User talk:Gaile Gray/Archive Guild Wars suggestions/September 2007
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64 bit binary
- → moved from User talk:Gaile Gray
plz? im not suggesting a huge recoding of the whole engine, mabie just do a recompile of the standard .exe in 64bit so vista x64 and XP pro x64 users can run GW without using the x86 compatibility mode. i understand that GW wont get any major preformance increases for 64 bit, but after research (im on x64) the x86 compatibility mode makes guild wars do some odd things. for example, lag on load and the load screen goes black before a new outpost or town is loaded.
so once again.... PLZ? <3 -TehBuG-
- Seconded... my sound on Vista is very dodgy, it makes GW unplayable unless you have sound turned off or your own music on, which is a shame because the GW:EN score is meant to be the best yet. I've tried the -dsound switch but it doesn't work :/ --Santax (talk · contribs) 09:10, 21 August 2007 (UTC)
- Rly? i dont have any sound issues. mabie its your drivers or hardware... im running onboard Realtech audio but asus has good 64bit support -TehBuG-
- I don't have weird sound but that black loading screen thing happens to me. Also, and this is probably because of my laptop, but when I did the dragon festival missions or many parts of GWEN my screen would go black with a graphics driver error. I know this is a support issue but it MIGHT be what the person above said and if it fixes it, it would be great, as once the screen black starts it doesn't stop now. Dancing Gnome 03:04, 29 August 2007 (UTC)
- Try run Guild Wars on Wine using a 64bit Windows build of Wine. (Laugh, it a joke! :) --Bob 16:55, 10 September 2007 (UTC)
- I don't have weird sound but that black loading screen thing happens to me. Also, and this is probably because of my laptop, but when I did the dragon festival missions or many parts of GWEN my screen would go black with a graphics driver error. I know this is a support issue but it MIGHT be what the person above said and if it fixes it, it would be great, as once the screen black starts it doesn't stop now. Dancing Gnome 03:04, 29 August 2007 (UTC)
- Rly? i dont have any sound issues. mabie its your drivers or hardware... im running onboard Realtech audio but asus has good 64bit support -TehBuG-
Walking
- → moved from User talk:Gaile Gray
Hi Gaile, reading above, I understand you don't mind users making here some little proposal to improve the game. I have had this idea for a while: all our characters already have walking animations, used when they are under a snare hex or in other situations. You could create a chat command (for example, /walk), to make chars walk instead of run, as they usually do. This would normally have no use for the gameplay, but could be very nice for roleplaying, or to make some sort of parades in outposts, or armors runaway shows, or just to make slower moving in-game videos. Since animations are already there, I think this would not require much resources to implement. Thank you --Lumenil 12:36, 19 August 2007 (UTC)
- I like the idea. I'm not all against maybe making a running rune of some sort. Or maybe even just adding non-profession bound green armors to the game that drop off of bosses. Maybe the green armors could have special mods on them that are other wise "unobtainable". -EX: Syr's Boots of Swiftness, Resnar's Gauntlets of Accuracy, or Barl's Helm of Knowledge (positively effecting energy).
Blackie ewilson92 15:17, 19 August 2007 (UTC)
- Toggle button for run/walk maybe Biz 15:31, 19 August 2007 (UTC)
- /signed for the walk/run toggle! Coincidentally, I was just suggesting this in Domain of Anguish last night... Counciler 17:19, 19 August 2007 (UTC)
- Yes, players have asked about this many times during my visits, and the suggestion is on several forums. In-town walking may be something that we add in the future but I have no firm information about whether we will add the option or when it may happen. --Gaile
00:08, 20 August 2007 (UTC)
- And what about allowing players to show off their weapons? It's not fair - henchmen can do it, we can't, it's such discrimination ;) ! And, secondly, what about weapons on the character select screen? I'd love to be welcomed by the glow of my Storm Bow, "icy flames" of Icy Dragon Sword, etc.! It makes our heroes much more epic ;) . MonkOfWar 19:43, 19 August 2007 (UTC)
- Consider the huge variety of weapons, for ten different professions and a thousand-plus dye combinations. I've asked about visible weapons, but the fact is, it would be very download-intensive to have players pull the files for each and every visible weapon upon each map change. The team decided to not make that an option for Guild Wars. It could be that with persistence of outposts and towns as a key feature of Guild Wars 2, all that a player has in hand will be visible in the next game. --Gaile
00:12, 20 August 2007 (UTC)
- Cool, cool. But in the meantime, a walk/run toggle would be awesome... have you ever used an Assassin wielding a Scythe at a speed debuff? He looks awesome, with the Scythe slung over his shoulder as he walks with a slight swagger... -- Jioruji Derako.> 00:44, 20 August 2007 (UTC)
- Consider the huge variety of weapons, for ten different professions and a thousand-plus dye combinations. I've asked about visible weapons, but the fact is, it would be very download-intensive to have players pull the files for each and every visible weapon upon each map change. The team decided to not make that an option for Guild Wars. It could be that with persistence of outposts and towns as a key feature of Guild Wars 2, all that a player has in hand will be visible in the next game. --Gaile
- And what about allowing players to show off their weapons? It's not fair - henchmen can do it, we can't, it's such discrimination ;) ! And, secondly, what about weapons on the character select screen? I'd love to be welcomed by the glow of my Storm Bow, "icy flames" of Icy Dragon Sword, etc.! It makes our heroes much more epic ;) . MonkOfWar 19:43, 19 August 2007 (UTC)
- Yes, players have asked about this many times during my visits, and the suggestion is on several forums. In-town walking may be something that we add in the future but I have no firm information about whether we will add the option or when it may happen. --Gaile
- /signed for the walk/run toggle! Coincidentally, I was just suggesting this in Domain of Anguish last night... Counciler 17:19, 19 August 2007 (UTC)
- Toggle button for run/walk maybe Biz 15:31, 19 August 2007 (UTC)
- And what does everyone think about the Green Armor idea? I know it is kind of a "tangent", but I think it would be pretty cool.
Blackie ewilson92 00:00, 21 August 2007 (UTC)
- They've already announced that non-class specific armor pieces will be introduced in GW:EN and will be very hard to get. KevinKite 02:18, 21 August 2007 (UTC)
- Good point, but will they be green and semi-farmable?
Blackie ewilson92 00:37, 22 August 2007 (UTC)
- I think they are refering to the Norn Crown and the Glacial Gauntlets which are pretty easy to get actually, in 10 mins I was able to solo farm 8/35 collector items for the Gauntlets but I ran out of time. The Norn class specific armour is harder to get, but a part of natural progession in the game. I'm sure there will be more with varying difficulty. Dancing Gnome 04:35, 29 August 2007 (UTC)
- Good point, but will they be green and semi-farmable?
- They've already announced that non-class specific armor pieces will be introduced in GW:EN and will be very hard to get. KevinKite 02:18, 21 August 2007 (UTC)
/me
- → moved from User talk:Gaile Gray
Hello, Gaile! I was wondering how possible you think it'd be to allow the /me command that some chats/mmo's employ. I'm sure you're familiar with it, but for readers, the /me command means you make /me and then a custom phrase. For example, "/me is editing Gaile's talk page." I think this'd be really neat, and I'm so used to it from Xfire that I forget I can't do it sometimes. ;) 72.192.62.77 04:36, 20 August 2007 (UTC) (spencer)
- I really like this idea; it's one I used in AC a lot, back in the day. I'll ask about this idea. :) --Gaile
04:38, 20 August 2007 (UTC)
- I was also thinking that it would be awesome to have a thing that allows your character to "say" things the way your H/H say things in battle and out. That would really allow some fun and customization. Maybe a good suggestion for GW2. ;) --Ravious 14:28, 20 August 2007 (UTC)
- Oh yeah, like how a warrior will be like, "I will avenge you!" but won't actually say anything? I'd actually like to see that too, my only concern would be people editing the text file it would be saved in on their computer, to have things like HTML. That is, of course, if ANet chose to do it locally. Though I wouldn't imagine an extra query on the server would be too great. ;) 72.192.62.77 00:19, 21 August 2007 (UTC)
- I was also thinking that it would be awesome to have a thing that allows your character to "say" things the way your H/H say things in battle and out. That would really allow some fun and customization. Maybe a good suggestion for GW2. ;) --Ravious 14:28, 20 August 2007 (UTC)
Records Keeper
- → moved from User talk:Gaile Gray
Has Anet ever considered making a Records keeper for consecutive victories in Team Arenas and the Hall of Heroes? It would nice if there was a ladder for consecutive victories similar to the Challenge Mission Ladder.It would give TA based guilds a little recognition and fame considering they don't have a tournment system or observer system.--Primeval
Talk 02:46, 22 August 2007 (UTC)
- Kinda like records for the Factions challenge missions? Dancing Gnome 04:32, 29 August 2007 (UTC)
- i like =]--WikiWu 09:49, 4 September 2007 (UTC)
/bonus
- → moved from User talk:Gaile Gray
not sure if this is the right place but i was wondering if we could change the /bonus /preorder command to bring up a menu like the PvP equipment menu...this would allow you to browse for the 1 item you want and not have to create them all. --The preceding unsigned comment was added by User:24.69.179.206 .
Also, I have heard claim that the pre-order code from Game Stop is functioning incorrectly. Not able to verify, but might be interesting to look into. Readem (talk*gwwcontribs) 03:58, 22 August 2007 (UTC)
- Or the unclaimed items window. -- Gordon Ecker 04:04, 22 August 2007 (UTC)
- I think this is a very worthwhile suggestion, but it's much more appropriate for Guild Wars 2 than for the current game, based on time and staffing considerations. Would you consider posting it on my Guild Wars 2 Suggestion page? Thanks. --Gaile
05:45, 22 August 2007 (UTC)
- I think this is a very worthwhile suggestion, but it's much more appropriate for Guild Wars 2 than for the current game, based on time and staffing considerations. Would you consider posting it on my Guild Wars 2 Suggestion page? Thanks. --Gaile
Ready Check box in party panel
- → moved from User talk:Gaile Gray
Just a tought:
It happen, in a lot of cases, before starting a mission, to ask people if they are ready (more than once).
