an area has been completely explored no "you have 98%" or anything simply You Do Or You Don't, the end. so if youve explored the whole area it turns up, lets say green and if you havent NOTHING HAPPENS. BlackLurker 01:20, 29 January 2008 (UTC)


 * The trouble is, very often you can explore parts of an area when you are in another area, or in an outpost ; sometimes, these parts can't be explored at all from the area itself, so the information would be misleading, pushing you to look for them in an area where you can't reach them. 90.27.84.121 15:52, 3 February 2008 (UTC)
 * Add more trouble than solves... maybe... what about reseting a map completely? Most of the time you can't map areas because you don't know where is the 'missing' one. Elona can be completely revealed in less than 12 hours if you go area by area in normal mode. That won't be as easy, but you will know for sure which ones you are missing. Mith[[Image:User MithranArkanere Star.png]]Talk 13:31, 4 February 2008 (UTC)

I agree with BlackLurker. A simple completed/uncompleted color system would be very helpful, without being too helpful. And to solve the problem of it being "misleading" a fatty note in the bottom left stating "due to some regions overlapping a region might display incorrectly that it is incomplete, this can be solved by exploring in adjacent regions were the two meet." then just put a little key for the noobs that shows what is a mission, what is a vanquished region, and what is a fully explored region, and so on. Blood Brother Zell 05:45, 13 February 2008 (UTC)

"Guildless" Characters Even if You Are in a Guild
One of the things that has been keeping me from joining a guild in this game is that I don't want to be bothered every time I log in. On one hand, I would like to be part of a guild, but on the other, sometimes I just want to get on the game without feeling pressured to do whatever guildmates happen to be doing. Thus, my suggestion is the ability to flag certain characters as guildless. I understand the reasons for not letting different characters of the same account be in different guilds, but at the same time, I don't necessarily want guildmates to know every character I log on with when I just want to mess around for a bit. I'm not asking for the other characters to be able to join different guilds, but rather to just not appear as a member of the guild you are in with other characters on the account. (Also, thanks to the person who told me how to do the sig here.) -- Amazing Goat 22:10, 21 January 2008 (UTC)
 * Just a bit of advice - use  to sign, it automatically enters your username and date.--  Brains12  • <font color="#808080 ">Talk  • 22:07, 21 January 2008 (UTC)
 * Okay, I'll try it here. Amazing Goat 22:09, 21 January 2008 (UTC)
 * Leave all comments on the page plase :)-- Brains12  • <font color="#808080 ">Talk  • 22:12, 21 January 2008 (UTC)
 * I have a solution for that. Join a guild like mine. In my guild, people is never forced to do anything. You do what you can, when you want, and when you can. Not all guilds are the same, nor have the same rules. If you don't feel good with your guild, then the problem it's with the guild. MithranArkanere 22:29, 21 January 2008 (UTC)
 * Another solution is to buy another copy of GW and set it up as a seperate account. This gives does all the things you asked for above. Pious 18:13, 22 January 2008 (UTC)
 * On more solution is to set yourself as "Offline" (open up the friends interface (default is N) where you can change your online status). If anyone asks, just say you're checking something but don't have time to play at the moment. In an ideal world, you wouldn't have to do that, but sometimes social pressures are like that. I'd advise that you be honest with them and say that sometimes you just want to do what you want. They should be OK with that.
 * But I like the idea that not every character should belong to the same Guild. Personally, I'd split my characters into a PvE kurzick Guild and a PvP luxon Guild. That way I could collect faction on both sides, and participate in both styles of play. Alaris 18:32, 22 January 2008 (UTC)
 * Actually, I'm not advocating that different characters be able to belong to different guilds. Personally, I wouldn't have a problem with it, but I could understand why a lot of people would, namely competitive PvP players.  Also, thanks for the tip, but I would still like the ability to have certain characters not even associated with the guild. -- Amazing Goat 21:49, 22 January 2008 (UTC)
 * Yes, I understand that. But if they make the ability to have Guildless characters, it would be real easy to have characters belong to different Guilds as well. Which would be nice for me and lots of others. Alaris 22:01, 22 January 2008 (UTC)

Interface Options I'd like to See
It might be a little late in the game for this, but maybe some of these can at least be considered for Guild Wars 2. I'm sure some of these have been brought up before, but I don't see them on this page, so here goes:

1. Ability to see party members' buffs / debuffs and energy. They could be options that you can toggle on or off, so that people who don't want all of that clutter don't have to see it. Even better would be the ability to set it so that you only see certain types, such as only hexes and weapon spells, or only enchantments.

2. An option so that hexes that are cast on you don't immediately disappear off of your status bar. For example, maybe show them as faded for five seconds or so once they wear off; it's really annoying when you have hexes cast on you and you try to see what they are but you can't because they are gone right away. Let's face it: there's a lot of abilities in this game and not all of us have all of them memorized, especially not by the visual icons.

3. Ability to set specific heroes to ignore your target calling. This could be really handy for characters that you don't necessarily want going after whatever you are killing, particularly mesmers. (I would like to see it for normal henchmen as well, but I figure that probably would never happen.)

4. An option for minions to appear as allies. This is already mentioned elsewhere on this page, so I'll leave it at that.

-- Amazing Goat 22:45, 21 January 2008 (UTC)
 * I particularily agree with point 1, especially since AI controlled characters already know it and I find it pretty unfair. I.e. they will never cast a hex on someone who already has it, never cast an enchantment on someone already enchanted with that enchantment, and always know when to cast blood ritual and such. 86.208.76.157 11:50, 22 January 2008 (UTC)

Slower Animation Speed
Be a WoWophopbic person all you want, I'm still gonna cite the stupid game. I've noticed in GW that movement animations are too fast in proportion to the actual movement speed, making it look like most of the characters or pets or whatever are putting their feet on the ground before they've actually finished completing the step. I noticed in WoW vs GW that the WoW walking/running animations are beautifully synched with the actual movement speed percent you see in-game, the only real lazy part being that if something had a movement speed increase, they simply sped up the animation, rather than assigning a completely new one for the buff. GW has some pretty beautiful animations, but most creatures that have an apparent set of feet seem as if they're partially sliding across the ground as they're walking or running. --Dragon&#39;s Moon 02:21, 22 January 2008 (UTC)
 * If only GW1/GW2 had/has as much budget as WoW I'm sure they would have done a more superb job of animation but alas, aNet just can't compete with a mammoth like WoW. If only they can have a budget like WoW, I'm pretty sure they'll be one of the games the mmo community speaks highly of. Renin 02:50, 22 January 2008 (UTC)
 * The things is that models are well animated for level 20 normal size creatures. Due to in-game rules, even if you decrease or increase their sizes (either by level for monsters or by character creation) creatures move with the same animation, with the same speed. That makes smaller creatures look like moving faster and bigger slower with the same number of steps. On top of that, certain creatures have different speeds other that the average ones, and all HM monsters have increased speeds. A possible way to fix that would be to increase/decrease speed of movement animations depending on model size and creature movement speed(like they do with attack animations), but it's not really a horrible issue and almost no one notices that. Maybe in GW2 they should look more on that. MithranArkanere 12:06, 22 January 2008 (UTC)
 * From what I've seen playing WoW, depending on the character and depending on which computer I'm using, I get the same issue. It happens in both games on my slower computer, where as on my good computer (new alienware comp, costed more than my car) all the animations are perfect. Seeing that, I don't think there's anything wrong with the animations, its most likely just the imperfect nature of online gaming.Johnathan Allen 17:45, 23 January 2008 (UTC)

Green Skill Border
It seems a lot of skills on the bosses are immune to skills such as Blackout and Diversion. In other words, they cannot be disabled or their recharge times increased. Instead of players blindly trying to figure out the mad whims of the boss skill designers, can we have that skill ringed in Green or some other noticeable color ala Elite Skills gold. --Ravious 12:59, 22 January 2008 (UTC)

Guild User Text Messages
I'd love to see an at least somewhat sticky (stays around when offline, but may have a duration) single editable text line like the "search for party" screen message, but after each user name on the Guild screen. For instance, if I'm out of the country for two weeks, I may post vac 1/13-1/27 and let the rest of the guild know I won't be available during that time, or small messages about what I'm currently doing or will be doing later so I can encourage others to join up, such as "ABing now", "ThK 10:00GMT", or even "need help - ThK masters!" to help find other people that may be interested (and can coordinate later). Currently my guild does this in chat or the guild message board, or our web board (but you need to know where to look, and few of us do).

