User talk:Gaile Gray/Guild Wars suggestions
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[edit] Please More Weekend Events for Us PVE people
It seems the fun weekend events are mostly aimed towards the pvp, ab, gvg and hero battle folks, hey us die hard PVE players love surprises and bonus weekends too. If you look back over the weekends I bet you will notice the balance is not there. So Hey, how about us? Thanks Failend Bhallach Failend Bhallach 10:52, 16 April 2008 (UTC)
- Untrue. For PvP you have double RA/TA, GvG, HB, HA, AB or Tournament points. For PvE you have Greens, skill cap exp, Dyes, mission exp, dungeon chest drops, double PvE faction points, Double vanquishing rewards, etc. And not to mention, you get a lot of events (Halloween, Wintersday, Dragon Festival, St. Patrick's Day, Easter, GW Anniversary etc.). Weekend events are balanced out between PvP and PvE, and if not, it's PvE that gets more attention. Your judgment may be clouded because the recent weekends where aimed at PvP, however PvE got St. Patrick's day, Easter and the farewell party for Gaile in short amounts of time, remember? — Poki#3
12:18, 16 April 2008 (UTC)
- Holiday Events don't count, since that's for everyone. I think they're talking about double points for things like Norn or Sunspear title tracks, allowing players to build up their titles faster.Tashiro 20:44, 6 May 2008 (UTC)
- Semi-wrong. Players don't drop Birthday Cupcakes upon death. Fireworks are not set up in the Great Temple of Balthazar. Although there are some things if interest for PvPers, holiday events are mainly PvE oriented. Also, even if you won't count those, the Balance is still pretty even. — Poki#3
23:16, 6 May 2008 (UTC)
- Semi-wrong. Players don't drop Birthday Cupcakes upon death. Fireworks are not set up in the Great Temple of Balthazar. Although there are some things if interest for PvPers, holiday events are mainly PvE oriented. Also, even if you won't count those, the Balance is still pretty even. — Poki#3
- Holiday Events don't count, since that's for everyone. I think they're talking about double points for things like Norn or Sunspear title tracks, allowing players to build up their titles faster.Tashiro 20:44, 6 May 2008 (UTC)
Here is a list of weekend events http://wiki.guildwars.com/wiki/Weekend_events and special holiday events http://wiki.guildwars.com/wiki/Special_event Med Luvin 16:11, 16 April 2008 (UTC)
- It seems about evenly balanced, regardless of whether you consider AB as PvP or PvE. --
Alaris 18:28, 16 April 2008 (UTC)
What about Special PVE events? maybe throught the hall of monuments we could get glimpes into some of the things that happen pre GW2, with a special weekend event that uses an existing area with speical monster spawns and a boss to fight, or series of quests about a boss?
[edit] Change Character Select Screen
- It'd be nice if we were able to see the old Prophecies/Factions/Nightfall CSS, for nostalgia value at least. I miss the old music and scenery. --Chiaro 02:13, 17 April 2008 (UTC)
- Was already suggested. Please move along. — Poki#3
14:11, 17 April 2008 (UTC)
- How about change the Login screen according to season? I mean, summer is coming up, and I see all that snow? It's depressing! How about like, make 4 different versions, one for each season. Now that would be cool! --ChristopherRodrigues 23:50, 5 May 2008 (UTC)
- It doesn't even need to be based on campaign; region-based, perhaps? Any of the Shiverpeaks location fits the winter theme, and the Crystal Desert can be used for the summer. → BROWNSPANK 06:32, 8 May 2008 (UTC)
[edit] Paragon Shout Time Limitation
For Paragon shouts that tend to cause problems in groups of lots of Paragons, I suggest adding an effect to them that prevents characters from being effected by the same shout within a certain amount of time. (So, for example, Incoming!, might prevent anyone effected by the shout from being effected again for something like 10 seconds.) A similar effect for echos might involve having them only having their effect every second, 2 seconds, or so if they cause problems.Tambora 01:04, 18 April 2008 (UTC)
- User:Isaiah_Cartwright/Paragon is the
wayplace to go. — Poki#3
01:10, 18 April 2008 (UTC)
[edit] BMP weapons for PvP characters
Hey, you know what would be cool? If my monk could use a Tengu Staff without going through the grind of getting to level 20 and buying tons of skills (yep, she's a PvP char). I'm probably not alone in thinking that adding Durmand the Historian and those scribe guys to the Great Temple of Balthazar would be a treat! :D - The larry 13:37, 18 April 2008 (UTC)
- You would still have to get the weapon mods. IDK... Not a bad idea in a way, but having some skins PvE exclusive isn't ether. — Poki#3
14:15, 18 April 2008 (UTC)