Implement a little check box, right to our name in the party panel, that we can check, warning the leader that we are ready, should be helpfull for everyone (and perhaps, only enable the start button/dialog until everyone checked ready)..
What do you think?
85.201.73.81 20:47, 27 August 2007 (UTC)
- This is a really great idea. I would not go as far as disable the start button, but a little checkbox (or any other visual sign of readiness) would be very cool. Definitely handy if implemented. --Xeeron 22:11, 27 August 2007 (UTC)
- Maybe make typing /ready show up on the party list? Like making a little checkmark appear next to the player's name. -- Jioruji Derako.> 07:28, 28 August 2007 (UTC)
- This is another reason pugs are a pain. You can bet if you ask "are you ready?" there is ALWAYS one person who is ready and won't say so, especially in AB. On the flip side if you ask "anyone not ready say so in 10 seconds," you enter because no-one said anything and as soon as you enter they rage and leave or just get upset because they weren't ready. Dancing Gnome 03:19, 29 August 2007 (UTC)
- Maybe make typing /ready show up on the party list? Like making a little checkmark appear next to the player's name. -- Jioruji Derako.> 07:28, 28 August 2007 (UTC)
Whispers
- → moved from User talk:Gaile Gray
Would it be possible to make it so if you get pm's during a cut scene or when you are loading, it tells the person sending the message? For example, You send a pm to Joe Schmo The Uber Wammo : "Joe Schmo The Uber Wammo is in a cut scene/loading" or something to that nature so people know when you don't answer them immediately. It would be helpful if you were in the middle of a huge load, or in the middle of a long cut scene or in a cut scene you don't want to skip.Sailors 21:18, 27 August 2007 (UTC)
- That would be a nice little touch, if they could do it easily. --- Raptors
- Something I woulc love to see would be Guild and Alliance chat during cut scenes/loading screens show up like whispers do after you load into a new area. While my guild was loading the new zones in GWEN we got used to saying "afk 5 mins" because when it finished loading we missed all that conversation. It's also hard to converse if your jumping around towns a lot, or if you ask a question in Guild Chat and then zone, and someone answers when you zone, you miss it and are still waiting for an answer later on. I'm not sure how many people feel the effects like this but it would be great if I could zone without missing chat. Dancing Gnome 03:09, 29 August 2007 (UTC)
- i think thats easier solved by finishing off your conversation before zoning--WikiWu 09:54, 4 September 2007 (UTC)
- Yes but who has time for that, when there's so much to do!? Seriously though, I've had this problem also. People getting online and seeing you there on their list, auto assume that you are available to chat. If it's important, you wouldn't want to miss it, and what if they left, thinking you weren't there? I would love an away message exclusively for cut scenes/loading zones. That would be great. -- RavenJWolfe
15:33, 4 September 2007 (UTC)
- Yes but who has time for that, when there's so much to do!? Seriously though, I've had this problem also. People getting online and seeing you there on their list, auto assume that you are available to chat. If it's important, you wouldn't want to miss it, and what if they left, thinking you weren't there? I would love an away message exclusively for cut scenes/loading zones. That would be great. -- RavenJWolfe
- i think thats easier solved by finishing off your conversation before zoning--WikiWu 09:54, 4 September 2007 (UTC)
- Something I woulc love to see would be Guild and Alliance chat during cut scenes/loading screens show up like whispers do after you load into a new area. While my guild was loading the new zones in GWEN we got used to saying "afk 5 mins" because when it finished loading we missed all that conversation. It's also hard to converse if your jumping around towns a lot, or if you ask a question in Guild Chat and then zone, and someone answers when you zone, you miss it and are still waiting for an answer later on. I'm not sure how many people feel the effects like this but it would be great if I could zone without missing chat. Dancing Gnome 03:09, 29 August 2007 (UTC)
YaSI - Yet Another Storage Increase
Why is Anet so restrictive on storage? You give us all this great stuff..yet you expect us to fit it in the same space we had before. Since the last storage increase I believe (I could be wrong) Hard Mode was introduced...with that Tomes were introduced. Now we have GW:EN being released...that means more armors more weapons....ALL THAT I CAN'T STORE BECAUSE I HAVE NO ROOM FOR STORAGE. You don't want to use The Hall of Monuments as storage but it is an ideal storage place considering you're already using database room for information about our achievements! Just add a little code to use it as a armor, weapon, and minipet storage place. This is an opportunity you SHOULD NOT pass up. What have I done with the additional 3 pages of storage that were added with the big storage upgrade? Let's see....first page is regualrly used stuff...it's the only page I have free space on....things get moved in and out of there regularly....it's what I use to transfer across characters. Second page has Regular and Elite Tomes...filling up all 20 spots. Third Page has crafting material overflow from my material storage. Fourth Page has all my festival items. All of my characters can't use more than the big bag, belt pouch, and half of the 1st small bag because I use the rest for armor. There are so many sets of armor I'd like to get but I can't because I have no room for them. Give us more storage...or at least give us a purchasable storage increase option in the online store...just SOMETHING....and don't tell me to buy more character slots and use them for mules....I have a second account that is almost nothing but mules. Also why hasn't a pet stable or something been implemented? A lot of us would like to have multiple pets...but we can't because we are limited to only one at any one time. That is another opportunity for storage within the Hall of Monuments. Turn it into a Pet Stable! So to sum up the changes I'd like to see:
- Use the Hall of Monuments so we can expand our storage options...giving us the option to store weapons, armor, minipets, and regular pets there. The hall of monuments is a unique opportunity since you're already storing values in a database saying what we have there...might as well make it storage too.
- Give us a storage tab for GW:EN...you increase the amount of stuff we acquire but don't give us more storage? doesn't make sense.
- Give us an upgrade we can purchase in the online store...people are asking for it...yet where is it?
--Thor79•
•Talk 17:48, 28 August 2007 (UTC)
- It's kinda funny how I read this after pitching my multiple pet idea lower on this page.--Seth Crimsonflare 23:04, 28 August 2007 (UTC)
- I'm all for adding some sort of way to store pets so you can have multiple pets but no more than one out at a time (I'd love to have multiple pets out at a time but just getting mutliple pets would satisfy me at this point). I don't care if it's done through the HoM or if an NPC is placed in major towns to allow us to swap pets. I'm a Beastmaster at heart and the current system is not friendly to Beastmasters.--Thor79•
•Talk 02:30, 29 August 2007 (UTC)
- I'm all for adding some sort of way to store pets so you can have multiple pets but no more than one out at a time (I'd love to have multiple pets out at a time but just getting mutliple pets would satisfy me at this point). I don't care if it's done through the HoM or if an NPC is placed in major towns to allow us to swap pets. I'm a Beastmaster at heart and the current system is not friendly to Beastmasters.--Thor79•
- This is perhaps the issue I would most like to see improved. I am in almost the same situation as the original poster. I have 9 PvE characters I use 4 of them as mules at the moment, and I have 2 PvP characters that I never delete so I can use them as mules too. It seems like most active players with multiple characters have too little storage as well. Basically there are 4 reasons why I lack storage
- 1) I collect tomes in my Xunlai chest - I use tomes regularly.
- 2) I collect dyes in my Xunlai chest - I use dyes regularly on armor and weapons.
- 3) I collect armors - sometimes each different set has a different function (e.g. my Rt has 3 sets of armor that are identical except for their runes and insignias - and I switch sets according to what the situation calls for), other times I decide to get a new armor set because I like the way it looks.
- 4) I collect weapons - just like armor sometimes I need their unique function and sometimes I just like their skin.
- To address reasons 1 and 2, I think tabs for tomes and dyes would be a great solution akin to the materials tab. Alternatively an additional tab for players that own GWEN would help the situation.