An alliance announcement box would be useful, as well, for making alliance wide announcements (maybe only usable by alliance guild leaders). I'd love our vent and alliance web info to go there and not chewing up guild message space (where it really doesn't belong, IMO) --Falseprophet 22:54, 22 January 2008 (UTC)
 * The idea on having some sort of msg on the Guild page is pretty neat. Rules would be that only user can change it (to prevent vandalism), and officers & leader can delete msgs. If not for GW1, then for GW2. New sig! -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 23:03, 22 January 2008 (UTC)
 * I think that kind of thing is refered to as the Announcements in the Guild Status, or is your idea an extension to that? &mdash;  ク  Eloc  <font color="Black">貢  05:37, 23 January 2008 (UTC)
 * No, I meant 1 msg per user as stated above. -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 05:19, 24 January 2008 (UTC)

Echo Icons
It would be nice if ecohoes got an icon on health bars, perhaps a note. I understand why they aren't, they can't be removed like conditions, enchantments or hexes and can't be overwritten like weapon spells, but it would still be useful for Paragons and Warriors to know who still has echoes on them. -- Gordon Ecker 07:27, 23 January 2008 (UTC)
 * Ritualist have one for their weapon spells, an irremovable effect applied with a type of skill only ritualists have. Why not echoes, so paragons know who needs an echo reapplied? Even if only the paragon sees the effect, like only assassins see their combo markers, it would be nice. MithranArkanere 10:03, 23 January 2008 (UTC)

Its called counting.. 24.141.45.72 03:15, 5 February 2008 (UTC)
 * I would support this idea and agree mithran. —Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 09:08, 5 February 2008 (UTC)

Radar Colours
In PvE, the green triangles used by allies are extremely close in shade to the yellow dots used to mark allies on the radar. I'd like it if allies useda slightly darker shade of green to make it easier to spot the difference. -- Gordon Ecker 07:27, 23 January 2008 (UTC)

Ward and Well Colours
In PvP, wards and wells are surrounded by glowing markers corresponding to the team colour. In PvE, all wards and wells use red markers. I'd like it if PvE. -- Gordon Ecker 07:27, 23 January 2008 (UTC)
 * Yeah. In NM it's not a problem, but in HM enemies spam wards and wells like there being no tomorrow. I first noticed it when fighting margonites. If your party has also wells and wards, you don't know where to stand. I think the problem comes from the PvE 'allied' side having a black background instead of a color. In PvP, each side has a color, in PvE, the enemy side has red and the ally side has 'black'(no color). So, it would be great if the allied side had blue, or, even better, each side had a colour, and even better if they let you choose your colour:
 * Party and allies. Default color: BLUE.
 * Player party.
 * Allied parties (In places Alliance Battles, Vizunah Square and Harvest Temple).
 * Allied NPCs (Those that follow the player, those appear in the Allies list in the party panel, and those that fight monsters).
 * Neutral NPCs. Default color: GREEN.
 * Any neutral NPC that is never attacked by monsters. (Collectors, Bounty givers, God Avatars, etc)
 * Retaliating NPCs. Default color: YELLOW.
 * Monsters that do not attack until attacked.
 * Animals.
 * Hostile NPCs. Default color: RED.
 * No change in this one, those that currently have the red.
 * Those colors would be nice, but they would be even better if they let you choose them, at least the party color.
 * Additionally, if there are various factions between the enemies (Enemies that fight when they see each other like Deldrimor Vs Mursaat or Am Fav vs Jade Brotherhood) each one could have an additional color. MithranArkanere 10:20, 23 January 2008 (UTC)
 * Naw, make Players have red. Red beats blue anyday. &mdash;  ク  Eloc  <font color="Black">貢  11:44, 23 January 2008 (UTC)
 * Anyone that have player Warcraft knows that Blue it's better... Kurzicks are blue. Red if for orcs, and luxon. No one likes that. but let's leave the 'New Year Contest' out of this, they would be great if there completely customizable. Hm... maybe party would get leader's color, and get a message upon joining the team: Colors changed to leader's preferences: Ally color set to COLOR, enemy color set to COLOR, neutral color set to COLOR and retaliate color set to COLOR. MithranArkanere 12:15, 23 January 2008 (UTC)
 * Or have the wells/wards specific colours/designs for each one so you can tell what it is at a glance. &mdash;  ク  Eloc  <font color="Black">貢  12:24, 23 January 2008 (UTC)

Infuse Consumable
Thank Nevin for the original idea. I suggest that an infusing item is added. The item would be a consumable: (Names are joke about seers looking like protoss, XD) MithranArkanere 12:37, 23 January 2008 (UTC)
 * Name: Infusing Unguent
 * Rarity: Rare (Gold)
 * Appearance: Glass pot or bottle with a dark greenish translucent fluid inside.
 * Value: 0 (Can't be sold)
 * Acquisition:
 * Rare drop from Mursaat and Jade Armor bosses.
 * Rare drop from Eidolon bosses.
 * Collector: Zera Tull, Seer NPC in Ice Floe. 75 Mursaat Tokens.
 * Collector: Ras Zagall, Seer NPC in Perdition Rock. 5 Frozen Remnants.
 * No, ruins half the point of Iron Mines. Last thing we need is useless missions. Antiarchangel 14:14, 23 January 2008 (UTC)
 * Infusion can be done in 4 places. Not just there. And there are no useless missiones. All of them count for the titles. And all of them are fun, at least for me. In the case of Iron mines, what this consumable would make is to remove great part of the 'leavers before infusion' than join normal parties when they do not find infusion ones. Some people would 'farm' the consumble and other would pay for it, like they do with tomes. MithranArkanere 14:24, 23 January 2008 (UTC)
 * At first, I thought this was a consumable that, when used, would make you lose half your health and heal someone else for 1.5x that amount. -- Hong 10:54, 24 January 2008 (UTC)
 * Ok, name changed. Suits better? MithranArkanere 11:51, 24 January 2008 (UTC)

Any More Lore?
One of the things I like most about Guild Wars is the lore around it. Is there any possibility that more of the stories and history of the lands could be published or added? Possibly some more detail on the ones already known?
 * wtb guild wars book - FireFox [[Image:User_FireFox_av.png]] 02:42, 24 January 2008 (UTC)
 * That would be very nice indeed; maybe a book you can order at a retailer containing the stories about the beginning of days; the war between the gods (abaddon, menzie etc) and a written storyline of the caimpaigns involving all our favorite characters and their background Maya 14:30, 24 January 2008 (UTC)
 * I'd buy a gw book! Ajc2123
 * Last I heard, we were moving towards offering some lore on our website, in the future. The idea of Guild Wars books is also very nice, and I'll see if there's any info on that possibility, too. -- Gaile [[Image:User gaile_2.png| ]] 21:17, 26 January 2008 (UTC)
 * Everyone remember the prophecies manual? In the beginning it told a story of Rurik, Devona, etc at the Academy fighting devourers and charr. It was just like a story book. That would be awesome if there was a trilogy, or more, where it told the adventurer's story in Cantha, Tyria, Elona, GWEN, with a spice from the NPC's. Then in another book, it could have lore stories from like before Guild wars, in between GW1 and 2, just a whole lot of lore. I would sooooo buy something like that. OH OH then you can have a contest where you publish the best 3 fanfictions out there about guild wars!!! I know not all of these would happen most likely, but I really like a couple of the ideas lol.Ajc2123
 * I'd buy a sourcebook-style publication. Something like what Half-life did with their "Raising the Bar". Basically, a book with tons of artwork, concepts, ideas that never made it into the game, lore (ALL OF IT!), screenshots of the changes from Alpha and such that most of us never got to see. A book like that containing a ton of the painted artwork is something I would happily pay $40-$50 for.--[[Image:User mrsmiles tinysmile.png| ]] MrSmiles 23:47, 26 January 2008 (UTC)

Guild Rosters
Hey Gaile, not sure if you are the right Anet representative to answer this question, but I am sure if you aren't, this will be move it to the correct talk page. I know that there was a few posts before about being able to view other guilds rosters in your alliance. Points brought up before was the coding and or possible privacy issues... My question was if there was a way to get a click-able object in the Guild Hall itself showing the active roster, not actually showing online/offline status, just a roster of the guilds users. This would work with Alliance Guilds as well as guest inviting to a guild. Just an idea, it would help to be able to view rosters when trying to find officers of a guild in your alliance. P.S. 92k talk page, holy cow, took me 10 mins to type this out because of memory issues. &mdash; Rappy 04:54, 24 January 2008 (UTC)
 * You need a better computer/conection -- Salome 10:05, 24 January 2008 (UTC)

Champion of....?
Well, this just popped in my mind.. I'm not really any kind of super title hunter, but why isn't there something like "Champion of Elona" etc, like when you have maxed all continent titles there (Protector, Guardian, title hunter, skill hunter..) But yeah, quite random idea tho, but at least some title hunters would be delighted.. and me, as I nearely gave all Elonian titles done xD
 * The title 'for all titles' it's already named: Master. Like with Master of the North. But another title 'for free'... hm... I don't know if that would be good for the sake of titles... but it would be nice to show that you have mastered a campaign... OK, I'll agree with this as long as an 'all quests made' title is also added. Then, the 'Master of' would be given to those that have all elites, all missions in HM and NM, all quests, every area vanquished and everything explored. Then you add a third "Legendary Master" for having them all, including the Eye of the North master. Having that would be even better than having the rank 6 of the Kind of a Big Deal title, XD. MithranArkanere 12:01, 24 January 2008 (UTC)
 * We've already got 35 titles, who needs more? If you want something from maxing a bunch of titles, its called "kind of a big deal". There's a vanquisher, a guardian, a protector, a cartographer, and a skill hunter for each continent, making 5 total titles per continent at least, so you already get a new rank in the Max Title track for each continent anyway... And that's not counting the extra titles like Kurzick, Luxon, Sunspear, and Lightbringer that are continent specific. Under this idea, by getting 5 titles in tyria, 7 titles in cantha, and 7 titles in Elona, and 4 legendary titles, you'd get 3 "Master of" titles and one "legendary master" title. Thats 27 titles when all you really did the work for was 19. That would make the max KoaBD title much more common, and basically worthless. Johnathan Allen 23:39, 24 January 2008 (UTC)
 * Yeah. This would require something like... adding a new tiers to KoaBD title track, so 'God Walking...' were the rank 8, not the 6, and the required one for the Rainbox Phoenix where the 4, not the 2. MithranArkanere 00:56, 25 January 2008 (UTC)