- They would have the same problem as PvP Chest rewards: they would need mods. There are rune traders in PvP outposts, but not weapon upgrade traders. So the change is atill needed, regardless of BMP NPCs getting added to the Great Templo of Balthazar or not. So one reson more to make such addition would be nice. Mith
Talk 14:17, 18 April 2008 (UTC)
- Just seems like there's no incentive for PvP players to get the BMP since ATM there's no way for them to even trade for them or move them around before customization. --
Alaris 14:25, 18 April 2008 (UTC)
- So just buy the mods with a PvE char and put them in storage... - The larry 16:05, 18 April 2008 (UTC)
- Just seems like there's no incentive for PvP players to get the BMP since ATM there's no way for them to even trade for them or move them around before customization. --
- They would have the same problem as PvP Chest rewards: they would need mods. There are rune traders in PvP outposts, but not weapon upgrade traders. So the change is atill needed, regardless of BMP NPCs getting added to the Great Templo of Balthazar or not. So one reson more to make such addition would be nice. Mith
[edit] Hall of Monuments and Name Transfer to GW2
First off, let me say welcome to the wiki and hope you enjoy your work at Anet. On to the topic...it has been stated that the Hall of Monuments, as well as allowing for the transfer of "accomplishments", will allow us to transfer our player names to GW2, or at least to reserve names. I, and many other people I know, do not like the names of their primary characters, but spent too much time and money on those characters to use another for the HoM etc. Do you know, or could you ask, possibly, and see if the option will be there to reserve a name different from that of your character? Obviously, reserving a name already given to a GW1 character would be unfair, but... In short, will the HoM allow you to reserve a name different than that of your character name? I think this would make many people happy and also it wouldn't hurt anyone else IMO.
Windtalker 17:40, 19 April 2008 (UTC)
- If you want to reserve a different name, just make another character with that name. The way name reservation in GW1 works, is that the name of any character you make is still reserved for your account for a period of time (a week I thing, but don't quote me on this). I'm pretty sure that in GW2 name reservation will work that any character name already used in GW will be automatically reserved, and by linking your GW account to your GW2 account, you'll "unlock" those names for your usage. Your GW2 character, will still be regarded as a descendant of character X, but that doesn't mean he has to be named X. I don't see any reason why he can't be named Y, Z or ABC even. — Poki#3
18:39, 19 April 2008 (UTC)
Name your character right the first time...sheesh. Or do what Poki said.
- Slightly unrelated: can the HOM be modified so you dont have to be the same as everyone else (must have elite armour) or the destoryer weapons. If my GW2 char is going to get bonuses from her ancestor, shouldnt it be the way i played the ancestor not the way that cookie cutters everyone else. after all, if my char looks the same as heaps of other chars by way of her armour, she wouldnt be mine and its not like getting standard armour is always a cheap and easy effort either. (neko138) /rant
- Man when I buy GW2 I'll try to avoid any Name-like contact with my previous account, because I hate my warrior's name! God, I want to change my freaking name! Ninjas In The Sky 19:46, 11 May 2008 (UTC)
[edit] In Game Mail Service
Away to send Item money message to people when they are not around you or off line.
[edit] DVD Backup and Restore
It will be nice to guild wars would be able to make a DVD backups for me of itself so if for some reason I have to restore Guild Wars I will not have to download allot of patch that I had before. This will make it easier of people how have dial-up and could save bandwidth on the server if people keep regular backups. It will make it easier to ass Guild Wars to another PC also so what have to download so Meany patches. (also a ideal for GW2)
- If you'll take any of your installation DVDs you'll find the GW.dat file there. Simply copy the whole CD to your hard drive and replace the GW.dat that was on the DVD with the patched GW.dat you have in your game folder and presto. Furthermore, if you reinstall the game with that, the file will be neatly repacked and obsolete files will be removed. — Poki#3
05:12, 20 April 2008 (UTC)
[edit] Touch Ranger
This thing has been around forever, it's the cockroach of GW. I'm sick of Anet only making updates that balance GvG, HA and HB, while almost completely ignoring RA, TA and other "low-end" PvP. I think the Touch Ranger should be changed in this way:
- Make Dodge and Zojun's Haste end on touch skills, honestly how are you supposed to dodge something if you're touching someone?