- To speak on reasons 3 and 4, to me it seems very natural that people would have a variety of armors and weapons with different functions/skins. Unless you always play the same type of skill bar with your character vs. the same type of monsters you're going to want to have more functional options. Unless you're blind you're going to find many weapon and armor skins amazing and you'll want to be able to use them on your character. I think each character should have the option of adding more storage space to their bags, beyond the 45 slots currently available. Friar Khan 00:40, 12 September 2007 (UTC)
- Oh yeah...just remembered...unless there's some storage feature for these...the polymock pieces will again add a ton of new stuff that we have to store. If it is "pokemon on steroids" as it's been described...and you want us to collect them all...GIVE US THE STORAGE TO BE ABLE TO DO THAT.--Thor79•
•Talk 06:12, 29 August 2007 (UTC)
Yes or at lest give each character a customized slot, that would do a long way with the problem of different armor sets. Also adding a pay for extra storage will give you more revenue. And I to want to add my voice here about pets, even if its just that you can store your "elite" pets please give us something, and not "maybe in GW2". we have been, dare I say, begging for awhile for this. Thanks for your time. LadyTig 23:54, 1 October 2007 (UTC)
About Concentration on One Character
I have 15 characters on my primary account (yes a couple of the classes have at least one double, those are my favorite classes) but the recent changes are forcing me to only work on one to get anything out of it. Concentrating on one character is not casual player friendly (for those casual players who play more than one character). And it is most definitely not friendly to people who have alt-itis...like myself. I like to play a lot of the professions available but you guys make changes to encourage us to play only one or two of our characters. STOP IT!--Thor79•
•Talk 17:48, 28 August 2007 (UTC)
- I'm like that, I found with GWEN between my 10 characters I couldn't have everyone with access to everything. But thats great! It means the content is so vast even someone with a rediculous /age investment in the game finds the world to now be so expansive. Sure there is content which strongly requires lots of time investment into single characters but that makes those things more rewarding. I'm not refering to the Luxon title, that's too much of an investment :P. I'm refering to the Sunspear/Lightbringer/Norn titles. Sure there is a sizable grind to get one char with good reputation across the board, and even greater for 15, but if your goal is to play the game normally and enjoy dungeons/questing/vanquishing then you can get a decent rank in these factions without specific effort, which is why I don't mind them and dislike the Luxon faction title. Dancing Gnome 03:14, 29 August 2007 (UTC)
- Yup. As the game is now, having ona character and 9 mules is better. You get more storage, you get more titles, you get better equipment, you can get all armors in one character. The feeling of all the characters being a 'family' was always better. They already share unlocked skills. But if you decide to play 10 professions and pay for slots... you find that you can't make half the things that those focusing in just one single character can make. Ever. MithranArkanere 09:40, 3 September 2007 (UTC)
- I kinda agree with Thor. Obtaining access to a set of competent(decent skill set, max lvl, decent pve title progress ) pve characters, should not come at such a high cost and your progress in the game should be wearable in a single character, rather than spread across many. I always thought that one of the design concepts of guild wars was that you should have versatility in the skills available to your characters, and this versatility comes from having more than one character. In pve if you choose one profession, there will be certain tasks that you wouldn't be able to accomplish with that one profession, eg if you picked mesmer or necromancer, you would be quite inferior runners, thus you wouldn't be able to do things like chest runs. You would also be an inferior solo farmer, so that means you wouldn't be able to obtain money as quickly. I would very much like to get a group of friends together for a particular pve mission, and be able to compensate for any shortcomings in the team design, simply by changing characters, say if theres no monk,you'll say "no problems ill get mine!", like it is in pvp areas now, but given the current changes, theres a huge disincentive to have this kind of flexibility. Pve would be so much more fun, if you could get 8 of your best friends to go trapping in the underworld one minute with rangers, mass SF with ele's at turai’s procession the next, and rit spiking altrum ruins soon after. Right now, to have that kind of flexibility would take a colossal amount of input and most of your characters wouldn't show how far you've come. I think that you should convert a number of character based titles, to account based, at the very least: drunktard, sweet tooth and treasure hunter. Perhaps you could Implement a system where you could choose if you wanted account or character based titles, for example with the sunspear title, you might want it only on one character, so you allocate the bounty to the character alone, whereas if you have multiple characters, you can choose to allocate the bounty across all characters, although you would get less per kill. {It would also be good if all the skill tomes became more readily available (8k for an elite skill tome really breaks the bank =[ )}--WikiWu 09:27, 4 September 2007 (UTC)
- I have the same problem. I haven't started playing GWEN yet because i dont know who to use. I want to use my assassin to play the vanguard storyline and max out the title to use the skills, but i want the asuran armor. I also hate the fact that i have to retrain heroes and reequipt them for each character. Having a set of universal heroes would be nice. I like to play multiple professions but do not like to grind for titles for each of them to make them effective. I leveled up sunspear for most of my characters, and do not enjoy it. Account based titles would be nice too. If a player has seen a storyline once and has grinded for a title, wouldnt it make sense to allow him or her to not have to redo it on each char. I find areanet restricting us to play one character very true. Giangn626 02:32, 13 September 2007 (UTC)
- Yup. As the game is now, having ona character and 9 mules is better. You get more storage, you get more titles, you get better equipment, you can get all armors in one character. The feeling of all the characters being a 'family' was always better. They already share unlocked skills. But if you decide to play 10 professions and pay for slots... you find that you can't make half the things that those focusing in just one single character can make. Ever. MithranArkanere 09:40, 3 September 2007 (UTC)
Owning Multiple pets, Using One at a Time
My subject line kind of says it all. o.o;; Basically a type of NPC that can take care of a pet(s) for use while we use another one. I just wanted to throw this suggestion out there. One of the things that prompted me to bring this up(I am probably/definately not the first person to think of this) is the new pets in EoTN. If there's a limit to how many pets we can tame, I would think 1 of each would probably be proper(at least for people that REALLY love pets).--Seth Crimsonflare 23:10, 28 August 2007 (UTC)
O.O ....... *mouth drops open* IGUANAs!!!!!!!! *falls over* Man, that's not fair. XD I need this suggestion to come to life.--Seth Crimsonflare 21:01, 1 September 2007 (UTC)
- Just being able to switch pets with your heroes would solve a lot of things. 25 Heroes, 25 pets. You almost never use all the pets with all the heroes, so instead of ditching them, you just go out with an hero, go talk to a tamer, and save your pet with the hero. You need that pet back? Inverse process.MithranArkanere 09:59, 3 September 2007 (UTC)
I very much agree with this as do a numer of ppl if all the threads I have seen on this is any indecation. /beg please look into this it has been sugested (and forgive me if I miss your here goign with the most sugest that _I_ have seen) The tamer either the idea above or just that he "holds" your pet, buying cap sigs for each differnt pet (you still have charm the pet), a "zoo" inside the guild hall, or using the HoM. Do a quick search on the forms you'll find alot of well though out ideas/plans there. Thank you for looking into this. LadyTig 00:04, 2 October 2007 (UTC)
Yes please! Even a Xunai Kennel Agent NPC where we can deposit our pets rather than chucking them after going through the trouble of leveling them to 20. It would be cool to switch pets as the mood takes you. I understand that this will require storage space on the servers but how about 1 pet slot for each character slot? I think this is fair right? This means, players who bought all of the games can have 10 pets at a time. Hope to see this become a reality sometime soon! TheForgetful 09:31, 1 November 2007 (GMT)
Heros Act Like Henchmen
I've noticed one of the new painful features of a PuG is the heros are tied to the person who brought them instead of the rest of the party. I was in one of the realm of torment missions last night and we had one Dryder left to kill before the mission was over and our Monk, who brought two healer heros, went afk or was disconnected or was just being malicious. He stopped moving and so did his heros. This left us without ANY monks and only 5 players, which is basically a fail depending on the makeup of the rest of the party. Maybe heros could be changed to follow the party like henchmen do? This wouldn't stop malicious people from pinning their heros down and going afk but it would stop disconnects from being an autofail or 10 min wait. I've seen this multiple times, one person who left the game at the end of the mission and their heros stayed with them, because they didnt disconnect and even after 10 mins were still in the game. Dancing Gnome 03:28, 29 August 2007 (UTC)
- Er, unless they stick to the last commands the owner gave, heroes DO become like henchmen to the party leader if their owner leaves. If what you say actually happened, my guess is that they keep any commands the owner gave prior to leaving and the person had flagged them. If someone could test that theory, that'd be great. EDIT: Hum, re-reading it, are you saying the person was still physically in the game and didn't leave with their character? If so, ignore my statement. :/ Capcom 05:32, 29 August 2007 (UTC)
- I experienced a similar problem in a PUG recently. The Party Leader was completely clueless about the mission's objective so i took the lead, when she disagreed, she'd simply go the way she thought was the right one, taking her heroes. No problem yet, our party was kind of self sufficient but when she rage-quit (because she was alone going the wrong way and i was leading the rest of the guys to the right spot), she pinned her heroes and we were severely unmanned. We still managed to beat the mission with careful pulling - and we had the help of 4 charr npcs, so, no big problem.
- My suggestions: when the owner of heroes leaves the game - they instantly have henchmen-like behavior. -- Pulse 14:54, 4 September 2007 (UTC)
- Heroes already follow the leader when the owner leaves. However, if the owner simply goes afk, the heroes stay and everyone is screwed... but if people don't like it, than bring players. When someone brings heroes they have every right to have exclusive control of them regardless of the party's desire. If the person can't be relied on, than don't put the fate of your entire party in the hands of that single player. -- Txzeenath 19:13, 9 September 2007 (UTC)
- My suggestions: when the owner of heroes leaves the game - they instantly have henchmen-like behavior. -- Pulse 14:54, 4 September 2007 (UTC)
Other Account Characters as Heroes or Henchmen
I have a number of other PvE characters other than my main, and it would be nice to play with them as heroes. I haven't really thought about what you'd be able to tweak with regards to their armor or skills, but it'd be nice to get the whole "clan" together for an adventure. --Ben 20:55, 29 August 2007 (UTC)
- I dont think this will be technically possible for GW1, but I'd love to see something like that in GW2. I think of all my different characters as travelling together in one group, so having them play together would be awesome. --Xeeron 22:11, 29 August 2007 (UTC)
- I thought about this once, would be awesome, but yea i would think it would be hard to do. Giangn626 02:32, 13 September 2007 (UTC)
- maybe you could do something like that it's only possible with a lvl 20 character with max AL and then only to get your other characters also of lvl 20 with max AL. and then that you can only use skills already on that character or something, or just that characters current skillbar. could be nice to do, then i have my supercoollooking assasin together with my titlehunting ranger.Rhydeble 14:55, 22 September 2007 (UTC)
- Interesting idea :) It would be fun to see, although I would probably be annoyed that my precious characters were acting like henchment, hehe. Biscuits
15:57, 22 September 2007 (UTC)
- I also thought about this one. I would really love it, specially if there is a feature that allows you to switch between your characters so you can control one or the other (I know this would be probably imposible for gw1, but please think it for gw2).Coran Ironclaw 16:01, 22 September 2007 (UTC)
- There is a game called Granado Espada that actually lets you play with 1..3 characters at the same time. They are part of the same 'family' and share inventory, but not equipment. Although the game was a grind-feed one after reaching certain level (quite a low one for my liking), the concept was cool. When using 3 chracters, the selected one is controleld 'manually' and the other two are set as AI. And you can choose the selected one anytime. So in a fight that needs better healing you can control the healing, and in fights that don't you can focus in the tank or the nuking character to deal damage and end the fight faster. I've heard that GW2 will be 2-character based. But making it 1..3 characters, and with no heroes, all player characters, would be even great.MithranArkanere 21:51, 22 September 2007 (UTC)
This was one of the strong points to "Baldur's Gate" you could just like together multiple "Heros" into the same game and if no one was controling them they simply acted like the usual "henchmen" they were equal to your main charactor you could just use them and let the AI control you main one and then just by clicking on their Icon swich to another charactor and the AI once again took control of the one you just "let go"
Additional Soul Reaping Effect
Add:
- For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. Spirits only provide you with Energy if they are under your control. For each point of Soul Reaping, you additionally reap 0.04 energy for every 1% of health you sacrifice.