Ignore Profession Under Effects That Replace All Skills
This goes for Rollerbeetle Racers, Event arenas like the Dragon Arena, Junundu, Siege Devourers, Norn blessings, Dwarven Brawling, and all those disguises, forms and other effects that change the 8 skills in the skill bar for skills that are not specific for the profession while they are active. Currently most of them work fine, but there are some exceptions that could be tweaked a bit:

The two cases I can think of and my suggestions on possible ways to fix them are those two:


 * Junundu. It currently considers the profession when it comes to energy regen, it also applies effects when you change armors or weapons. Fix that so you always get the same stats regardless of profession. Changing armors should have no effect. It could be renamed from 'Disguise' to 'Form' to match the Siege Devourer (or the Siege Devourer to disguise, XD)

(Remember that those are just examples. By the way, the Ursan blessing would lose max possible health with this)
 * Norn blessings. Make them work like the BMP disguises.
 * Primary attribute reduced to 0. (Maybe all attributes)
 * 560..600 Health based on Norn rank.
 * 20..60 Energy based on Norn rank.
 * Fixed energy regen (-2) (This one is done already)
 * Armor set to 60.
 * Attack damage based on weapon equiped and norn rank..
 * Then you add up the unique bonus of each blessing:
 * +40..100 Health for ursan
 * +10..30% block for raven
 * +1..4 HP regen for wolven.

I know that many people are against the blessings, but, please, this suggestion it's not to remove or nerf them, try to leave that out of this and think only if those effects should work exactly the same regardless of professions. This suggestion is here because when you choose your skills, you choose them based on your profession. And so, if you allow profession/specific things when you are not really playing as a profession, that is unfair for certain professions. Like warriors, paragons and rangers getting less energy regen in Junundu, or Ritualists, Rangers, Monks and Mesmers getting no advantages at all from their primary attributes while under Blessings.

If you know of any other 'change all skills' effect that do not work the same regardless of profession, please note them. MithranArkanere 17:53, 24 January 2008 (UTC)
 * Everything you mentioned is about a PvE skill. Ursan blessing helps tanks, while casters and ranged can use raven blessings ability to deal AoE damage with raven swoop from far away. Reducing all primary attributes, or even all attributes with these skills would be pointless. Under your idea, foci and shields would be worthless under these blessings, thus putting casters down to the same energy as everyone else, forcing them to go melee to keep the skill working, and killing themselves. As for Junundu, warrior and paragon get more damage from auto attacks in the junundu than anyone else, while dervish get the least, but can still strike multiple foes, ranged weapons all do the same, and can attack from a range. If you're running out of energy with a warrior or paragon in the junundu, auto attack for a bit, you'll be doing decent enough damage anyway. None of these skills can give another player an unfair advantage over you, because you're never gonna be fighting someone inside a junundu, or with a PvE only skill. I don't see what the problem is. Johnathan Allen 23:17, 24 January 2008 (UTC)
 * Eh... no.
 * While in junundu, MY ele deals 55 damage thanks to any spear. Any. If I forget to bring one, I just can pick the first one that drops. Regardless of my attribute in Spear Mastery, usually 0. I'm not talking about weapons. Weapon are NOT unique to a profession, ask anyone that likes to use 'caster spears'. And I don't know for you, but Sandstorms deal the same damage to my 100AL Warrior than to my 60AL elementalist, so there is probably no difference in armors. I'ts just the same, only a disvantage to those with less energy regen. They made so with Siege Devourers. All properties fixed, only changes weapon equiped. Why not with junundu?
 * All Blessings have at least one skill that require adjacent or touch range. So you HAVE to go melee to use all of them. There are only 4 skills and you plan to remove 1? But blessings are not skills that you choose to use as a caster or ranger, they change all the skills, making some attributes useless while under the blessing, and some profession never have any kind of advantage while using them, as opposed as other with huge advantages, like Necromancers, Paragons, Elementalists or Warriors.
 * Under my idea, tanks would have less armor and eles and necros would lose their 'almost unlimited' energy pools, the skill won't be so overpowered. Again, a ritualist under the raven blessing has much less advantages than a necromancer under the raven blessing, and that has no sense with the same set of skill. If they were using Ritualist and Necromancer skills, the Ritualist could get energy with them, but it's not the case. It's a 'separate build'. Like going inside a Siege Devourer. MithranArkanere 01:27, 25 January 2008 (UTC)
 * Ok, I re-read the junundu, and yeah, armor is the same, and yeah, any weapon you pick up works, I never thought about bringing a random weapon that I don't use otherwise, just for junundu use. As for blessings though, if attributes were changed, warriors would lose armor. Its bad for the entire group for the tank to lose armor, just because the elementalist, necromancer, dervish, paragon, or assassin's (over half the players in the game's) primary attribute has some synergy with an optional PvE Elite skill. Only people that don't get an advantage from their primary attribute used with a blessing are Monk, Ranger, Warrior, Ritualist, and Mesmer. All of which can get a bonus from a focus or shield for their primary, 'cept ranger. rangers get the stick here, but, they'll live. Johnathan Allen 01:48, 27 January 2008 (UTC)
 * I think they should go with ~100 armor for the three Norn elites (more for Ursan due to the armor bonus) and use fixed auto-attack damage (or disable attacks). Right now professions can get between 81 and 101 universal unconditional armor with a defensive weapon set, furthermore, Warriors can get +10 armor vs. physical or elemental damage with Insignia and their armor has an inherent +20 damage bonus vs. physical damage, while Rangers with Stalwart Insignia can have 101 armor vs. physical damage and 121 armor vs. elemental damage. As for Junundu, I did some testing last year, they do not have fixed armor. -- Gordon Ecker 02:53, 31 January 2008 (UTC)
 * No? How weird... I tested it against Sandstomr Crags and I got 46 damage with their Sandstorm for both my Elementalist with +10 elemental +10 fire insignia and my Warrior with +20 elemental if strenght <= 13... maybe they change it...? Well, the values I set are just an example. The only thing I want is them being the same for all professions, since they replace all skills. Mith[[Image:User MithranArkanere Star.png]]Talk 13:18, 31 January 2008 (UTC)

Bring Back Factions CSS. Please?
Look, i know that this will never be possible, but seriously, bring the Factions CSS back! When i first got Guild Wars, the first cool thing i saw was this!!! The awesome sea, the volcanic islands in part of the backround... and the whale and the swordfish! IT WAS ALL AWESOME! The music in the CSS for Factions was awesome! Would anyone agree with this? Cuz i do. And the only way to hear that awesome music is go into the store and click on the factions thing (not to buy it). I know it only takes 2 seconds to go onto ur account and choose ur character, but just bring back the Factions CSS. Please? with sugar on top? Ill even help ya beat factions or eye of the north, Gaile. TitanSacranus 20:26, 24 January 2008 (UTC)
 * Some old CSS didn't allow more than a specific number of characters since they were trying to display all of them at once. But being able to choose your CSS would be great. Some were fabulous, especially, since you mention it, the Factions one. This one was perfect. 90.47.203.199 20:48, 24 January 2008 (UTC)
 * I completely agree with this idea. Why not just bring them all back, and make them selectable. It wouldn't take that much work either. We all know the developers are working very hard on GW:2 and all, but... giving a little bit of the good looks back to the original guild wars would be very nice. Johnathan Allen 23:18, 24 January 2008 (UTC)

And why only the CSS? I started playing with NF, but looking inside my Factions-Manual, I see that the UI in Fac is much more Breautiful in my opinion.. I'd like to have that one...--Aquila Noctis 18:47, 17 February 2008 (UTC)

GW2 and Hall of Monuments Suggestions
Alright, from a casual player, here's the things I'd like to see in GW2, and in the ability to carry over to GW2 via the hall of monuments.

1. Hall of monuments should accept all armor and weapons. Destroyer weapons are a great gold sink to please the elite players, but destroyer daggers don't even look sharp, and the destroyer bow swallows the players hand, looking like a large chunk of liquid rock. As for armor, elite armor is fine, but a waste of money when the standard set looks better. A female ranger with basic druid armor, dyed green, and an asuran bow dyed green looks nice, but can't show anything she owns in the hall of monuments, other than titles.

2. Hero armor sets should be less troublesome to aquire. Currently, someone who gets maybe an hour a day to play cannot possibly upgrade their heros armor without grinding for a huge amount of money over the course of 5-6 weeks, and hoping someone will be selling the items needed. There are 25 heros all requiring skills, runes, insiginas, and weapons. that's between 15 and 30k per hero, or endless farming for green weapons and unidentified drops for the proper runes and insignia. Its just not possible for someone with a job to devote that much time and energy.

3. GW2 should have a larger ignore list. From all the the review and confirmed statements i've read so far, its only logical to assume that it may draw the same crowd of people that populate the barrens in WoW. Blizzard makes "I survived barrens chat" t-shirts for a reason. A larger iggy list would help a lot, unless you plan on getting rich from "I survived Ascalon Chat" t-shirts.