- Make Vamp Touch and Vamp Bite have 8 sec recharge with 10 en cost(Or something similar). This makes them useful for Necromancers, while stopping Rangers from spamming them.
For these reasons:
- RA and AB are where new players learn to PvP(Most of the time). Touch rangers make this experience unpleasant.
- Not all "good" builds have a way to counter the touch ranger, and it works against any type of enemy.
- You guys said yourselves, on the very box of the game that it will be "your skill that determines your fate". Obviously it doesn't take much "skill" to spam 2 skills over and over again.
- The build maintains constant block, while the Ranger runs around with 100 vs elemental, making them very difficult to kill in disorganized PvP(RA, AB, CM's)
I'm not looking for a flock of people to flame me on how i'm a noob for complaining about the Touch Ranger, i'm looking for Anet to do something other than only pay attention to GvG, HA, and HB.--DNA 04:41, 20 April 2008 (UTC)
- Touch Rangers? Umm... I think you didn't play GW in a year or something like that. Instead of nerfing builds (and it looks like people had a bit too much of that recently) you should learn how to counter them. For Touch Rangers it's kiting and caster hate. Same thing goes for Escape Way. EW is a good build, but is it overpowered? No, it has weaknesses like everything. Proper shutdown and spirit killing take care of it. If anything for me seems too powerful it's Ranger Spikes, though I'm sure it takes a lot of coordination to make that as affective as it is. PS: I haven't seen a single Touch Ranger in RA in months... — Poki#3
05:25, 20 April 2008 (UTC)
- You're not listening, poki. I said it presents a problem for new players. One could counter it just fine on their own, but in RA you have to constantly run from these buggers and newer players don't know how to deal with them. How am i supposed to pressure their monk if one of these things is contantly on me and i have to kite the entire time? You can cripple/snare them, but that doesn't last forever. And caster hate doesn't work since only one of their skills is technically a spell.--DNA 15:44, 28 April 2008 (UTC)
- PvP learning curve is VERY steep, and nothing will change that. Again, Touch Rangers are not a problem at all. — Poki#3
16:07, 28 April 2008 (UTC)
- You're also forgetting that a lot of new players will use cookie-cutter builds like Touch Rangers until they learn the game. --
Alaris 16:49, 28 April 2008 (UTC)
- Stop complaining. Be creative. Use Seeking Arrows and Pin Down, or run Crippling Shot.
- You're also forgetting that a lot of new players will use cookie-cutter builds like Touch Rangers until they learn the game. --
- PvP learning curve is VERY steep, and nothing will change that. Again, Touch Rangers are not a problem at all. — Poki#3
[edit] Replacement Henchmen?
Formerly entitled: "Would it be possible to add a Henchman of the same class of people who are disconnected or leave the instance?" but shortened to fit the page better.
I personally like to play with other players whenever possible, but I have found that there have been times that we have made a pick up group then someone is in a lightning storm and loses power or their child need to eat, or whatever and has to say "sorry gtg bye" then leaves. Even if they were replaced by a henchman of their class that would be a boon to those of us who are left behind.
- Not all areas have henchmen of the same profession... for that matter, not all places have or allow henchmen at all. Exploit potential and general designer problem minefield. — Poki#3
17:26, 21 April 2008 (UTC)
- Or replace by the henchmen that most closely approximates the function of the member lost. Monk or resto rit replaced by healer. W/D/A/P by some melee'er. And so forth. No need for perfect match, something is better than nothing. --
Alaris 23:08, 21 April 2008 (UTC)
- would it be possible to replace it with a hench for the area of the same primary profession? just anything is better than playing short a man.
- Like I said some areas don't have henchment, while others don't even have all the professions. — Poki#3
23:34, 21 April 2008 (UTC)
- Then don't do it for "henchless" areas, and in the case of Prophecies, substitute with the closest profession. Ghost idea below sounds good, too. → BROWNSPANK 07:02, 22 April 2008 (UTC)
- Like I said some areas don't have henchment, while others don't even have all the professions. — Poki#3
- would it be possible to replace it with a hench for the area of the same primary profession? just anything is better than playing short a man.