And also adjust sacrifice skills as appropriate. This would make soul reaping more significant in various types of PvP. --Rezyk 23:53, 29 August 2007 (UTC)
- I'm not sure how that work out. When EoTN goes live, they will have Masochism available. http://wiki.guildwars.com/wiki/Masochism --Seth Crimsonflare 00:09, 30 August 2007 (UTC)
Changing Help Screen Behaviour
I originally posted this on guru but its been lost in the masses since. Its here if you're curious.
The suggestion : Allow the wiki-search/link to not automatically minimize Guildwars. Maybe add a 3rd button that says "Go, don't minimize" to the dialog.
Reasoning : I don't know how common this is but my system runs 2 screens so I can keep a webbrowser open on one and Guildwars open on the other. The current wiki integration (F10, /help etc) automatically minimizes Guildwars when you search or pull up a page. Since it will, by default, load in an open/existing browser instance the result is, the page loads on my second screen and I have to bring Guildwars back up on my first screen. A minor inconvenience, perhaps, but one that doesn't have to exist. It would also be useful for people who run in windowed mode who want to open the page but don't want it to pop up right away.
Adding a third button (instead of changing the default behavior of the current Ok/Cancel buttons) would allow both options to exist so for people who want to minimize automatically could but for those where its not necessary it doesn't have to happen. Lojiin 23:15, 30 August 2007 (UTC)
Time
Well since ANet updated the favour system/continent travel people from all across the world can easily interact with each other, so would it be possible to add a "/time" command so everyone has one universal clock to go by. I personally don't care which clock you go by Pacific, GMT, any other time zone, or even one you make up for Guild Wars (GGT, Gaile Gray Time perfectly in time with Gaile's wrist watch). It would help when planning outings, trades that are arranged outside the game, or for any in game events so you can say it starts at 12AM GGT and then I could log in type "/time" and know that it would go live in an hour. I think it would help with so many people across different time zones having one common time. Thanks for your /time (is that funny to anyone else?). Broodling67 03:52, 31 August 2007 (UTC)
- /Age could be separated into /time and /age. /Age would show more detailed age information, hour played, the celestial animal of the character and such, and /time could show the time spent in the current are and server time. MithranArkanere 09:52, 3 September 2007 (UTC)
- Having a time command should be extremly simple to implement and would be useful. --Xeeron 11:54, 3 September 2007 (UTC)
- Really useful. Beats getting owned by PST or PDT time transforming -- Pulse 14:54,4 September 2007 (UTC)
- One thing that could be done, rather than having a clock from the gw servers is have it read the time on your computer for you.Sorsscriba 18:22, 23 September 2007 (UTC)
- Really useful. Beats getting owned by PST or PDT time transforming -- Pulse 14:54,4 September 2007 (UTC)
- Having a time command should be extremly simple to implement and would be useful. --Xeeron 11:54, 3 September 2007 (UTC)
Bookshelf
Depending on how many Books there are and if there are going to be anymore I thought that a way of storing them could be useful? A storage upgrade could be purchased from a xunlai agent giving players another tab to store any of there books in. I also had another idea along the lines of books, maybe a bookshelf could be implemented in the HoM for finished books only? They woulden't have to award any new unlocks in GW2, (although they could if you want) but maybe simply just transfer the storys to GW2 so we can read about our ancestors adventures? =) --Alien
11:56, 1 September 2007 (UTC)
- I second that. According to Talk:Zho's Journal book canot be regain after delitation, a Xunlai bookshelf would be very nice to collecting books(i suppose code for book reading was not added for only 1 book?). Either that or allow to regain the book. I prefere the bookshelf tho, sound so much better :) --Bob 16:20, 15 September 2007 (UTC)
- To need a bookshelf, we need more books... hm... maybe three for the missions in each campaign (25Prophecies,13Factions,20Nightfall), another for killing bosses in each region (excluding mission and quest-only bosses) (Ascalon, Shiverpeaks, Kryta, Maguuma, CrystalDesert+Desolation, Shing Jea+Kaineng, Echoval, Jade Sea, Istan+Kourna, Vabbi, Anguish+Fire Islands )... Since books come customized, the 'bookshelf' could be more like a 'book bag', like the Incubator, and have slots for each book, using one slot of storage. MithranArkanere 16:29, 15 September 2007 (UTC)
I think this is a great Idea I prefer the xunlai idea and i would make it that it can store all types of books, scrolls, runes, insignias and so on. Runes and insignias take up at least half of my storage and 3 pages of storage for 8 "Heros" (player) Just doesn't cut it I have 2 to 3 sets of armor for at least half of those charactors, try finding a party for a mission if you can't swich back from "55 monk" to a "Healing Monk". Just one more thing though can we have an option that would open each bank page side by side (sort of like the F9 key does for out inventry). Overall great idea but the HoM is only in Eye of the north and isn't accesable from the other games without having to Travel to EotN
Suggestion about Polymock!!!
- → moved from User talk:Gaile Gray
This is a good one I swear: In the future, (Or perhaps simply in GW:2), Playing Polymock, could also be done against other players, as PvP. Now I was thinking about rewards for this. (Such as when you defeat an opponent, you win a piece.) And Since I would not want to "Play for Pinks" or rather, put one of my pieces on the line to be won in a game, I suggest there be a points system. Where either you win points toward a Title, or Points (like Balthazar), to be traded at a Vendor who Sells Polymock Pieces. Now, the vendor could either, let you buy the pieces for your "Polymock Points", such as the PvP Skill Trader in the Battle Isles, OR he could allow access, to buy Polymock pieces for gold, once you reach a certain level of the Polymock title. (Like most of the GW:EN vendors.)
-- RavenJWolfe
23:45, 1 September 2007 (UTC)
- Love the idea...and I don't pvp at all. If this were added I would probably give it a try.--Thor79•
•Talk 02:04, 2 September 2007 (UTC)
- yeah i thought about this as well but not just for polymock but also dwarven boxing. it could be a random tournament or you could battle your friends from ur guild hall sorta like a scrimmage.
- Oh yes! Dwarven boxing too! I'd love to knock someone's lights out! XD -- RavenJWolfe
15:16, 4 September 2007 (UTC)
- I agree, I came to this page solely to suggest that we have polymock PVP. I can't believe it wasn't already in the game upon release, but I didn't expect lack of a hard mode, either. Vael Victus 23:17, 6 September 2007 (UTC)
- This sounds great for both Polymock and D. Boxing!!!Sorsscriba 18:23, 23 September 2007 (UTC)
- I agree, I came to this page solely to suggest that we have polymock PVP. I can't believe it wasn't already in the game upon release, but I didn't expect lack of a hard mode, either. Vael Victus 23:17, 6 September 2007 (UTC)
- I think this is an excellent suggestion for polymock and boxing. This sort of PvP could really catch on with some players. Friar Khan 22:47, 1 October 2007 (UTC)
- Oh yes! Dwarven boxing too! I'd love to knock someone's lights out! XD -- RavenJWolfe
- yeah i thought about this as well but not just for polymock but also dwarven boxing. it could be a random tournament or you could battle your friends from ur guild hall sorta like a scrimmage.
Headgear with Item's Attribute
- → moved from User talk:Gaile Gray
Seeing that we now have headgear for multiprofessions that have "Item's attribute +1", I was wondering if the old headgear will ever change to that. Every time I craft prestige armor, I have the issue of "which attribute do I want to craft". I love the fact that all the existing armors were changed to have inscription slots. I think the "Item attribute +1" for the existing headgear would be GREAT! Besides, I was thinking about crafting a new mask for my mesmer because I bought the 15k Primeval Domination mask, but now I want Illusion, and was wondering if I should wait and save my money. Thank you for your contributions Gaile! =) Giangn626 13:15, 1 September 2007 (UTC)
- That's a really good question, and I'll want to ask that next week, when we're back in the office after the holiday. It brings to mind the questions we had about armour and weapons and the "add-able" attributes for each. As you know, in each game there are new mechanics and new elements, like inscriptions, insignias, even such things as Favor of the Gods, Alliance Battles, etc. Sometimes these mechanics or features are introduced into or interact with all campaigns, and sometimes they pertain to just one.