4. GW2 should have support for casual players. I've heard great things about how the developers are working on including ways to make GW2 playable by people with jobs and families, and I'd like to see it happen. Biggest problem I see is the whole non-instanced world. Its a great idea and I'd really like to see it come to life, but with many people all having the same quest to kill the same monster... waiting in line would make progress even slower for casual players. Having some way to prevent camping would be a good idea. Also, if the same system of charming animal companions exist, a way to prevent jerks from killing your pet would be nice.

5. GW2 should have optional PvP, and killing of PvE npc's like quest givers shouldn't happen. It really defeats the purpose in playing when a group of 15 year olds who have all the time in the world to play can prevent everyone else from doing anything, and be rewarded for wasting everyone's time.

6. GW2 should have a ballanced level system, much like the one we have now. I'm gonna use WoW as the negative example here. In WoW, the fastest power leveling services can level you to the max level in 5-6 days of constant play time. That's 120-144 hours of gameplay. At about one hour a day of playing, it comes to between 4-5 months of playing just to be able to participate in the "good" part of the game, and in order to get the "elite" sets of armor, it takes commiting set hours to the game as if its a form of gainful employment. In GW2, players should be able to level to a point that they can participate in dungeons etc... quickly, and without commiting to an 8 hour a day schedule.

7. GW2 should offer much more character customization. As we will be seeing other players a lot, people of the same class and race should not all be exactly the same. Two level 10 warriors should be able to choose between at least a few armor sets, weapons, shield looks, and skills. The dye system is great, and I'm really pulling for it to stay, but also different hair colors, styles, faces, skin colors, and heights should be used. It may also be a good idea to have as many armor sets and skills as possible available from the start, but still having a good supply of armor and skills for those who are much farther in the game.

8. Titles. GW2 needs to keep the idea of titles. Titles give something to show for the more "elite" player's time commited, without sacrificing ballance in the game. The fun titles like drunkard and sweet tooth that you get for simply goofing off in holiday events etc... are also great because any player can get them with really no work, in their free time.

And finally, 9. GW2 equipment should offer many elite and unique skins, but elite things should not be mandatory. The basics of the system we have now is great, where skill, and inteligence will get you through the game, rather than how many hours you ignored your kids to grind.

Well, those are all my ideas. Any answers as to what is possible to include and impossible to include, or simple guesses as to what might happen would be nice.Johnathan Allen 01:06, 25 January 2008 (UTC)


 * Not to be nosy or anything but has some of the stuff you have on the list, happened to you? Im just asking because some of the stuff your saying can be true. Also, not to be rude, but this is kind of like a list on how guild wars should have better MMO system than WoW (Im on no ones side ok?) which i dont really care much about. But i like your ideas. Also, for guild wars 2 for the title, thing, for each max title or really good title you have, you get an extra title that does not go toward the GW2 max title system, but it would mean that in GW1, you did this. For example if you got max title in drunkard in GW1, here would be the extra title you get in guild wars 2: Veteran Drunkard. TitanSacranus 01:54, 25 January 2008 (UTC)
 * I think everything there is based on some personal experience, but as for the subject of being better than WoW... I really don't have a side in that fight, WoW is just the best possible example of an incredibly large MMO where players don't matter as long as they're still paying. Speaking of payments, I'd really like to see the "no monthly payments" idea stay too. **Also, gonna get rid of the #'s cuz it looks bad, kinda messed that up, sorry**Johnathan Allen 01:22, 27 January 2008 (UTC)
 * In regard to 1/2 - I think they are meant to be incredible hard to get. But I agree that there should be more options. I'd suggest creating a new item(hard to get) that'll "upgrade" your armor without changing it, allowing it to be displayed in the HoM.--Cp 08:49, 28 January 2008 (UTC)
 * You've made some fatal errors in your list: (2) You only need to upgrade the hero armor style (or look), no need for runes or insignas or weapons. Hero armor sets should be less troublesome to aquire. That's worth about 1k per hero rather than 15-30k per hero. (3) You're assuming that ANet will pile in tons of people in the same district rather than keep the current district system. Don't assume. Also, larger ignore list won't help much. (4) You assume that instances will be implemented like every MMO out there. Again, don't assume. ANet has a good track record for making games that casual players can enjoy. (5-6) See #4. -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 23:50, 30 January 2008 (UTC)

'Possible' Factions Expansion
Sry, but this is my last suggestion in a long time, but i found a good idea for a Guild Wars: Factions expansion.

The expansion would include some territory south of Cantha, which would include the snowy region Togo visited in the Bonus Mission Pack (Togo's Story: Tengu Accords). The storyline for the expansion would be about a 'secret' third faction that raids down on the Luxon and Kurzicks and plans to wipe them out. As the main character (you), you side with the Luxon or Kurzicks, to try and take down the 3rd faction in the snowy region.

Other inclusions: Maybe some heroes would be possible, like a Tengu hero or something. But this area would be the same as Eye of the North: LEVEL 20 ENEMIES.

PVP: The addition of the 3rd faction would be this: 3-way ABs! Yea join the new faction, reap on Luxons AND the Kurzicks at the same time.

Connection to Guild Wars 2: The 3rd faction would basically not be heared within history readings because this was an enemy not to Kaineng City or the Emperor, but to the two war factions themselves. And besides, the 3rd faction would be taken down EASILY before the Luxons and Kurzicks were defeated before Guild Wars two... however, unless if this could be an unknown threat to the Successor of Emperor Kisu.

Problems the Team would have to face: This would be a large guess, but if the expansion were to happen, the whole Canthan map may have to be redone, plus they may have to redo the Alliance Battle maps, or add in some new ones to make the competition heated. And this was only for PvP, so i am not sure. TitanSacranus 02:05, 25 January 2008 (UTC)


 * People have been asking for things like a NPC to change a characters hair style (Hairdresser), some form of Market place/ Auction House, and a little more storage (this became a little more prevalent with the addition of Eye of the North); all of these have been met with the response that they can't afford the man power or time of switching people off of GW2, I doubt that they are going to start development on an entirely new expansion for GW1. I don't mean to sound condescending I just want to be realistic and give you the facts. -- <font color="#228b22"> Broodling [[Image:User Broodling67 sig.PNG]] 03:01, 25 January 2008 (UTC)


 * Its cool dude i understand that. I am just saying that its possible because i swear they said that 'They will continue GW1' after Guild Wars 2 comes out... well, until everyone moves into GW2 and rarely anyone is on GW1. Its optional. TitanSacranus 03:07, 25 January 2008 (UTC)
 * From what I understand is that they said is that they'll continue supporting GW1, meaning that they will not close GW1 servers until every single last fan has moved on towards GW2 or other games and have completely forgotten GW1. Renin 03:27, 25 January 2008 (UTC)
 * Maybe an expansion would be bit too much... but what about a new area? They could add 3 new areas in a bnous pack, that get unlocked if you own Eye of the North and another campaign:
 * Prophecies+Eye of the North: Catacombs revisited. An asura gate is revealed, it teleports to a previously unaccessible room in the catacoms, the rest, with no light from outside due to some ceilins caved in, would be the same. Enemies would be also hyped up version of the old enemies there Devourers, Gagoyles, Spiders and Undead. The boss would be a huge skeleton. MithranArkanere 09:26, 25 January 2008 (UTC)
 * Factions+Eye of the North: Dredge tunnel. There would be two entrances, one from Vloxen Excavations dungeon and the other from Arborstone, there would be 5 areas, 2 to get to the third depending on the side you choose, and a third with the Boss. A huge drake-like dragon boss quite pissed for being bothered.
 * Nightfall+Eye of the North: Ancient Margonite city. Brought there by the Apostate, there you would free those margonites that rejected Abaddon when they realized the truth about him, but too late. Ghosts(Tortured purple ghosts) and undead lurk there, and some Margonites bosses amongst them. The final Boss would be a huge binding monolith fixed to the ground that you have to damage (in the same way you attack the huge pillar to get to Ruins of Morah) while dealing with almost infinite waves of undead and tortured ghots lead by auto-resurrecting Margonite bosses.
 * But this is just an example of what such thing could be. MithranArkanere 09:26, 25 January 2008 (UTC)
 * We offer Guild Wars without a subscription fee. We continue to add to and improve the existing games -- which we do through bug fixes, skill balances, a full customer support system (technical, customer, account). We cannot also put time and staffing into developing free expansions. Thank you for your thoughts, but believe me, it is not a lack of ideas that prevents us from offering more free content. What keeps us focused forward is the reasonable and realistic need to develop and release a new game which, through its sale, allows us to continue to support our games without subscription fees. -- Gaile [[Image:User gaile_2.png| ]] 18:00, 27 January 2008 (UTC)
 * Personally, I'd happily pay money for another expansion like Eye of the North, but set in Cantha. -- Hong 23:10, 28 January 2008 (UTC)
 * I'd happily pay money for another mini-expansion like Sorrow's Furnace, the Domain of Anguish or the Bonus Mission Pack. -- Gordon Ecker 00:52, 29 January 2008 (UTC)
 * And I'd pay for any PvE extension proposed, no matter the size or the skills included (or lackof). Specifically, i'd pay easily 10€ for a mini-expansion allowing me to defend Ascalon from the Charr while Adelbern prepares something mentionned in a well-known article accessible on this wiki... 90.27.84.121 16:16, 3 February 2008 (UTC)
 * Well... they gave the Sorrow's Furnace and the Anguish after release. It would be nice to have 3 more "vs Charr" areas to catch up with the rest: 6 Norn, 6 Asura. Mith[[Image:User MithranArkanere Star.png]]Talk 13:28, 4 February 2008 (UTC)
 * I would pay for a expasion of Cantha, it is my favorite Campaign. I think this is a really good idea and it should at least be considered --Shadowphoenix [[Image:User-Shadowphoenix Heart1.jpg|19px]] 15:35, 13 February 2008 (UTC)

More Versatile Ritualist Primary Attribute
Let's take a look at all of the different primary attributes:

Strength - If you are a warrior primary, you are going to be hitting dudes. Not too glamorous, but always useful.