- Or replace by the henchmen that most closely approximates the function of the member lost. Monk or resto rit replaced by healer. W/D/A/P by some melee'er. And so forth. No need for perfect match, something is better than nothing. --
- just have the disconnected character to become control by AI. Same skill, armor and weapon. only the name change to "Ghost of <player name>". Of course any death, exp, gold or reward wont go to that player. At this time, this suggestion may be better placed in the gw2 suggestion page.. --Bob 01:45, 22 April 2008 (UTC)
- While I can see this used in low end play (I.E. PvE and small forms of PvP), it would have to go for things like AB, GvG, and HA. Though is it even possible to make a "ghost" of a player? --
Wandering Traveler 01:48, 22 April 2008 (UTC)
- We already know they can copy the build. So why not to add a consumable that allows to fill the gap when a player disconects? It could bring a doppelganger with the same build but own attributes and weapons, and een without PvE skills, and if the player comes back with reconnect, the doppelganger dies and it's replaced by the Player again. Mith
Talk 10:54, 22 April 2008 (UTC)
- I know it would be nice for the PvPer but I was thinking specifically for PvE that would make the most sense I think, even if it was the primary profession hench, or I really like the idea of using the doppleganger (could it be a black skinned same as the person) like in the crystal desert? - Agord - 22 April 2008
- Might be easier to just keep the same character as is, and replace control from human to AI while the human is disconnected. And have a message saying that Player X is temporarily replaced by AI due to disconnect. --
Alaris 18:20, 22 April 2008 (UTC)
- One thing that a lot of you don't seem to realize is that you can't add Party Members outside of towns. You can add Allies, but never party members. They had problems with this when they where making the BMP. Allies behave different then party members, and there are skills that affect party members but not allies. It's just too much work to make it playable. — Poki#3
21:18, 22 April 2008 (UTC)
- One thing that a lot of you don't seem to realize is that you can't add Party Members outside of towns. You can add Allies, but never party members. They had problems with this when they where making the BMP. Allies behave different then party members, and there are skills that affect party members but not allies. It's just too much work to make it playable. — Poki#3
- Might be easier to just keep the same character as is, and replace control from human to AI while the human is disconnected. And have a message saying that Player X is temporarily replaced by AI due to disconnect. --
- I know it would be nice for the PvPer but I was thinking specifically for PvE that would make the most sense I think, even if it was the primary profession hench, or I really like the idea of using the doppleganger (could it be a black skinned same as the person) like in the crystal desert? - Agord - 22 April 2008
- We already know they can copy the build. So why not to add a consumable that allows to fill the gap when a player disconects? It could bring a doppelganger with the same build but own attributes and weapons, and een without PvE skills, and if the player comes back with reconnect, the doppelganger dies and it's replaced by the Player again. Mith
- While I can see this used in low end play (I.E. PvE and small forms of PvP), it would have to go for things like AB, GvG, and HA. Though is it even possible to make a "ghost" of a player? --
[edit] Give Credit Where Credit is Due - Titles
I think it's ridiculous that anet created the various titles 2 years after guild wars came out without giving those characters some credit for at least some of the titles, most notably the treasure hunter and wisdom titles. They made the max requirement for the title very high, and while not impossible, it's impractical for most people to achieve it. Even die-hard gold farmers could take some time to achieve it. Assuming you just averaged 10 golds/chests per day, everyday, it would take about 2 years and 9 months to complete the title. My suggestion is that anet retroactively give credit to characters who were created prior to the titles being implemented. For instance, for every month your character existed prior to the titles being made, you could be given 100 points towards both the treasure hunter and wisdom tracks. Even if your character was 24 months old before the title creation, you'd at least be given 2400 which is just under 1/4 of the max on those titles. It wouldn't hurt anyone, and would not instantly max very many titles out, but it would surely help those who are going for it. --The preceding unsigned comment was added by User:209.194.208.116 (talk).
- The "I'm too lazy to work for it, but I really want it even though it doesn't do anything for me except show other people how hard I worked to get it, so make it easier to get" argument. -- Inspired to ____ 20:52, 23 April 2008 (UTC)
- Oh this made me laugh, especially considering that you're writing this NOW! xD I'm 100% with Inspired. I too want those titles, but am I complaining? — Poki#3
21:55, 23 April 2008 (UTC)
- Oh this made me laugh, especially considering that you're writing this NOW! xD I'm 100% with Inspired. I too want those titles, but am I complaining? — Poki#3
This is not the "I'm too lazy to work for it" argument, this is the "I already know I worked for it before the title was made" argument. I ID'd hundreds of golds and opened as many if not more chests prior to the title. It is why I suggested it only affect those characters made and still in existance to the titles having been made. And I'll make my argument any time I want, even long after the titles were created. Call it a retroactive argument. --The preceding unsigned comment was added by User:209.194.208.116 (talk).