- I will also be interested to know if this headgear form is going to be cross-campaign or GW:EN only. I'll let you know when I find out. --Gaile
17:14, 1 September 2007 (UTC)
- Thank you very much Gaile. I will be checking back for your response. =) Giangn626 05:10, 2 September 2007 (UTC)
- According to John, our "items guy" at the current time, there are no plans to retrofit the old campaigns with +1 properties for headgear. It's doubtful that we’d go back to add that property because so many headgears in the past were flavored to specific attributes. For example, John points out that having that statistic on the Elementalist’s Pyromancer Aura would feel really odd. The +1 was added on the new unique headgears for flavor reasons since they are somewhat more generic in their nature. I had figured that this was another example of a "game mechanic" specific to GW:EN, as we have always had certain things that are specifically designed for a particular campaign. I hope that's helpful information. --Gaile
01:04, 6 September 2007 (UTC)
- I think another idea towards this, though somewhat unfeasible due to the work on GW2, is to add generic campaign-specific +1-attribute headgears. Something like Krytan-style facial tattoos, or Elonian veils (as seen on some of the Vabbian models). While not retroactively changing headgear themed towards certain attributes, it adds another option, as well as location-specific themes. --Valentein 03:46, 25 September 2007 (UTC)
- According to John, our "items guy" at the current time, there are no plans to retrofit the old campaigns with +1 properties for headgear. It's doubtful that we’d go back to add that property because so many headgears in the past were flavored to specific attributes. For example, John points out that having that statistic on the Elementalist’s Pyromancer Aura would feel really odd. The +1 was added on the new unique headgears for flavor reasons since they are somewhat more generic in their nature. I had figured that this was another example of a "game mechanic" specific to GW:EN, as we have always had certain things that are specifically designed for a particular campaign. I hope that's helpful information. --Gaile
- Thank you very much Gaile. I will be checking back for your response. =) Giangn626 05:10, 2 September 2007 (UTC)
Not sure if this is quite the place to say this but this is the closest place i have found yet as this deals with the EotN headgear. Recently i tried to obtain some golden rin relics for a dread mask. I spent all afternoon trying to farm them in the Cathedral of flames during temple of the ----ed. When i had to quit and go to my history class i found that in my inventory i had exactly 0 relics. Now i know arena net has always officially banned bots, hacks, and money buying, but i have seen golden rin relics selling for as much as 20k and you need 25 of them to get a mask, so if you work out the math that comes to 500k, FOR ONE HELMET. this to me seems to be promoting bot farming, as this is the only way i could see possible to farm the relics, money buying, as that would be the only way to afford to buy all the relics, or at the very least spending untold numbers of hours trying to farm the relics yourself, which anet also discourages in the form of the helpful little reminders that pop up every hour to remind you that it is time to unglue your fingers from the keyboard. So my question is this if anet is discouraging all of these methods of acquiring the necessary relics how are we supposed to get them? My suggestion is also simple, PLEASE INCREASE THE DROPRATE, because right now the Drop rate<0.0001%. even if anet wants to keep it proportionately as hard to acquire the mask then increase the drop rate and required relics as well. then at least after some time farming we would at least have something to show for our efforts.Kraken20:35, 24 september
Keyboard Shortcuts for Pet Controls
This suggestion is very simple, yet would really be welcome. If you could just type [button] instead of opening a useless panel each time and manually clicking a small icon, it would make a beastmaster's job way smoother. Simply click the foe, type the associated button and voilà. Maybe a "go there" would also be an interesting addition, but it is not the most important (and maybe balance would come into play). At least the three basic commands assignated to a keyboard shorcut would be a much appreciated beginning.90.26.125.239 11:51, 2 September 2007 (UTC)
Title List
Currently, with so many titles in the list, it's selecting a title is becoming quite annoying. You can see the currently slecting title by looking for the 'checked' mark, but when you are looking for a certain one, you have to scroll down carefully reading them all. Now that we may want to quickly change between Lightbringer, Asura, Norn, Deldrimor and Vanuguard titles, there are mainly three suggestions to facilitate that:
- Move the currently selected title to the top of the list. So anytime you hit [H] you don't have to scroll the bar all the way down.
- Add a way to sort them out, much like skills can be sorted: PvP/PvE, Account/Character, Rank, Maxed/Not maxed, Alphabetically, etc...
- Add a purple fourth 'bar' like the Health, Energy and Experience bar, that is shown when you selet a title and is hidden when you have no title selected and can be Ctrl-pinged.
The two latter suggestions are quite known. The first is mine and I think would be much easier to be made than the other two. MithranArkanere 16:03, 2 September 2007 (UTC)
- yeah wow >< so much clutter on my primary :\ I have a ton of titles with just a few points in them and it's really annoying trying to switch between norn/asura/dwarve/ebon vanguard titles constantly --Lou-Saydus
22:34, 5 September 2007 (UTC)
- Maybe a roll up/down arrow like in friend list that split active title from inactive. Pop up menu to move them from any of the 2 category. That functionality is already in friend window, it should not be too much work to copy that functionality over to the title window. --Bob 16:25, 15 September 2007 (UTC)
- yeah wow >< so much clutter on my primary :\ I have a ton of titles with just a few points in them and it's really annoying trying to switch between norn/asura/dwarve/ebon vanguard titles constantly --Lou-Saydus
Account-Based Treasure Hunter and Wisdom Titles
Gaile, I have a request that I think you and the design team should consider, that is making the Treasure Hunter and Wisdom title account-based and not character based. Originally, these titles were just cool non-functional titles that displayed pretty much how much you played in general or how much you chest ran. Since I, up until about 2 weeks ago, played my 10 PvEs almost equally, I had level 1 or 2 Treasure Hunter and Wisdom on some of these characters. This wasn't a problem with me until these titles became a functional advantage to have a high rank. Now, I can't get the maximum benefit from all those chests opened and all those golds IDed because of a decision I made (to open chests and ID golds on multiple characters) that wouldn't penalize me at the time I made those decisions, but now it is penalizing me when compared to the player with 1 primary character.
I think you all should look at this, because it seems the Guild Wars mottoes are that you can't ever make a permanent mistakes, and that you can play every profession without having to spend an excessive amount of time on each one. Secondly, all titles that confer real in-game PvE benefits are either account-based (Lucky, Kurzick/Luxon {for alliance and skills}) or have had functional benefits since the inception of those titles (Norn, Asura, Ebon Vanguard, Deldrimor, Sunspear, Lightbringer). If implemented, this would really help the majority of GW players who spread out their game time on different characters. Thanks in advance for your consideration.
Windtalker 04:41, 5 September 2007 (UTC)
- I understand the request, but let me point out that other things could be said to fall into the same category, including Drunkard, Sweet Tooth, Cartographer, and other titles. I'm sure that each title was considered by the designers and weighed as to "Should this be account-based or characters-based?" I can certainly ask about these -- as I have before -- but I don't anticipate a change in how the titles are tied.
- Incidentally, I have never heard us state a motto or promise that "you can play every profession without having to spend an excessive amount of time on each one." (And obviously, you can make permanent mistakes. Like chasing innocent bunnies with a Survivor character. ;) ) Titles are, in large part, given precisely for spending a great deal of time working at certain aspects of the game, such a map exploration, item identification, etc. I play a lot of professions, and I have always felt that I was knowingly making a choice that would result in some gain and some loss for me, just as those who chose to play only one char would have some gain and some loss. For example, with each campaign, I did not bring my existing character to the new campaign and carry on. I started a new character, both professions in each campaign, in fact. That means, obviously, my attainments are spread across many characters throughout the three campaigns which in turn means I'm sort of out of luck for a lot of titles and a lot of the high-end armours. However, the payoff was that I got to experience the new professions at depth, and play the games with characters "from their native lands," so to speak.
- So again, I can ask about the titles, but I think it's important to say that they are designed to be, in many cases, difficult to obtain and prestigious to display. Having a Level 1 character displaying a Wisdom title, simply because it's on the same account as the character that actually attained the title, seems a little odd to me. --Gaile
08:10, 5 September 2007 (UTC)
- Ya should have done like i did Gaile. Connect all the campains and buy some extra character slots. I got 11. 1 of each proffesion and one extra for pvp. Its a good thing i did too, gave me loads of skills for my heroes. *grins* DBZVelena | (Talk page)
10:48, 5 September 2007 (UTC)
- Ya should have done like i did Gaile. Connect all the campains and buy some extra character slots. I got 11. 1 of each proffesion and one extra for pvp. Its a good thing i did too, gave me loads of skills for my heroes. *grins* DBZVelena | (Talk page)
- The fact Windtalker states here is part of a more general problem, imho. I do really like the variety of character classes and skills in Guild Wars. I appreciate the possibility to play offensive chars, take supportive roles or to do what satisfies me most, called "the mesmering" :D. But I can't do that with only one profession. No warrior could ever be a monk (we all know what that means), no assassin could be an effective necromancer and so on. Hence I actually do have a character for each profession, and each of them has properties I like more or less - and more important I am often fed up with the one I am playing most atm and end up playing another character. So I want to spread my titles all over my account, having my necromancer known as drunkard, my female monk as Sweet Tooth and my mesmer as a legendary survivor. Not to mention that I certainly have no intention to buy each prestige armor set for one single character. With GW:EN ArenaNet introduces the Hall of Monuments and instead of having a hall stuffed out with all my accomplishments like weapons, armor and titles during my entire playing time distributed over ten different characters, I have to deal with sparse halls for each of them. And this is also the very same with the wisdom/treasure hunter title track mentioned above - it is hard enough to even reach the max title track and from this only one character can benefit? Even the "Kind of a Big Deal" track would be no harm if account based - beeing an achievement of the player in Guild Wars in general.
- To sum it up: I would love to see achievements recorded account based, individual titles staying individual. I mean something like that only one character is Drunkard, Sweet Tooth etc, but all of my chars have the "Kind of a Big Deal" track raising. I don't even care if doubled titles won't count (e.g. two survivors count as one maxed title).