Expertise - Improves EVERY ranger ability that uses energy, and even some abilities from other classes. Very nice.

Divine Favor - Certainly provides enough incentive to make monk a primary, if healing is what you plan on doing. Does not affect any skills from other classes, which is kind of a drag, but still very useful.

Soul Reaping - Well, if nobody is dying, chances are you are in a random arena stalemate. Other than that, this ability is clearly always useful.

Fast Casting - Better than it first appears, especially if some energy gaining skills are part of your skill bar. It obviously requires your build to be focused on spells and signets, but for a mesmer primary, that shouldn't be a problem.

Energy Storage - More energy is always good. Maybe not the best of the attributes, but it is still hard to imagine a decent build that doesn't benefit from it.

Critical Strikes - If you have an assassin primary, much like the warrior, you should be hitting dudes, so again, always useful.

Leadership - Deceptively powerful. True, you need to use shouts and chants for this to be good, but that is what a paragon is all about and this is the reason paragons almost never run out of energy. It also affects warrior shouts and can have some small effect with ranger pet shouts, but other than that no other secondaries benefit from this. Maybe a little lacking in random arenas since all of your teammates have to be within earshot to get maximum effectiveness from it.

Mysticism - Kind of pushes you towards certain builds, but at least the Dervish skills have amazing synergy with this primary. Much like Leadership however, the number of secondary skills that benefit from this are kind of limited.

And finally we come to Spawning Power: Okay, spirits getting more health is nice, even if with this maxed they still can generally be nuked with a single elementalist DOT spell. The bonus to weapon spells is so small it almost makes me wonder why they even bothered. Maxed gets you like 1/4 more weapon spell duration. What is that usually, like a second or two? And then quite a few of the weapon spells are usually gone before their time is up anyway, so it's irrelevant then. I feel like this attribute is way too limiting for a profession that seemed to be designed around the "do a little bit of everything" mentality. This doesn't affect your item spells. That is the most notable thing. Nor does it affect your ritualist heals or your damage spells. If your build does not have at least 2 and probably even 3 spirits, this attribute is nearly worthless, and makes running a ritualist as your primary nearly pointless. Talk about limiting. Secondaries that benefit from this: only a MM necromancer or ranger, and not even really the ranger so very much.

Things I would possibly like to see this ability to do make it a little more versatile. I don't want it to do ALL of these things, obviously. I'm just tossing ideas around:


 * - Provide a percentage chance to block interrupts or knockdowns while casting binding rituals, especially since they all have huge recharge times and most have long "casting" times. It's so ridiculous to sit there for 4 seconds summoning a 25 energy spirit that is probably going to die within 10 seconds anyway only to have it interrupted at the last moment by yet another interrupt ranger, and then you decide never to use a binding ritual that costs more than 5 energy in PvP again since all they do is get interrupted and waste your energy and then take half of eternity to recharge so they can just get interrupted again. And no, I don't want to have to use the same elite item spell with every build.  While we're on that topic, how about not having any of them cost 25 energy in the first place?


 * - Increase the duration of item spells. Honestly, I would think this would be the most obvious thing it could do, given its other two current benefits.  I'm still not too sure I'd be especially impressed with this.


 * - Decrease the recharge time on all spells and rituals. This would be unique and actually have better synergy with secondaries.  I'm not asking for it to be a huge number.  Maybe like 2% per level.


 * - Reduce the cost of binding rituals, item spells, and/or weapon spells. Maybe this is too similar to the ranger primary.  Like I said, I'm just throwing ideas around.


 * - Weapon and item spells get some chance to recharge automatically.


 * - Make more of the Spawning Power skills, um...useful?

I'll add more as I think of them. Feel free to add any of your own suggestions.

-- Amazing Goat 09:53, 25 January 2008 (UTC)
 * Yup, spawning need some love. Other possible ideas would be:
 * Increase spirit range (for both attacking, defensive and neutral(ranger) effects).
 * Decrease activation time for all 'create creature' skill, like: Binding Rituals, Nature Rituals, Animate Spells, Asura Summon Spells.
 * Adding chances to have increased levesl for summoned creatures, with values similar to critical strikes: The chance for higer level increases 1% for each attribute point spent in Critical Strikes. Creatures gain 1 level at rank 3 and above, 2 levels at rank 8 and above, and 3 levels at rank 13 and above. So a level 12 minion would with spawning 15 would have a 15% chance to be level 15 instead of 12 when bein animated.
 * I can't think of more right now... but definitely agree with the basic idea. MithranArkanere 11:02, 25 January 2008 (UTC)

The Life Cycle of a Miniature
Currently, some miniatures are created from time to time, the Birthday and chest drop ones. And some are added in contests. But, sooner or later, some miniatures would decrease in number, increase in price and become too much of a rarity. Anet has already stated that they plan to add 'new sources' or contests or something like that to give more of the limited ones. That's good.. but... how abut making them have at least a fixed amount of them in the game, while adding a way to store them? The thing would be like this: That way, the amount of the limited miniatures that are in the 'active' market is 'fixed', while players that only want the miniatures for themselves can save them forever, and dedicated miniatures may have a little bigger market, since they could be used to unlock them for the account, without taking storage slots. MithranArkanere 11:17, 25 January 2008 (UTC)
 * 1) Miniature is created. A player receives it. Just like now.
 * 2) The player has now a 'raw' miniature, not dedicated. No big deal.
 * 3) Player dedicates the miniature. Just like now, again.
 * 4) Here comes the thing. A 'Miniature maker' is added.
 * 5) *It only accepts 'dedicated' miniatures.
 * 6) *Miniatures given to the maker are destroyed, and saved for the account.
 * 7) *The miniatures it makes are customized for the character than pays for that.
 * 8) *Customized miniatures won't be dedicable, of course, since they are copies of already dedicated miniatures.
 * 9) *So if the player wants to re-make any miniature, he can, but if he wants to dedicate it for another character, he must get another one.
 * Now, once a dedicated miniature is destroyed (Trash, Give to the maker, drop in explorable and leave, etc):
 * 1) *If it is an 'unlimited' miniature (Birthday, Chest, etc) nothing happens. Bye, bye, mate. Farewell.
 * 2) *If it is a 'limited' miniature (Contest, Give away, Event) a global variable for that miniature is increased, and later in, in a contest, event, chest drop, or whatever the way it is, one of those miniatures may be created for another player.

/bonusnew
A simple command. What it would do? It would make the same items that /bonus make, but, instead of making them with their stats, will make a req9 max stats inscribed version. That is, just the skin and the base stats, without modifiers and upgrades. This is for those that like the skins, which are unique, but not the stats, shich are also... 'unique', maybe too much in some cases... MithranArkanere 13:08, 25 January 2008 (UTC)

Great Temple of Balthazar: Guild Registrar
Hi Gaile. I recently bought a new account with the PvP Access Kit, and noticed it is impossible for PvP only players to create a guild, due to the Guild Registrars only being in the campaigns. Considering this is a central part of Guild Wars, having a way for pure PvPers to create their guilds would be great. :) Biscuits 19:51, 25 January 2008 (UTC)
 * But then they'd be able to spam-recruit, since PvP players don't normally have access to money...how could A-Net keep this from being a problem? Silver40596
 * PvP-only characters could pay in Balthazar points instead. If they spam recruit, they'll eventually run out. -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 21:53, 25 January 2008 (UTC)
 * I hadn't thought about the money issue, that makes it more complicated (The only legitimate way I can see right now is by selling Zaishen Keys to get gold). I do think it's important that people who have bought a fully marketed version of the game should not be prevented from making and running a guild though. Biscuits [[Image:User Biscuits sig.png]] 21:59, 25 January 2008 (UTC)
 * If they add the infamous Xunlai Market, there would be no chash problems for PvP Players:
 * Gather Faction.
 * Open chest.
 * Put item to sell.
 * Go play again.
 * PvP player getting no cash should not be a problem in that case. MithranArkanere 00:58, 26 January 2008 (UTC)
 * I would guess the only way they could do it now would be to join a guild and do AB if they have factions.Change faction for amber chunks/Jade Shards and sell those, then get friend to start guild and make you guild leader. PVP people should be able to start their own guilds as well.--Dan Mocha 18:48, 30 January 2008 (UTC)