- You're not fooling anybody. — Poki#3
22:17, 23 April 2008 (UTC)
- If you had the patience to do it before, then you most likely have the patience to do it again. sometimes life happens. we deal with it. --
Wandering Traveler 22:18, 23 April 2008 (UTC)
- If you had the patience to do it before, then you most likely have the patience to do it again. sometimes life happens. we deal with it. --
I'm not trying to fool anyone. Hell, if they just gave a minor boost to those characters created prior to the title, I'd be satisified. And if they based that boost on actual number of hours played, then those people who really did play for hours on end would get more than those casual users who played like once a month. Besides, they gave a boost for Gladiator points, so why not for other titles? Otherwise, why should they have been rewarded with a boost? And as for having the patience to still do this, yeah I have lots of patience, but between all the other titles we'd all like to get, the amount of time spent to get them is to say the least unrealistic, unless you plan on playing the game for years and years, or play 12 hours a day everyday. I mean it's cool to still have goals in the game to accomplish, but at least make them somewhat realistic. You guys can balk all you want at it, but I doubt you'd complain much if there was a boost given. --The preceding unsigned comment was added by User:209.194.208.116 (talk).
- LOL, you're comparing Wisdom/Treasure hunter to Gladiator? Do you really want me to point out how much critical flaws this has? If you want a reward for playing from the start then you already have them. (and here's one of them: Third Anniversary Celebration). — Poki#3
10:50, 25 April 2008 (UTC)
[edit] Changing Names
If you're feeling lazy and don't want to read this: Make names changeable.
Now that that's out of the way: As I'm sure most people have, I've had a desire to change my character's name. ANet customer "support" has been as useless as every similar MMO service. So, I am left completely unable to change it. It would probably 5 minutes of coding to allow players to change names (Alright, more like 5 hours, but seriously, there are tens of thousands of players who would appreciate this). The description at the top says "be concise," so I'm not going to into a long essay about why this is kinda necessary, but I and many, many other players would be much obliged if this feature were to implemented. --Jette 01:03, 24 April 2008 (UTC)
- While I can see that this could be nice, I don't think the coding would be that simple. But, even if it was, it would be very rough in implementation. Your character name is everwhere...from Friends Lists to Guild Records to all that files that keep track of missions, quests, etc. that you've done. Additionally, this all would need to be changed nearly instantly to prevent conflict. So, unless your proposing and find it acceptable that they queue up all the change requests and shut down one day a week to process all the character name changes, it's not going to happen. -- Inspired to ____ 02:35, 24 April 2008 (UTC)
- A more possible option might be something like a nickname that could be assigned and changed that could optionally be displayed instead of your name, much as titles currently are. -- Inspired to ____ 02:35, 24 April 2008 (UTC)
- If the character system is coded properly, changing names isn't a problem. As a programmer you don't identify objects by a name but by an id. That id is used in every other system (friends, guilds etc.). The translation from ids to names is only done for the user, because we are used to call other people by name and not by some long number. In fact, ANet can change the name. Guide_to_character_creation#Decide_character_name: Depending on the severity of the offense, you may be offered a chance to rename the character, but best not to risk it. However, customized weapons, armor etc. can be used on a renamed character. I think the "only" missing piece would be a GUI and backend for this. I doubt they add it. - Khan Reaper Kerensky 05:22, 24 April 2008 (UTC)
- I understand it may be possible that the ID is not the name but rather some substitute ID (numeric or not doesn't make any difference), and this may make this process somewhat easier. Also, your quote is probably incorrect on using customized weapons, armor, etc. - up until an anonymous edit 2 months ago the Guide to Character Creation said just the opposite. And from what I've gathered, most users who make the suggestion for a name change option have no desire to lose their customized weapons, armor, etc. -- Inspired to ____ 14:25, 24 April 2008 (UTC)
- I've spoken with a few anonymous GW devs about this before, and they've confirmed that it is by character ID's. And the system is already implemented, the only thing that is missing is, as Khan said, the ability for players to do it. For that matter, GM's can do it, they just don't. The only thing that needs to be added is a very simple interface for players to be able to do this... or, heck, a very simple interface for users to request name changes. Anything. This is something that's been asked for literally since the game has come out. --Jette 08:26, 24 April 2008 (UTC)