- I think this would be a good solution because I believe the game designers mixed up different aims: the "Pimp-My-Char" attitude well known from other quite famous RPG's and the idea of balanced professions where none can cope the entire game alone - which is what I like so much on GW. So I would appreciate if I were not supposed to stand title grinding with the same character over and over. -- Curse 12:11, 5 September 2007 (UTC)
- Agreed with Windtalker and Curse. Many recent new features strongly reward players that spend all their time on one character and punish those that use several characters. Since there are more and more real effects (instead of simple vanity) of titles, playing a multi-character account is becomming harder and harder. Why push away people who like to experience several classes? --Xeeron 13:49, 5 September 2007 (UTC)
- For me all the other titles have always been okay, but the wisdom and treasure hunter tracks seem to be ill thought out. Titles needing so much effort to gain and giving such a generic benefit are a bit stupid as character based. If you think about it, a player can move all their gold items to one char before identifying them to get the title maxed on one character regardles of which character finds the items. Also, they can move any items that they want to salvage to that character to gain the salvage percentage bonus. Ie the title does benefit the whole account, but to do so it requires the player to use a lot of extra time to gain the benefit. Why not make things easy and the title account wide? --
(gem / talk) 13:53, 5 September 2007 (UTC)
- For me all the other titles have always been okay, but the wisdom and treasure hunter tracks seem to be ill thought out. Titles needing so much effort to gain and giving such a generic benefit are a bit stupid as character based. If you think about it, a player can move all their gold items to one char before identifying them to get the title maxed on one character regardles of which character finds the items. Also, they can move any items that they want to salvage to that character to gain the salvage percentage bonus. Ie the title does benefit the whole account, but to do so it requires the player to use a lot of extra time to gain the benefit. Why not make things easy and the title account wide? --
- I see, too, the problem Curse, Xeeron and (to a smaller degree) Windtalker are talking about. Someone with a single character who has reached Grandmaster Cartographer on the 3 continents and the Master of the North title is going to end with 5 maxed titles (each cartographer, Legendary Cartographer and Master of the North) plus the first rank in the "Kind of a Big Deal" title track. At the same time, someone with 4 characters who reached one Grandmaster Cartographer on each character and Master of the North on another would end with 4 titles spread around, and without any rank in the "Kind of a Big Deal" title rank, despite doing the same achivements the previous player did. I don't think this is fair...
- ...But, at the same time Arena Net cannot make an existing title easier to get without running into problems. For example, if Treasure Hunter were made account-based, the players who maxed that title on two or more characters would feel cheated, as their efforts (reaching the title on the second character) would have been wasted. Are there players who actually maxed that title on more than one character? No idea, but my guess is that it would be only a few. Would the improvement to the game be worth wasting the effort of those few players? IMO it would, but it would be a problem, and it is something that adds weight against the change. A similar problem could be said for making any title more fair for those with multiple characters as opposed to a single character.
- My suggestion would be to create a new, account based title similar to "Kind of a Big Deal" (similar, not equal) counting maxed titles account-wide, as opposed to character-wide. It would then reward those players who play with multiple characters, as opposed to KoaBD, that rewards those who play with a single one. However, is this feasible now, when most of Arena Net is busy making the last post-release improvements on GW:EN and working on GW2? No idea, but it is something I would like to see. Erasculio 14:19, 5 September 2007 (UTC)
Titles are not required, nor are they necessary for game play, they are intended to show those who have dedicated the time. If you play multiple characters, then it is obvious you arn't too concerned of the title, you are more intersted in playing and having fun with the various play styles (nothing wrong with that). Others enjoy have a difficult goal to work toward.....a goal that not many people spend the time to get. I have a primary character, that is my title character, but I also have another 6 characters that I often play, all at various points throughout the game......but my primary character is the one I focus on for titles. Making all titles account baised would throw off the balance of the game.....imagin a level 1 character with a max title, or a legendary survivor title on. Or those titles that apply bonuses.... maxed out.......just wouldn't be balanced anymore. If titles were to be account baised, I might as well quit playing, as I would no longer have anything to work toward. And creating a new character with no goals and all titles completed would be a bummer. Personally, I enjoy the challenge of getting a title Med Luvin 14:37, 5 September 2007 (UTC)
- Med Luvin, you say that titles aren't required, but therein lies the problem. These treasure hunter and wisdom titles confer REAL benefits to a person in-game. I am fine with KoaBD, and whatever else, remaining character based, but at first the treasure hunter and wisdom title had no effect on your in-game abilities, so I made a conscious decision not to go for the title for the title's sake (because at that point that was the only reason for doing it). Now, however, I've lost probably at least 100 lockpicks and broken say 100 items that I might not have if these two titles were not account-based. Gaile makes the point of how it's weird to see a level 1 with Seeker of Wisdom or something, but how is that different from a Lv 1 "Saviour of the Kurzicks" or a level 1 "Illustrious Hero"?
Windtalker 16:01, 5 September 2007 (UTC)
- It's very different. The title is earnt by ONE character, and should therefore affect ONE character, And you have not lost anything by doing as you did, you have simply not gained anything. You were completely expecting to break all those lockpicks as you got the titles on your characters. Just because a good change to how something works doesnt fit with the way you currently play the game, doesnt mean the game should change to fit YOUR playing style. The game was changed to provide more benefits, if you want to recieve them you may have to change how you play the game a little. Don't moan and say you want things changed just because they dont fit with how you play the game. --ChronicinabilitY
16:11, 5 September 2007 (UTC)
- The best thing about GW is that the game can adapt to players wishes. If most of the players want something, why not implement it if it isn't too hard to do? This is the reason why we are discussing here, we want to show the developers what we think and how we would like the game to be adapted. --
(gem / talk) 16:14, 5 September 2007 (UTC)
- Keep in mind that no one is saying all titles should be account based (I'm not even asking to make any current title account based, for the records). The fact is that right now some players are forced to choose between playing how they like to (with many characters) or go for some titles, while others may go for their titles while playing how they like (with one main character). This disparity is the problem - and if a system may be implemented to reward the former without taking anything away from the later, I see no reason for players to complain. Erasculio 16:34, 5 September 2007 (UTC)
- The best thing about GW is that the game can adapt to players wishes. If most of the players want something, why not implement it if it isn't too hard to do? This is the reason why we are discussing here, we want to show the developers what we think and how we would like the game to be adapted. --
- While I sympathize with your situation, there are a few things I'd like to point out. First, it's a PvE title, so it should be by character. It's like that for the same reason Cartographer is char-based. Personally, I wish the Wisdom title was based on gold items you picked up (kind of like the golden eggs for Easter) since many people simply end up buying their title. Second, the biggest reason I see for Kurz/Lux and Fame and all the PvP titles to be account based is because pvp players will probably delete their chars and make new ones so it makes sense to keep the progress; yes people end up FFF faction but you can't leave out those people in AB. Third, there are perfect salvage kits now. And the benefit of being able to salvage multiple things now pretty much just means a little extra gold, if that. Titles ARE NOT required, as Med Luvin said, they simply make you look better. Having a better percentage for salvage or retaining a lockpick IS NOT NECESSARY to play competently. It probably isn't even worth the amount of money you would need to spend to gain significantly from its benefits. You are probably better off, if you want money, on saving it for later instead of spending it on lockpicks, keys, unIDed gold items. Mods are ridiculuously cheap, perfect mods even because of massive farming, HM, overflow, whatever. --141.213.120.72 22:58, 5 September 2007 (UTC)
- Your arguments are all avoiding the point that the Treasure Hunter and Wisdom title confer benefits that heavily, heavily, favor someone who has, say, played 1000 hrs on one char vs someone who has played 1000 hours across 10 characters. My argument presents a solution that helps the people who spread out their playing time and doesn't hurt someone who plays only on one character.
Windtalker 02:35, 6 September 2007 (UTC)
- All the naysayers seems to have missed the primary reason behind this. It is first and foremost a HoM issue. It is very obviously penalising players who split their time and devotion across multiple characters. If my one character has 10 titles and your 10 characters have 1 title each, why shouldn't you get the same recognition in HoM? If anything, I would say the guy with 10 characters deserves more recognition simply because it requires much more effort and dedication to advance ten characters than one character. The solution need not make certain titles account-based. The easiest solution is to have one HoM per account. Yes, it's unrealistic. Yes, it's PvE. Yes, it doesn't make sense. But the HoM is first and foremost a means for a player to both earn some bonuses in GW2 and to show off. How in the world can I show off if my HoM doesn't fully reflect all my accomplishments? -- ab.er.rant
03:36, 6 September 2007 (UTC)
- I could care less about displaying Treasure Hunter and Wisdom title in HoM, i will most likely display other titles. My problem is mainly with the fact that even though I have adventured as much and opened as many chests as some other person, I still break more lockpicks and lose more salvages because I play more than one character.
Windtalker 04:50, 6 September 2007 (UTC)
- Ok, so I was the one who misunderstood your reasons. -- ab.er.rant
06:41, 6 September 2007 (UTC)
- Making treasure hunter/wisdom title, what is Windtalker's suggestion, would have the effect that you can put these titles in HoM, anyway (see all other account-based titles). But Ab.er.ant described exactly my point of view regarding HoM and titles spread over different characters. I don't want to display every single title with every character, but I think, that regarding GW2 my achievements should be considered account-based and this is what the Hall of Monuments should be for - imho, of course ;)
- Well I see, that my point is not exactly the same as Windtalkers, but I also share his opinion that especially the treasure hunter/wisdom title benefit would be more appropriate if made account based. -- Curse 08:44, 6 September 2007 (UTC)
- Ok, so I was the one who misunderstood your reasons. -- ab.er.rant
- All the naysayers seems to have missed the primary reason behind this. It is first and foremost a HoM issue. It is very obviously penalising players who split their time and devotion across multiple characters. If my one character has 10 titles and your 10 characters have 1 title each, why shouldn't you get the same recognition in HoM? If anything, I would say the guy with 10 characters deserves more recognition simply because it requires much more effort and dedication to advance ten characters than one character. The solution need not make certain titles account-based. The easiest solution is to have one HoM per account. Yes, it's unrealistic. Yes, it's PvE. Yes, it doesn't make sense. But the HoM is first and foremost a means for a player to both earn some bonuses in GW2 and to show off. How in the world can I show off if my HoM doesn't fully reflect all my accomplishments? -- ab.er.rant
- Your arguments are all avoiding the point that the Treasure Hunter and Wisdom title confer benefits that heavily, heavily, favor someone who has, say, played 1000 hrs on one char vs someone who has played 1000 hours across 10 characters. My argument presents a solution that helps the people who spread out their playing time and doesn't hurt someone who plays only on one character.
