User talk:Gaile Gray/Archive Guild Wars suggestions/January 2008
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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.
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)
- 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.
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...
Rose Of Kali 23:05, 3 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...
Well why not just press F10 and write any announcements on your guild/head guild page, easy peasy.- *Rian Fortame*
Fun Title
- → moved from User talk:Gaile Gray/Archive Guild Wars suggestions/January 2008
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 —The preceding unsigned comment was added by Prince Firedrake (talk • 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
- 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)
- 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)
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)
- 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)
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.
Rose Of Kali 20:31, 27 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.
- 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)
- 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)
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.
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)
- 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.
- 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)
- 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)
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
- → moved from User talk:Gaile Gray#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
02:50, 10 January 2008 (UTC)
- So it will cost to use Ventrilo? — 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. — 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)
- 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)
- 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 sink. — ク Eloc 貢 00:46, 11 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)
- I Pissed my pants lulling Sirrush 12:03, 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)
- So it will cost to use Ventrilo? — ク Eloc 貢 03:15, 10 January 2008 (UTC)
- Yea, I agree. Simply incredible. -- ab.er.rant
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
Talk 13:12, 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
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? — ク Eloc 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. :( — Galil
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. :( — Galil
15:01, 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. :( — Galil
- 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. :( — Galil
- 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)
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.
- 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)
- 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
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.--
FireTock 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)
- 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
- → moved from Help:Ask a wiki question
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!!!
Rose Of Kali 21:00, 27 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!!!
- 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)
- 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)
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?
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.
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)
- 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.
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. --Fox007
21:45, 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. --Fox007
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. :) --
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)
- Minions are even more powerful if you have an Ursan Blessing warrior spamming that shout. Nicky Silverstar 09:04, 21 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)
- 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)
- 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)
- 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)
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
- → moved from User talk:Gaile Gray
Can you remove dishonorable already? I've never met a person who likes it. Thanks. — 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. --Deathwing 22:52, 18 January 2008 (UTC)
- any cooperative enterprise w/ random participants invites abuse when no system for punishment exists. see w:Game Theory. if u don't like dishonor, then propose a suitable replacement. --VVong|BA 22:57, 18 January 2008 (UTC)
- Nice link. :) Biscuits
23:03, 18 January 2008 (UTC)
- A replacement is to get the fuck over it — 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. — Galil
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.
- 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)
- What about no dishonor if at least half of the group has resigned? -- Gordon Ecker 04:25, 19 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)
- 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)
- 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. — Galil
- 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)
- Nice link. :) Biscuits
- any cooperative enterprise w/ random participants invites abuse when no system for punishment exists. see w:Game Theory. if u don't like dishonor, then propose a suitable replacement. --VVong|BA 22:57, 18 January 2008 (UTC)
- I like it. The only people who I can think of that wouldn't like it are asshat leavers. --Deathwing 22:52, 18 January 2008 (UTC)
(Reset indent) 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 • 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)
- 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)
- 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)
- 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)
- Your solution there is part of the problem, and the reason why the system was put in place. -- Brains12 • Talk • 20:50, 19 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
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
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)
- 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
- 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)
- 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
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)
- 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
- 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
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
Talk 13:31, 4 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
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 • 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 • 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)
- 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)
- Leave all comments on the page plase :)-- Brains12 • Talk • 22:12, 21 January 2008 (UTC)
- Okay, I'll try it here. Amazing Goat 22:09, 21 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'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)
- 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)
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! --
Alaris 23:03, 22 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
The Improver 09:08, 5 February 2008 (UTC)
- I would support this idea and agree mithran. —Zerpha
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.
- Party and allies. Default color: BLUE.
- 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. — ク Eloc 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)
- Naw, make Players have red. Red beats blue anyday. — ク Eloc 貢 11:44, 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:
- 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.
(Names are joke about seers looking like protoss, XD) MithranArkanere 12:37, 23 January 2008 (UTC)
- 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)
- 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)
- 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)
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
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
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 char
- 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
- I'd buy a gw book! Ajc2123
- 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)