- See above. Also, I wasn't going to go here because you didn't originally, but the reason people want this is very important. Regardless of how easy or difficult it may be to do, there is a very significant policy reason not to allow it. This is a "community" game and a user should not be allowed to erase their history of bad deeds, poor performance, etc. that they would rather not have those they are playing with know about, just by "changing their name." -- Inspired to ____ 14:25, 24 April 2008 (UTC)
- The chances of any player earning a reputation for being a poor player or an acting like an ass in any significant area is very slim, due to the sheer number of mediocre players and the inability to really "keep track" of players. Players don't often earn reputations in PvE areas, and in PvP, party and guild recruitment is slightly more rigorous. Even then, the /report system makes it easy for players to report an account for rule-breaking, and poor performance is simply something that must be dealt with in the game. Everyone has met a player who is a complete idiot and doesn't try to learn how to get better, but few are worth remembering the name of, and fewer will even care. If this does become an issue, however, it would be very simple to make it impossible to change a character's name more than once a month. Or give a character very limited name changes like the original region system (you had five oppurtunities to change your territory, after that, you could e-mail ANet for more, then you were done) that might renew annually or something. A few people trying to exploit the system isn't worth not implementing the system. --Jette 21:17, 29 April 2008 (UTC)
- See above. Also, I wasn't going to go here because you didn't originally, but the reason people want this is very important. Regardless of how easy or difficult it may be to do, there is a very significant policy reason not to allow it. This is a "community" game and a user should not be allowed to erase their history of bad deeds, poor performance, etc. that they would rather not have those they are playing with know about, just by "changing their name." -- Inspired to ____ 14:25, 24 April 2008 (UTC)
- If the character system is coded properly, changing names isn't a problem. As a programmer you don't identify objects by a name but by an id. That id is used in every other system (friends, guilds etc.). The translation from ids to names is only done for the user, because we are used to call other people by name and not by some long number. In fact, ANet can change the name. Guide_to_character_creation#Decide_character_name: Depending on the severity of the offense, you may be offered a chance to rename the character, but best not to risk it. However, customized weapons, armor etc. can be used on a renamed character. I think the "only" missing piece would be a GUI and backend for this. I doubt they add it. - Khan Reaper Kerensky 05:22, 24 April 2008 (UTC)
- A more possible option might be something like a nickname that could be assigned and changed that could optionally be displayed instead of your name, much as titles currently are. -- Inspired to ____ 02:35, 24 April 2008 (UTC)
[edit] Dyes
tl;dr Let us use two of the same dye color without any other colors. Also, allow us to choose between "new" or "classic" dyes.
If you take a look for yourself, applying two dyes of a color to an armor in the preview window results in a completely different color. Those colors often can't be replicated, meaning players can't get that color despite it being available.
Additionally, the classic dyes (used before the Nightfall campaign release update that introduced new colors such as white and brown, as well as the dye preview window) are irreplicable. To fix both of these problems, a very simple feature could be introduced: place a button at the top of the dye preview window. It would look like the Hard Mode and Normal Mode switch, but it lets you pick between "classic" and "new" dye modes. In Classic mode, brown and white dye would be disabled to preserve the original color coding, and grey dye would function as dye remover. In New mode, everything would function as it does now. Finally, you would be permitted to use more than one dye of the same color without any other colors. --Jette 01:03, 24 April 2008 (UTC)
- I'm not that familiar with how the dye system used to work, but it seems pretty logical that red + red = red. (Remembers those color experiments involving beakers of food coloring in back in preschool.) → BROWNSPANK 12:35, 24 April 2008 (UTC)