- It's very different. The title is earnt by ONE character, and should therefore affect ONE character, And you have not lost anything by doing as you did, you have simply not gained anything. You were completely expecting to break all those lockpicks as you got the titles on your characters. Just because a good change to how something works doesnt fit with the way you currently play the game, doesnt mean the game should change to fit YOUR playing style. The game was changed to provide more benefits, if you want to recieve them you may have to change how you play the game a little. Don't moan and say you want things changed just because they dont fit with how you play the game. --ChronicinabilitY
- Maybe not for treasure hunter, but for Wisdom, it doesn't matter who identify the item. It's not the character the one that gets the gold item. It's THE ACCOUNT, thanks to Xunlai storage. You can farm gold with all your characters, then buy unidentified rare items wit all of them, yet you have to bring them together to a single character. A PvP character can get the Wisdom title. People already focus all gold items to a single character and then salvage with that character. And that, more than anything, is annoying and unfair for those who identified with many characters before the update. No one forces you to do that, but everyone has to do that if they want to use the title's benefits. Even if the title is not account based, the highest tier in the account should be used for all the characters. Want to make it really 'character based'? Make it increase by PICKING a rare, not by identifiying it. Otherwise, make it account-wide, or it would be insanelly senseless and unfair. A white miniature you already got 4 times does not compesate unfairness like this one in titles for 'Devotion' players. MithranArkanere 14:50, 13 September 2007 (UTC)
- The argument of a level 1 with the wisdom title track seems to make as much sense as a level 1 in presearing with the Luxon title track. So many of the titles in the game are biased towards players who have a main character. I have several characters and play them all at different times, the only titles I "work" to get are the Race factions ones due to their in game benefits. I don't bother opening chests for this title because I know in a weeks time I will be playing another character and they will have to start from 0 again with the chest record. Not really fair to me when I may have opened more chests than another player, but because they play only the one character they stack everything onto it. Now that we have Kind of a big deal title track and titles transfering over to GW2, not to mention the Rainbow Phoenix, people like me who love guild wars and playing a diverse range of characters get less. Dancing Gnome 18:00, 13 September 2007 (UTC)
I have 5,000+ hours playing GW and up until Arenanet said titles would unlock things in GW2 I wasn't interested. I have played GW from day 1 and now I find if I don't have titles I will miss out on GW2. This I find totally unfair for those like me that have no interst in titles but now have to go get them. -- (Lando / talk) 16:31, 15 September 2007 (UTC)
- I wonder what you feel you will be missing out on in GW2 without titles from GW. The carryover from GW to GW2 won't be something that affects gameplay, or that makes your characters stronger or better or more powerful. Nearly all titles are simply a point of pride, but really don't have an impact on the game mechanics in any way. So if titles aren't an interest in GW, don't feel obliged to get them as we move towards GW2, for there is really no obligation or any essential "need" to do so. --Gaile
16:42, 15 September 2007 (UTC)
- Thank you Gaile for clearing that up for me :) I must admit I listened to rumour about what was being carried over to GW2. --
(Lando / talk) 09:54, 16 September 2007 (UTC)
- Come on Gaile.. we all know pride is everything =P. Yea sure the hall of monuments was created to make it seem like we weren't wasting our time with playing guild wars now, with guildwars 2 in the making. We're all grateful for that. I think however, that most of us would be more grateful if you implemented some way of making us feel like we weren't wasting our time by fully experiencing the wonderful variety of professions offered by the game, esp now that the HoM only recognises the Kind of a Big Deal track now from the pve line.
- Personally i think that only the: skill hunter,cartographer, vanquisher, survivor, guardian, defender of ascalon,and north master(ie all the campaign specific titles) should be left character based because these titles are progressed by actually "adventuring" with your character, while the others seem to be to just be grind and if you want as much title for your time you wouldn't grind with 10 characters... Anyway thanks for hearing us out gaile, Im sure you'n the devs will do wat you think is best, but if you do implement it I promise ill buy 3 extra char slots ;].--WikiWu 23:34, 16 September 2007 (UTC)
- Ps i find it highly pleasurable to trash talk lvl 20 characters with my lvl 1 gladiator xD--WikiWu 23:44, 16 September 2007 (UTC)
- Thank you Gaile for clearing that up for me :) I must admit I listened to rumour about what was being carried over to GW2. --
I have 9 PvE characters, but because GW:EN lets you grind your titles to make them better, its obvious that people with 1 character have a huge advantage. on the GW 1 box there is a sentence and goes like this: 'You'll prove your worth with every battle as skill, not hours played, decides your fate'. yeah right, GW:EN is just a grindfest and with the +1 bonus is takes ages... account based? yes please.
I know this has been said over and over again but it's just absolutely frustrating that I'm CONSTANTLY stuck with 1 profession. Here I thought that Guild Wars was supposed to be a really balanced game but with such feature, it absolutely limits certain players from enjoying other professions. I for one would really love to try out using most of the profession and be proficient with them in PvE play but such titles that requires an Ungodly amount of gold to achieve is absolutely ridiculous. It forces us casual players to stick to one profession in hopes to achieve the max title. What I propose is, so not to undermine the achievements of more hardcore players who has been with Guild Wars ever since the beginning - as I for one just recently fell in love after the release of Nightfall so new players alike are at a disadvantage - to turn it into account base but raise the cap of such title. Therefore minimizing the aggravation of hardcore players and ensuring that the newer/casual players a sense of gaming that is unparalleled and incomparable to other MMORPGs by giving us more freedom in diversifying our game style. Also I suggest that you include more character based titles such as the lightbringer, sunspear, asuran etc. titles that are easily grind-able. I understand that what the developers are thinking but they also have to think about us casual gamers. We all feel like we're loosing out on the great experience that guild wars can offer. Renin Friday, October 6, 2007
Drunken Effect Icon
Now that some skills use the drunken status as a condition to change its behavior, we players that cannot play with the Post-processing graphical option have no way to know whether we are drunk or not. So a 'drunk' effect icon would do the trick, and make the alcoholic drinks match the food and other consumable stuff. I bet the game client just needs to 'read' the order to show the blurring, and add one effect icon depending on the grade of drunkenness. MithranArkanere 16:03, 2 September 2007 (UTC)
- Yes please. I have hesitated to use all my alcohol for the Drunk title, for fear of wasting some. I would love to know for sure "When I'm drunk" and "When I'm not drunk." Just like with the Sugar rush "Effects." It would work perfectly I think. -- RavenJWolfe
15:36, 4 September 2007 (UTC)
- I would justl ike to ping it during a gvg :P "Thunk i had *Hickup* a lil to much..." Anti
Better Skill Sorting
With the addtion of more and more PvE skill I found that checking the non-PvE skill lists and looking for a certain skills is getting more and more annoying. So I suggest to add a second sorting button, to refine the skill sorting, and some new options. The new options would be those four:
- PvP/PvE: Self explanatory.
- Target distance: Touch, self, half casting, casting, entire party, ...
- Effect range: Touch, Self, adjacent, nearby, in the area, within earshot, party, spirit, radar, entire area...
- Alphabetical
Why the alphabetical? Simply to disable the second sorting button if you do not want to use it. By selecting 'alphabetical' in the second button, the skill list will look exactly like now.
The first button would sort skills under the tags and the [+] symbol. Exactly like right now. The second won't. It would just affect the order, without adding tags. So it won't look like a tree. That would be annoying and would increase the height of the lists. Whit this, you'll be able to, for example:
- Sort by elite/non elite, and then by profession, to check all the elites you are missing in Priests of Balthazar.
- Sort by PvE/PvP, and then by Profession, to check if you have all the non-PvE skills of that profession.
- Sort by range, then by Attribute, to seek all the touches or all the 'half casting range' skills of that attribute.
- Sort by Cost, then by Attribute, to seek all the 5Energy skills of that attribute.
- Sort by Distance, then by range, to seek all the self casted skills that affect adjacent creatures.
- Sort by Type, then by attribute, to seek all the melee Strength bases attacks, or all the Expertise stances, or all the Mysticism Enchantments
- Sort by casting time, them by recharge, to seek the fastest skills.
And much more. Since it would be just a completely client-side option this will add absolutely no lag, just some trouble for the UI guys.MithranArkanere 16:03, 2 September 2007 (UTC)
- I like this suggestion and hope it gets some attention!--Seth Crimsonflare 19:03, 9 September 2007 (UTC)
Save Our Hands
XD. There are three processes that are a pain (literally) to our hands:
- Holding Ctrl and Alt... specially when you are already sing the WADS. You have to hold Ctrl and Alt with the small finger and the thumb, and use the other three fingers to use the other keys. In my keyboard, that hurts.
- Identify items. So many clicking is not good for metacarpal tunnel syndrome. Well, it's good for the syndrome, but not for our hands.
- Buying materials.
To help easing that pain, three things could be done:
- Add a 'make Ctrl and Alt toggle buttons instead of hold buttons' option to the general tab, and then they will be able to toggle showing enemies and allies without having to hold two buttons all the time, just hit once to show, and once to hide.
- Make it so by golding 'Shift' the client uses again the last Identify or Salvage kit (until it is consumed, of course). So instead of Double Click, Click, Double Click, Click, Double Click, Click, Double Click, Click... you just Double Click, Shift-Click, , Shift-Click, Shift-Click...
- Add a 'quantity' number box the the material traders much like other the merchants have. But the materials won't be bought instantly. The buy button would change to a 'start buying' option, and a new 'stop' button would be added. After you input a number, the client would automatically start buying the materials one by one with the speed the server allows, without you having to click and click and click. It you had a mistake, you can hit stop anytime during the process.