Hair Stylist
if enough people wanted it would it make it in the game? i know there is already support for it out there even pricing and ideas for it to be like a new set of quests and or a Scavenger hunt. this last link is more in support of name changing and other cosmetic stuff like that. which i would also love to see added.
 * /agree. Why aren't they in the game yet? It sounds like a great idea. Hope you guys heavily consider this--<font face="Planet Benson 2"> MP47  (Talk) (Contr.) 00:01, 26 January 2008 (UTC)
 * Because guild wars is generally done. Why add more features to a game you aren't making anymore money on? The reason that there has been a general lack of updates is due to Anet working on GW2 which will be getting them money. Antiarchangel 00:44, 26 January 2008 (UTC)
 * maybe they just cannot make that, maybe once the character is created u cannot change its appearance, but i dont know, hopefully a thing for gw2 --<font color="Black">Cursed Angel [[Image:User Cursed Angel Signature.jpg|19px|talk]] 01:03, 26 January 2008 (UTC)
 * Adding a feature to the game cannot be driven solely by how many players ask for it. It has to fit into the schedule, it has to be affordable, and it has to be a reasonable request. However, I have included a thread on hairstylists in the community summary this week because it contains player input on the possibility of player payment for such an expensive feature. By "expensive," I mean there would be cost to us in design, in programming, in artification, and in UI redesign, and that means that overall this feature would be costly. We have answered player requests that we add this feature many hundreds of times, and the answer has been that while we appreciate there is a popular request for hairdressers, there are no plans to implement such a feature into Guild Wars. (Nor is there a plan to implement guild storage, mounts, or a few other player requests that we appreciate would be very cool, but which we realistically must decline.)


 * There are players who say "I will never pay for such a feature," and that's fine. But my thought is if the only way that such a feature could be developed and offered was through offering it for a modest fee, then should we simply say "No?" Or should we look at the possibility that we add it as an option for those who wish to acquire it and are willing to pay that nominal fee?


 * By the way, this is not an official position on the matter. It is simply something I think about when considering good ideas, the realities of the cost of development, and the (necessary) focus of the team. -- Gaile [[Image:User gaile_2.png| ]] 01:04, 26 January 2008 (UTC)
 * Then as an avid player, I wouldn't mind spending 5$ on a hair stylist even if it cannot be transfered to GW2. Of course this is just to say that if ever the dev/aNet does really think of making us pay for such a feature. This is me willing but I am not hoping, maybe just wishing. :) Renin 03:19, 26 January 2008 (UTC)
 * I agree, I would pay the "nominal" $4.99 for a hairstylist, but no more than that. The question is, would enough people be just as willing to pay it in order to justify the resources necessary for implementation to make it worth it?  I think so.  How many people paid for Game of the Year update which was also $4.99 and just added 99%-useless items (the only thing I use is the serrated shield for my heroes)?  Sure it didn't cost the devs all that much to make it, but you can look at the money figures and see if a hair dresser (which will probably sell A LOT more than GotY) would have the potential to pay for itself.  I hope all of this makes sense, I'm not feeling very articulate at the moment.  I also corrected the spelling of the section header. [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  06:07, 26 January 2008 (UTC)
 * I guess I'm not supposed to correct the section header. *Sighs for people who can't spell the simplest things*  [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  06:11, 26 January 2008 (UTC)
 * ops about the spelling i dont care if you change it,oh well... Any way if they add it so you could buy it via a upgrade, i would get it. also if it wasn't just the hair but sex, skin color, face, and body size. i would pay even more like $10-15 for it, they could also make it a fun thing to where like i said before, where you go and do a few quests or a scavenger hunt but i guess that would cost more....
 * Fixed, so that in the future if people search, they'll find the topic.
 * All kinds of stylist features make my skin crawl. It starts to remind me of cash shop games and some korean mmo's that are sooooo animeish and annoyingly cute and asian in every aspect. Brrr! To me GW is above all that. - nian [[Image:User Nian Sig.png|16px]] 09:49, 26 January 2008 (UTC)
 * yes because all of when they add this it will magically change guild wars to make it look like anime -__-

Any new news about this gaile?

Security: Preventing Character Deletion
Care to give a look at this thread? This guy/girl is talking about a lock set by the player that prevents deletion of characters. So if someone gets into the player's account, that someone won't be able to delete the player's precious characters. What is your opinion and the developers' opinion? Is it something feasible?
 * I like this idea, although I think it requires time and coding (I think), which Anet doesn't have cause of GW2. --MageMontu 15:40, 26 January 2008 (UTC)
 * This is a suggestion, and has already been placed on a fan forum. I ask that GWW members not use my talk pages to request responses to forum threads. I ask that if GWW members wish to make a suggestion here on the wiki, please place those suggestions on User_talk:Gaile_Gray/Guild_Wars_suggestions. Thanks a lot. -- Gaile [[Image:User gaile_2.png| ]] 21:15, 26 January 2008 (UTC)
 * I went ahead and responded in that thread, as it gave me an opportunity to point out the ways in which accounts are stolen, and to offer some ideas about increasing one's personal account security. For that's the issue here, not "game hacking" but simply each of us showing wisdom about personal account security. I've talked to Patrick Wyatt about account security most, of the three ArenaNet co-founders, and his answer is often something like this: "The answer is not to add a dozen new processes, but to use a unique and complex password, upon which, the person's account is secure." -- Gaile [[Image:User gaile_2.png| ]] 22:09, 26 January 2008 (UTC)
 * The standard responce to questions/suggestions about "character restore" or "delete prevention" is "use a unique and complex password". What about a more solid and secure character protection? It is not the wish of many players to be able to restore characters only (not gold/items/minipets). Each Guildwars fan has a deep rooted fear of losing the well cared for Characters. At this moment Character deletions is possible without to many save guards. -- Silverleaf [[Image:User Silverleaf sig.png]]
 * Answered as best possible by Gaile on Guru;

"Open Quote" We appreciate that this idea is offered with the intention of increasing account security and that's always an excellent goal. However, the fact is, with all due respect, we already have a secure system for account access and character deletion. For if it were possible to truly hack the Guild Wars or PlayNC servers to steal accounts, you would see it happening by the tens of thousands. Server hacking is not happening. Account thefts take place on an individual basis. As kindly as possible, the vast majority if not all of the accounts stolen (aka "hacked") in Guild Wars are the result of poor player security or of issues outside Guild Wars itself. Here are the most common ways account theft happens: How to be secure: How to help us help you if your account is stolen: Adding the ability to "lock up" your characters sounds like a very complex request -- far more so than I think most of you perceive. It would assuredly take work from members of the design, art, programming, UI, and graphic design teams. It would certainly increase Support calls asking for resets, requesting lost passwords, etc. And if players continue to do the things that result in account theft, such as using insecure passwords or sharing accounts, it won't really help. In the end, in seems to me that if players use proper and appropriate account security measures, the addition of this process it simply unnecessary. However, I assuredly will request a dev team opinion about the addition of this process and if there is information to share, I will be more than happy to do so. Thank you for the suggestion and everyone's further input. Thanks, too, for reading this lengthy (!) response. __________________ Gaile Gray Community Relations Manager ArenaNet The Guild Wars Site "end quote" --- Silverleaf 17:28, 7 February 2008 (UTC)
 * A player uses an insecure password
 * A player allows friends or family members to access an account (Support tells me this is the most common way in which an account is "hacked.")
 * Somebody buys a used account or an access key, and then the original owner reclaims it. That's why purchasing and selling used accounts is disallowed; that's why we cannot and will not offer support for those who makes such sales or purchases.
 * A player gets scammed into telling their account information ("Hey, I can dupe your items, but you need to give me your password." "Let me access your account to complete our trade transaction.")
 * A player downloads and uses third-party programs or accesses sites that contain key loggers, and those key loggers or Trojans hand the password to an account thief on a silver platter
 * A player uses the same password for multiple products, and once that password is gleaned from a less-secure source maybe a forum account (we saw that happen once not too long ago), maybe an email account (that happens pretty regularly), then the thief also knows the Guild Wars password and can access the account.
 * Choose a secure and unique password for all your Internet accounts, including Guild Wars.
 * Never tell anyone your user name or your password -- there is absolutely no need for anyone else to have either of those pieces of information.
 * Never download third-party programs. (Virus protection does not protect you; even the most up-to-date worm and Trojan detectors can be behind the latest malware.)
 * Make sure no one sees you type in a password.
 * Use care in forums, because again, no one needs to have any information except a single character name to, say, conduct a trade transaction, invite you to a guild, or get in touch with you in the game.
 * Keep all your access keys and receipts, so that if someone gains access to your account, Support can try to help you regain ownership. (If your purchase through the In-Game or PlayNC Store, I believe those transactions are kept on record, but I'd still recommend printing and saving receipts or screensaves, if possible.)

Random Idea...
Maybe there could be some high-end armor rafter, who would take some monnster dropped gear (Kournan Tunic, Margonite armor etc) who could, for a fee, make you armor which resembles pieces you give to it. For example, you could take 5 Corsair Raiments to him/her, you would get corsair-like armor. And then of course, other armors would cost more. This could be also in GW2, put I would like to see this in gw1 aswell.
 * That would help out so many noobs, i remember when i started the game i was outside Sardelac, and i got a bunch of Grawl Gear, it looked like Armor, but i couldn't wear it. So what i think it should be is...