- Nah. What they need to do is fix the system once and for all. When you add a single dye, it dyes almost correctly. But if you mix two or more dyes, the result is messed up! Sometimes the base color gets mixed with the dyes, sometimes gets mixed with a different Hue... it mostly works correctly for ranger, monk and ritualist, thanks to their base colors being brownish, but the rest... bleh... for example, to get 'gold' in elementalist gear, you have to mix green and yellow. Green and yellow should result in 'lime', not gold. That happens because the base purple gets mixed with the green and yellow. If you mix yellow and silver to try to get 'gold' you'll get yellow+purple+silver=khaki. That's why the only thing needed is to fix the dye system. There are a lot of weapons that accept dyes and do not get dyed, or dye incorrectly, or do not dye at all. It's all a mess. Look at the chaos axe or chaos globes. Red dye should result in redish chaos gear, but you get a Hue shift or around 33..50% instead, and the result is a cyan chaos gear. Infuriating. Mith
Talk 13:39, 24 April 2008 (UTC)
- Nah. What they need to do is fix the system once and for all. When you add a single dye, it dyes almost correctly. But if you mix two or more dyes, the result is messed up! Sometimes the base color gets mixed with the dyes, sometimes gets mixed with a different Hue... it mostly works correctly for ranger, monk and ritualist, thanks to their base colors being brownish, but the rest... bleh... for example, to get 'gold' in elementalist gear, you have to mix green and yellow. Green and yellow should result in 'lime', not gold. That happens because the base purple gets mixed with the green and yellow. If you mix yellow and silver to try to get 'gold' you'll get yellow+purple+silver=khaki. That's why the only thing needed is to fix the dye system. There are a lot of weapons that accept dyes and do not get dyed, or dye incorrectly, or do not dye at all. It's all a mess. Look at the chaos axe or chaos globes. Red dye should result in redish chaos gear, but you get a Hue shift or around 33..50% instead, and the result is a cyan chaos gear. Infuriating. Mith
[edit] "Save for a Rainy Day" inscription
I was just thinking over the different kinds of weapon mods, and I realized that after three whole campaigns AND an expansion pack there still isn't a 'save for a rainy day' type of weapon inscription/base mod/whatever you call it that would give you -15 energy, and +1 energy regeneration. All other sacrifical weapon mods have an equal and opposite counterpart, so why doesn't the -1 regen +15 energy mod have one, too? Silavor
12:14, 24 April 2008 (UTC)
- There are no -15dmg, +5 energy/+10 armor/etc mods. This is just the same. Not all mods with downsides have an opposite counterpart. Mith
Talk 13:41, 24 April 2008 (UTC)
- Besides, +1 energy regen mod would be pretty powerful, perhaps unbalanced. That's most likely THE explanation. --
Alaris 13:52, 24 April 2008 (UTC)
- Alaris got a point there, to get a +1 energy regen you need to either have a team buddy that gives up one of his energy regen or have a very limited elite skill. Getting this from a -15 energy item would be 2good to be true, especially for non casters like rangers and warriors. Biz 15:28, 24 April 2008 (UTC)
- I can give you more then one example that having lower energy is good, and if I could get an extra pip of energy regeneration added to it, I would be jumping happy and would even report myself for cheating. No one ever said that all mods have to have their opposite versions. — Poki#3
16:16, 24 April 2008 (UTC)
- I can give you more then one example that having lower energy is good, and if I could get an extra pip of energy regeneration added to it, I would be jumping happy and would even report myself for cheating. No one ever said that all mods have to have their opposite versions. — Poki#3
- Alaris got a point there, to get a +1 energy regen you need to either have a team buddy that gives up one of his energy regen or have a very limited elite skill. Getting this from a -15 energy item would be 2good to be true, especially for non casters like rangers and warriors. Biz 15:28, 24 April 2008 (UTC)
- Besides, +1 energy regen mod would be pretty powerful, perhaps unbalanced. That's most likely THE explanation. --
[edit] Prophecies end-game area
Anet has provided us with new explorable area that is similar with Divine Path, as well as NF and EotN variations of the path, called Drognar's Forge (explorable). It works same way as other 3. 1-way ticket from completing Hell's Precipice mission. Now I have a question: Why EVERYONE have to do Hell's Precipice to get their Deldrimor weaps? How about those who already have done the mission, but haven't got their greenies? Why they have to do ALSO that Proph last mission to get their greenies?
Personally, I think it should be "only" reasonable to add something like an NPC to the Droknar's Forge that grants those who have done the Hell's Precipice already, with a 1-way ticket to end-game area so they can get their greenies as well without spending another 25+ mins with killing Lich again, basically for nothing (except for the greenie).