MithranArkanere 16:03, 2 September 2007 (UTC)
- I would prefer a "Identify all" option from each merchant at a fixed price per identified item. I do like the other suggestions a lot.Coran Ironclaw 19:53, 5 September 2007 (UTC)
- Here are some workarounds to try if you're having trouble in the meantime:
- Control Panel->Accessibility Options->Keyboard Tab. Check 'Use StickyKeys'. Click Settings, select 'Use shortcut' if desired (allows you to turn the feature on and off without having to return to the control panel), check 'Press modifier key twice to lock', uncheck 'Turn StickyKeys off if two keys are pressed at once', uncheck 'Make sounds when modifier key is pressed', Check 'Show StickyKeys status on screen' if you want; you'll only see it if you play in a window. Upon entering a town or explorable, press Ctrl twice and Alt twice. Done. Names of everything will be displayed the entire time you're in the area. No holding the keys. You will experience some issues:
- If you press Ctrl or Alt, it will turn them back off and you'll need to press each one twice to turn it back on.
- Although Ctrl and Alt will still be held when entering a new area, the game will not respond. You'll need to press each once to turn it off, then press it twice to turn it back on.
- Remember, Ctrl and Alt are always held down after you press them twice, which has implications. For example, you can't type anything in chat. You must turn them off, type, then turn them back on.
- Most mouse software these days has a method to map a button to double-click. You can also try MouseKeys under Accessibility, which will allow you to double-click using the + key on the numeric keypad. -- bcstingg (talk • contribs) 16:39, 13 September 2007 (UTC)
- Control Panel->Accessibility Options->Keyboard Tab. Check 'Use StickyKeys'. Click Settings, select 'Use shortcut' if desired (allows you to turn the feature on and off without having to return to the control panel), check 'Press modifier key twice to lock', uncheck 'Turn StickyKeys off if two keys are pressed at once', uncheck 'Make sounds when modifier key is pressed', Check 'Show StickyKeys status on screen' if you want; you'll only see it if you play in a window. Upon entering a town or explorable, press Ctrl twice and Alt twice. Done. Names of everything will be displayed the entire time you're in the area. No holding the keys. You will experience some issues:
- Here are some workarounds to try if you're having trouble in the meantime:
Ward and Well Colors
When you use wards or wells in PvP, they get colors that correspond to your team color. In PvE, they are all red. There is no way to know which wards and wells are made by your party members. Specially with wells. Wards and wells created by party members should have the typical 'blue color' we see when capturing things in PvE. Aditionally, allies could have either the same blue color or their won green color. Red should stay for enemies. MithranArkanere 16:03, 2 September 2007 (UTC)
Guild Leader/Officer Tools?
- → moved from User talk:Gaile Gray
One thing that has annoyed me a lot lately, is the lack of tools for the Guild Officers, Guild Leaders and Alliance leaders. The game is called "Guild Wars," yet focuses a lot more on standard PvE and PvP more than anything else. The tools are currently limited to Guild Chat, Guild Announcement, Scrimmage, GvG & Recruiting. Some ideas for additional GUILD functionality... track Faction donated per member, allow guild leader to attach note's to member's names, allow a scheduling function to remind players of an upcoming Guild Events, identify WHERE guildies are at at all times (e.g: Kamadan, Nightfall), extend guild size so guild leader's don't have start 'overflow' guilds, provide other games for in the Guild Hall. These are just ideas, but you get my gist. User:Ochimaru 13:14, 2 September 2007 (CST)
- I do not know that we will be making changes to guild support for Guild Wars. I can certainly ask about this, but at this point, the best place to put this would be the Guild Wars or Guild Wars 2 Suggestions pages off of this page. Thanks! --Gaile
19:06, 2 September 2007 (UTC)
If I could have just ONE tool for the guild... the most useful thing would be a transferable Alliance-only item(s), such as a crown or trophy. It could be used for many different purposes such as scavenger hunt, hide & seek or designating the "king of the hill" for 1v1 in the scrimmage battles or alliance/guild tournaments. As you can see, there would be a wide range of uses for such an item. It could possibly be summoned/created by the guild leader using a /command much like /bonusweapons. The item does not need a bonus. Just something simple, possibly similar to the event items. User:Ochimaru 00:07, 11 September 2007 (CST)
- Guild Storage
- Allow the guild to have it's own storage facility, with guild options on items in storage. Storage in the guildhall will be managed by the officers, or ever permissions
- assigned separately from officers.
- Items can have two settings, loanable and giveable.
- Loanable items can be loaned to guild members, as such it's not upgrade, theirs to trade or sell. if they leave the guild it goes back to the guild storage.
- Giveable items can be given to guild members, theirs to upgrade, trade or sell as they please.
- All this will of course run on items and gold from the guild coffers. Maybe having a portion of cash from sales at the guild traders go towards your guild would be nice as : well.
- To encourage donations to guild you can link donations to your guild to the luck title track.
- Guild events management
- Allow guild to create events. This means events within the guild hall with decoration and minigames, spawning of random dungeons with random mobs according to preselect,
- scavenger hunts. Of course all these have to have prizes which can be allocated to winners, people that complete quests etc etc, all of course linked to the guild storage
- :)
- Guild quests and missions
- Having system missions and quests for guild to perform, think of it as GVE. This way you can raise funds for the guild, gain additional traders and/or above mentioned
- storage
- Well that's about it for now.
- bain 15:26, 28 September 2007 (UTC)
Special Town/Outpost Appearance for Friends
Hello Gaile, I'd just like to repeat a suggestion I made a while back in-game.
It would be nice if people on our friends list stood out when in the same district of an outpost, in a similar way to the guild tag of guild and alliance members. I'm sure we all have a lot of people we keep in touch with who are not in our guild/alliance, and this would be a great way to make it obvious when you are randomly in the same place, or just to find each other easier when teaming up.
Thanks for listening :) Biscuits
12:14, 3 September 2007 (UTC)
- I read this very suggestion several times in different forums. My 'final' version was this, in order of preference:
- Gold for guild members.
- Silver for alliance members.
- Bronze for friends.
- Grey for ignored.
- The client has already the data in the Guild panel, and the friend list. We already see alliance mebers in gold. The client would need only to chech the guild roster, and put silver those that are not there. In the case of friends and ignored with no guild tag, thoy would have a [friend] or [ignored] instead, since there are no guild tags with more than 4 characters. MithranArkanere 18:31, 3 September 2007 (UTC)
- This is one of those small things that would just make the game better, I just hate looking for friends in full districts! Or just the pleasure of spotting a friend that you didnt know was in your district. Anti
Polymock Menu
I think it would be a cool thing to have a menu for the character's (registered) Polymock pieces. At the very least a simple listing of which ones you have, and maybe the ability to see each form's skill-bar as well. Perhaps put it on the Hero Panel somewhere? :) Capcom 21:06, 3 September 2007 (UTC)
Hall of Monuments Display
Right now the way to display trophies / heroes in HoM is very cumbersome. We need a better way to order the statues or clear them.
- Yes. Please. Something like this:
- Slot one: click. Choose in a list (like the hat maker one).
- Slot two: click. Choose in a list.
- Slot three: click. Choose in a list.
- Etc..
- You selet and item that is in other slot, and that slot becomes empty.
- That way we could show the titles, miniatures and heroes we want, not the ones the system allow. I tried hitting and hitting again ,and I always get Koss, Norgu, Goren, Master of Wispers, Morghan or the Animal in any combination, and I don't want to show them. I want Melonni, Jin, Tahlkora, Zenmai, Margrid, Sousuke, etc... MithranArkanere 23:23, 4 September 2007 (UTC)
- I second the need for a better method to select which achievements to display. Using the rotation button, you might not get the five that you want, and if they are, sometimes you want them displayed in a different order than they stand. --Thervold 18:44, 18 September 2007 (UTC)
Mini Thoughts and other rants
- → moved from User talk:Gaile Gray
I had a thought that I am sure has been thought of, but I wanted to put it out there. It would be very cool if mini's could interact with each other in town. So that when they get with in a certin proximity of each other the mini's would duke it out......no hit points or health, just go through the fighting animations against another mini.
Titles.....I love the titles, and would like to see more titles. I would also like to see small little perks for some of the maxed titles, giving players little incentives to acheive them. I.E. -legendary cartographer....since you know all the land, your movement could receive a 5% bonus. -Kind of a big deal , people know mw, max titles.......a unique emote -Legendary protector +1 to damage or +1 armor Nothing much, just little bonuses while the title is equipped......I really like how NF, and GW:EN give bonuses with the title, and it would be cool to apply those bonuses to older titles......give people a small perk for acheiving the maxed titles (I am nearly out of missions and quests across all 4 games, with only 4 left in the first 3 games, and what is left in GW:EN.......titles is all I have left to work toward, and already have 14 of them maxed out)
Pollymock tourny vs other players
Guild hall service......I would really like to see some new guild hall services. -A Guild Hall Storage Chest that can be accessed by the guild -Sparring partner, or mini arena in the guild hall that would allow people in the hall to spar against each other for the purpose of testing new builds or build combinations -Zoo keeper, a NPC that could manage all your mini pets......I have one character dedicated to mini pet storage now, and since they are customized through the hall of monuments........they really need a home -Festival hat maker in the guild hall It would be very usefull for the guild leader to be able to place the NPC's in the guild hall, or to move them around......but that seems like alot of code writing, and may not be too practicle.
Auction house.......It's all been said before
New random outposts & missions across the land, just little updates here and there, maybe a town or two in unused areas.
Love the new "style" armor items, It allows us to customize our characters that much more. Look foward to seeing more in the future!
I love the game as does my wife, it is the game that got her hooked on games! Keep up the great work.
Med Luvin 15:08, 4 September 2007 (UTC)
- We all would love an auction house, but it will come at best only with GW2
- More guild hall stuff would be cool
- A BIG NO!!! to adding even more perks to