 * Lower level areas (ascalon, Northern SHiverpeaks, Kryta) = 3-5 pieces of armor + 1-3k a piece,
 * Medium Areas (Maguuma, Crystal Desert) = 5-8 pieces + 3-5k a piece,
 * Higher Level places (southern Shiverpeaks, Ring of Fire Island Chain) = 8-12 pieces, + 6-10k a piece.--[[Image:User Fire Tock sig.jpg|19px]]‎ F<tt>i</tt>r<tt>e</tt>  T<tt>o</tt>c<tt>k</tt>  02:29, 27 January 2008 (UTC)
 * On paper, that seems neat. but:


 * 1) Absolutely horrible to make, you're saying, about 70 new armor sets, for something reasonable.
 * 2) The creature armors are absolutely nothing to write home about.
 *  Calor  (t) 02:32, 27 January 2008 (UTC)
 * Maybe not for ever single enemy, why not for those more notable ones. Like for NF they could add a "Margonite armor" or a "Kournan armor" and for Cantha why not "Afflicted armor" and a "shiro'ken armor" hahaha. Renin 03:16, 27 January 2008 (UTC)

New /reports Feature
I think you guys NEED to add to /report: Gold seller, Real World Trader, Link Spammer (which is like the 2 of them). As i dont think reporting them as a bot (they are but still) is good enough. 68.151.27.108 08:01, 27 January 2008 (UTC)
 * I've never met a gold seller that wasn't spamming. Use that means of report and we'll take care of them. I requested the addition of a specific "gold selling" listing, but if that isn't possible, or until it comes, please use "spamming" or, if you prefer, "botting." -- Gaile [[Image:User gaile_2.png| ]] 18:02, 27 January 2008 (UTC)

I think that you guys should add to report too, because I've seen alot of people that have offensive names or names that are puposely misspelled but are still offensive/have swear word's in the name. Like for example I've seen peoples names contain "biatch" or "Azz" ect.etc. And i'm getting tired of seeing those words in the name because then it will encourage other players to have words like those in their names and to swear more too. -Ninja Dragon 21:20, 27 January 2008 (UTC)

Theres the report inaproate name under /report. And yes for know Gaile I will but I do think they need there own special place under report. It might help support, by flagging them for only that reason. 68.151.27.108 21:57, 27 January 2008 (UTC)
 * Yeah, we know that we report them using the spam option, but not many people know that. They should note in the /report panel: Use this option to report spamming, gold selling, and other inapropiate behavior that breaches the User Agreement (Linked in blut to the EULA page in the website).MithranArkanere 22:38, 27 January 2008 (UTC)
 * That's what I've been doing (I actually came here to start a topic about this) but there is one big problem. The sellers are getting smart for the current system.  In order to report someone, you need to select them as a target, and then type /report to get the feature going.  Well, I've seen a few now who jump into a district, spam for a few seconds, and move on before you can select their name and copy/paste it into your party window.  As I see it, more and more sellers will be doing this to avoid having to buy new accounts after they get banned.  There should be a separate (or integrated) report system where you can report a player for gold selling without having to select them.  If integrated with the current system, it could just be "/report ", which will bring up a question such as "Report this player for illegal gold sales advertising?" or something like that.  The current system for leechers and such would still require you to target the player in order to report them, which makes sense.  Basically, make the reporting choices differ depending on whether you have selected a target or added a typed name when you use the /report command.  Misuse of the added name function, such as wrongfully reporting a leaver as a gold seller, would get the reporting player in trouble.  Just an idea.  If nothing is done to the current system, pretty soon the gold sellers will be avoiding it entirely.  Excuse my lack of elegance, it's 4am and I'm not very articulate this time of day.  I hope you get my point and something will be done.  [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  11:00, 28 January 2008 (UTC)


 * Are you sure about the targeting? I could swear I reported people with "/report player name" without targeting them. --Xeeron 14:33, 31 January 2008 (UTC)

I think there should be a few more reports but I also think its important not to bug the innocent. Anything that Is intentionally vulgar is deffinitly..... well vulgar but who's to say what is vulgar? I know a few diffent languages that have words that sound like swear words but are actually compliments. Its important to remember that a swear in.. lets say French, can sound like somthing absolutly innocent in another language. BlackLurker 01:38, 29 January 2008 (UTC)


 * I attempted to report a spambot, but it didn't work because the spammer wasn't in the district. Would it be possible to make any player who has recently pmd you a valid target for /report regardless of district? -- Gordon Ecker 06:47, 3 February 2008 (UTC)


 * Also, when you use /report followed by a character name and have someone selected, the name you typed should have priority over character you selected. -- Gordon Ecker 07:12, 3 February 2008 (UTC)


 * I gave up and reported the spambot through plaync.com. -- Gordon Ecker 07:27, 3 February 2008 (UTC)


 * What it seems you guys are GW need to do is to ban the goldseller's IP address because the goldsellers's use trial accounts so if you report them they never use it again so when you ban someone you should ban the IP address that would get rid of alot of the goldseller's out there ---[[Image:User_Ninja_Dragon_Sig.png| 20px]] <font color="DarkGreen">Ninja Dragon • <font color="#006900">Talk  • [[Image:User_Ninja_Dragon_Sig.png|20px]] 21:36, 5 February 2008 (UTC)


 * Well the downloadable trial accounts are over so that should help. But they need to have it for out of district and a prioity system. Eg. If 10 people in a district report a bot in 5 mins then the account should be flaged and/or banned for review so then it can be out faster, rather then us waiting. DM 04:00, 24 February 2008 (UTC)

New Emotes
I was wondering if the people over at Guild Wars could design a couple of new emotes like /cry and or /shrug because I use IDK a lot when people ask me prices and it would make it  a little bit more fun to say it if you would use the emote /shrug. For the /cry emote I would use it alot because assassins rarely get a whole lot of good drops especially obsidian shards in FoW (max I usually get there is 1-2 shards much to my displeasure) and so I could use that if I'm not getting any drops which would make it a little bit more funny too. -Ninja Dragon 21:39, 27 January 2008 (UTC)
 * Remeber what monks do at the end of /ponder? They should remove that from their /ponder, and give it to the other models as a shrug. Models also lack Whine, Cry and emotes like those. MithranArkanere 22:42, 27 January 2008 (UTC)
 * Same with the female monk /flex. She shrugs at the end.  But I guess ponder works in place of shrug, sort of.  As far as cry, well, you have /pout for now.  Would be nice if you could /lay down and gaze at the stars in Dajkah Inlet or the moon in Droknar's Forge. :)  [[Image:User Rose Of Kali SIG.jpg]]<font color="#000099">Rose Of Kali  11:09, 28 January 2008 (UTC)
 * I agree, we really need some new emotes. Some wouldn't even require any animation work, as NPCs use several emotes that players don't have access to.  If no new emotes are made for Guild Wars, I would be sorely disappointed if there weren't more in Guild Wars 2. --71.34.101.50 21:54, 8 February 2008 (UTC)

Bot Free Environment
At this rate red dye is going to be 4,0000k. So either in here or in GW2 there needs to be a boundry from infaltion caused by bots. As well no one hates more then having to wait again for heave threw the mobs of bots. TY 68.151.27.108 20:32, 28 January 2008 (UTC)
 * ANet are already doing their best to make it a bot free environment, whenever they find them they ban em. Problem is that botters come up with new bots. Sadie2k 03:14, 29 January 2008 (UTC)


 * I think there should be player killing in GW2 PvE, like .hack//Sign if you guys ever seen it. Hiring Assassins to kill bots over and over again would kill the inflation plus it would get rid of most of them seeing they are PKed over and over and there is no use to use them anymore if they cant get the job done. --72.178.138.105 02:38, 26 February 2008 (UTC)


 * Restricting PKing to PvP servers would just make the bots swarm the non-PvP servers, and allowing PKing everywhere would encourage griefing. Why pay someone to kill bots when you can report them and get them perma-banned for free? -- Gordon Ecker 03:01, 26 February 2008 (UTC)

Map Markers
It would be helpful to newer players if there were markers on town and outpost maps showing the locations of crafters, trainers, merchants, storage and collectors, particularly in large towns like Henge of Denravi and Gate of Torment. Marking merchants in explorable areas would also be useful. It would also be nice if landmarks in explorable areas got markers. -- Gordon Ecker 04:09, 29 January 2008 (UTC)
 * And there are more places where icons could be added, like in old missions. Some of the following things could be noted also with icons:
 * The Wall: The point players must go to. The door players must run to after that.
 * Fort Ranik: Deeter Saberin's prison(after getting the bonus), each trebuchet (like the ones in PvP). Change icons when the trebuchet is repaired.
 * Ruins of Surmia: Each prison, Flame Temple (after getting the bonus: agtb).
 * Nolani academy: Stand for the book.
 * Borliss Pass: Each beacon.
 * The frost gate: Ballistas. The Frost Gate.
 * Gates of Kryta: Chest (agtb), Gates of Kryta.
 * D'Alessio Seaboard. Confessor Dorian, each Maguuma Offering stand (agtb)
 * Divinity Coast: Hablion, the fount, rally point. (Not the chosen ones, looking for them is the bonus)
 * The Wilds: Place to bring the seed (agtb).
 * Bloodstone Fen: Blade scout Ryder. Bloodstone (after talking to the scout). Druid spawn points (agtb)
 * Aurora Glade: Each teleport stand. Demagoge (agtb). Change icon colors on stand capture.
 * Riverside Province: Each watchtower. Change icons when each one is cleared.
 * Sanctum Cay: Place where the Vizier waits. Boat. Tomb (agtb)
 * Dunes of despair: Hero throne. 3 bonus bosses (agtb)
 * Thirsty river: Each priest. King Khiimar.
 * Elona Reach: Each Crystal. Each burial site. Point where hero makes ritual.
 * Agury rock: Nothing.
 * The Dragon's Lair: Each facet. Eggs.
 * Ice Caves of Sorrow: Evennia's Prison. Rally point (boat). The two dwarves (agtb)
 * Iron Mines of Moldune: The Seer. The Eidolon. Markis. The Shinning Blade scout.
 * Thunderheap Keep: King Jallis. The two beacons. Each pair of ballistas.
 * Ring of Fire: The Seer. The Citadel.
 * Abaddon's Mouth: Bloodstne. Leah Stone's resting place (agtb).
 * Hell's Precipice: The three Titan portals (icons change when broken). Bloodstone.
 * Factions is more about running, so much less could be added.
 * Zen Daijun: Library.
 * Nahpui quarter: Replace the drawn circles with icons.
 * Arborstone: Urn stand. Last door.
 * Boreas Seabed: Spear stand. Kraken spawn point.
 * Sunjiang district: Each spirit rift (after killing the first one). Shiro.
 * The Eternal Grove: Each tree singer. Icons change if they die.
 * Icons are a great help in Nightfall, answer the 'what do I do now' when the area is non-lineal. MithranArkanere 08:35, 29 January 2008 (UTC)
 * wow, huge list. btw, that reminds me of sth... —Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 19:38, 29 January 2008 (UTC)
 * The circles in Nahpui Quarter are icons, they're the same star icons used in the Domain of Anguish and various dungeons. -- Gordon Ecker 02:55, 27 February 2008 (UTC)
 * Nice. When I made the list they were not. They had no pop-up text and their texture blurred with the rest of the map texture when the image quality decreased. Maybe they fixed that. Mith[[Image:User MithranArkanere Star.png]]Talk 11:39, 27 February 2008 (UTC)
 * IIRC they've always been like that, however it's possible that they didn't get text until some point after the release of Nightfall. -- Gordon Ecker 03:54, 28 February 2008 (UTC)

Ignore List
Make it bigger. 10 is hardly enough some of the times. &mdash;  ク  Eloc  <font color="Black">貢  07:11, 29 January 2008 (UTC)
 * I had this problem someday as well. Had to kick "old scammers" from the list to add new ones...but this way one maybe becomes bugged again by the from the list removed scammer again via trade pannel. But the bad thing is, enlarging it would also make it easier for scammers. If they have scammed 10 people they either want to hear what their victims have to say to them (and if they are real ***s they maybe even report the enraged player), or if not, they have to change their status to offline, with the consequence that they cannot get whispermessages as well. I think 10 people are enough, in a case where there really should be more then people angering you at a time, you maybe simply report them or so... —Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 19:32, 29 January 2008 (UTC)
 * Yes, but even after reporting them, they can still continue to bug you if you still don't have room on your Ignore List. Another issue which made me think of a bigger list is the new Korean bots in Great Temple. There are over 10 of them easily, so you continue to get bugged by them, regardless of if you got 10 blocked or not. &mdash;  ク  Eloc  <font color="Black">貢  19:59, 29 January 2008 (UTC)
 * Should also add ability to put a comment against a name in the ignore list. If someone is abusing you in pvp, can just ignore them for a couple of days.  If they're a scammer on the other hand, I want to ignore them forever.  Sadie2k 21:34, 29 January 2008 (UTC)
 * There should be two things:
 * Unlimited 'temporal' ignore list for the session. Like the 'last party' and 'last trades'. People would use them for 'quick' ignores, like bots and spammers. The saved ignored would be kept for annoying people, stalkers and things like those.
 * Client-side txt with ignored names, to use when you fill up your server-side cap. When the client loads the game, they get loaded as 'temporary' ignores.
 * That should do to bypass the space limitations. Mith[[Image:User MithranArkanere Star.png]]Talk 15:21, 30 January 2008 (UTC)

Free text next to friends/ignore list entries
Yes please. I am waiting for that one since the prophecies beta: The ability to put a small free text field next to names on your friends/ignore list. --Xeeron 14:29, 31 January 2008 (UTC)
 * If server space is a problem they can always set client-side text files or something like that. Mith[[Image:User MithranArkanere Star.png]]Talk 17:41, 13 February 2008 (UTC)

Officer Resign Option
Please add the ability for Officers of a Guild to resign, demoting themselves back to member status. Thank you. 12.219.128.51 19:45, 29 January 2008 (UTC)
 * well, there were already lots of guild ranking suggestions, but leaders can also switch their status with their members, or cancel it. Programming this option is not much diffrent than that, so it shouldn't be a great issue, should it? —Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 21:09, 29 January 2008 (UTC)
 * I think they were/are considering a 4 to 5 tier guild system in GW2. Renin 01:57, 30 January 2008 (UTC)

New Selection Options
Currently there are some problems to selecting things like allies not listed in the party panel or minions and spirits. It just takes too much time. The fastest to ways of selection we have are the party panel and the Tab button (select next). So I thought about some possible solutions that would ease the issue.
 * Alt/Ctrl absolute filtering: Activate the option in the F11 panel, and when you Hit control, the allies/items are never shown, and when you hit Alt, the enemies are never show. I suggested this one already before. Currently, even if you are holding only Alt or Ctrl, the names show with the other key appear anyways when moving the mouse over them. If you are holding Ctrl, you don't want to select a minion, you want the enemy the minions are surrounding.
 * Freeze names while holding Alt or Ctrl. This one is easy, currently, names move around when you hold Ctrl and Alt. With this option activated in the F11 panel, if you hold one of those, the names stay immobile in the screen, so you don't end up selecting a Warrior because the monk moved.
 * Health bar tagging. A new button would be added (Tag this target), that would add the health bar of the target either to the party panel or to possible new 'enemy panel' and 'summoned creatures' panels. That way you would be able to keep track of allies in AB battles if you choose to, or tag the 2 enemies assigned to you by your party leader, and keep track of creatures you summon.
 * Additionaly, a new F11 option would be added 'automatically tag health bars of created creatures'. That would make the Health bar of created and summoned creatures appear under a new 'Creatures' section in the party panel or in a new ' Summoned Creatures' panel. That way a minion master would not have to use the tag button to manually tag all health bars.

Thinking about how great is to be able to replace the 'target self' with the 'lose target' button to have two keys in one, since if you don't have anything selected, you target yourself by default; I came to this another idea:
 * 'Select next of the same kind' command hotkey. Currently, we have 'Select nearest enemy', 'select self', 'lose target', 'select nearest ally', 'select nearest object', 'select next enemy', 'select next ally', etc... but some two new keys would be added:


 * Select next target like last target: It would look first party, then profession, then type of creature, then select nearest enemy if there are no matches, and select nearest ally if there are no enemies. Without going back, that is, already selected members of a party r enemies won't be selected again until you select the rest first. Examples:
 * Select an enemy Margonite Cleric, hit this button, next Margonite Cleric is selected. If there are no more Margonite Clerics, next monk is selected. If there are no more monks, next Margonite is selected. If there are no Margonites, next enemy is selected. If there are no more enemies, nearest ally is selected. Hit again, and this is made again, excluding the already selected targets to prevent the button sticking to the Clerics. Once you have selected all enemies once, you go back to the nearest enemy, then cycle again with the same rules.
 * Select Bone Minion, hit this button, next bone minion is selected. If there are no bone minions, next minion is selected. If there are no minions, nearest enemy is selected. If there are no enemies, nearest ally is selected.
 * For players and PvP it would work differently. It would not stick to professions or races. Select one party member, cycle through all. Select one enemy party member in PvP, cycle trough all.
 * For items, it would count separately Interactive objects, bundles and inventory items. Select one inventory item in the ground, pick it, hit again, select next one. Once there are no more inventory items, nearest interactive object or bundle item is selected. This would prevent selecting Signposts or Chest when you are selecting and picking items in the ground.

That way you just need to link Tab key to 'next like last target' instead of 'Next enemy', and monks and minion masters would have better use for the Tab key. Select enemy, cycle through enemies, select ally, cycle through allies, select pet, cycle through pets, select minion, cycle through minions, select spirit, cycle through spirits, and so on, in all cases going first to the ones more alike the first target, then to the rest, and after the cycle, again to the first one (if it is alive) or the next similar again. MithTalk 14:53, 31 January 2008 (UTC)
 * Select previous target. Select the target prior to the current one, if it is alive. If it is not alive, it works just like 'Select next of the same kind' key command.
 * Select nearest ally: Already existing.
 * Select nearest enemy: Already existing.
 * Select nearest item: Already existing.
 * Select weakest minion: To be added. It would select first minions with the lowest health, then minions with the lowest level, if they have the same health, then minions with the higher health degeneration, if they have the same level.
 * Select weakest spirit: Same like with minions.
 * Select weakest summoned creature: Same like with minions, but affecting all summoned creatures: minions, spirits and even Asura summons.