--Tjanz 11:44, 26 April 2008 (UTC)
- First off, Gaile's no longer the person to be addressing these "concerns" to; you should try Regina's page. Secondly, the mission can be done in NM in less than 30 minutes, so stop being lazy and kill that Lich! There are parties forming left and right in Hell's Precipice as we speak, so gogogogo! Kokuou 05:05, 27 April 2008 (UTC)
- just to let you know regina's page says to go to this page to post suggestions....--Ridz16 08:48, 27 April 2008 (UTC)
- additionally, Divine Path also has a oneway portal to Kaineng Center, and the Throne of Secrets has one to Kamadan. I don't think it's a problem to repeat one little mission. The last mission in Prophecies has possibly a longer duration than those in the other campaigns (and expansions), but i personally think it was cooler to redo it while being curious how the end-game area looks like, rather than just immediatly entering it from Droks. —Zerpha
The Improver 08:58, 27 April 2008 (UTC)
- additionally, Divine Path also has a oneway portal to Kaineng Center, and the Throne of Secrets has one to Kamadan. I don't think it's a problem to repeat one little mission. The last mission in Prophecies has possibly a longer duration than those in the other campaigns (and expansions), but i personally think it was cooler to redo it while being curious how the end-game area looks like, rather than just immediatly entering it from Droks. —Zerpha
- I'd rather separate the Final fights with the lich (also making him harder than it is now) into a separate Mission than just adding a portal to get there. The other three Final Fights are separate from the previous quite longer missions~, and makes a lot of sense, since you can consider the fights against Prince Rurik the Final boss of Hell's Precipice, and the Lich was well... disappointingly easy. That way you'll have to make a mission to get there, but a shorter one. Mith
Talk 10:01, 27 April 2008 (UTC)
- I agree on that. It could be better solution than the NPC. And making that NPC thing more clear, the idea I had, was not adding another portal in Droks, only adding a NPC that could "throw" player(s) to the explorable. --Tjanz 14:07, 27 April 2008 (UTC)
- Ah crap, sorry about that. It must have beeen really late because I thought this was Gaile's regular talk page. o_O. Kokuou 19:43, 27 April 2008 (UTC)
- I agree on that. It could be better solution than the NPC. And making that NPC thing more clear, the idea I had, was not adding another portal in Droks, only adding a NPC that could "throw" player(s) to the explorable. --Tjanz 14:07, 27 April 2008 (UTC)
[edit] Dragon-Slayer Event
How about a Dragon-Slayer Event for St. Georges day?
During the event there could be special rewards dropped by dragons, special missions to do with dragons - including some where "good" dragons are asking for protection from NPCs.
Another possibility would be event collectors offering stereotypical English things, such as Potions of Refreshing Tea (remove death penalty), Walm Soapy Beer (alcohol) and Eccles Cakes (sweets). Dragon-slaying items could be dispensed as well, to keep with the greater theme.
Just my tuppence's worth.--Pious 14:32, 26 April 2008 (UTC)
[edit] Add new items to PvP rewards
Just asking if some of the awesome armor and weapons skins that have recently been released (as well as the GW:EN) ones could be added to tournament agent Tolkano. Would really like to use my reward points to, say for example, unlock some Norn armor for my pvp ranger. Pluto 01:33, 27 April 2008 (UTC)
[edit] Kicking AFKers
It is currently 3 am eastern time. Two hours ago, my party made it to the final room of the Cathedral of Kathandrax and we began to take down Ilsundur. Then, one of our party members went AFK without warning. We kept going, but sudenly, we were all taken out...all eccept the AFKer, who was parked on the res shrine. That was 1:30 ago. He has not come back, we assume he fell asleep. The other party mates have already logged off, but I'm staying. I'm stuck, however, until he comes back. We need a way to prevent this from happening. I recomend monitoring a players input. If nothing happens for 30 minutes, the party leader should be given the option to kick the player so the party can continue.Legionaireb 07:07, 27 April 2008 (UTC)
- Even simpler.. After 5min of dirt nap, the game offer a button to resurect to the nearest shrine. The player can use it to return and walk back into action or wait until a team mate resurect him. --Bob 18:33, 27 April 2008 (UTC)
- Yay! With that Survivor and Legendary Defender of Ascalon won't be mutually exclusive anymore xD — Poki#3
19:24, 27 April 2008 (UTC)
- I would gladly bow to anyone geting both title under such system, 5min before res and canot afk. This kind of patience would surely please the Gods. :) --Bob 09:19, 28 April 2008 (UTC)
- You underestimate people. If there's anything that can be done, at least one person will do this. — Poki#3
10:45, 28 April 2008 (UTC)
- There should be a way to deal with AFK'ers / droppers. As for Survivor & LDoA, if getting both requires you to play actively until GW3 comes out and miss out on GW2, then I really don't care. --
Alaris 15:10, 28 April 2008 (UTC)
- There should be a way to deal with AFK'ers / droppers. As for Survivor & LDoA, if getting both requires you to play actively until GW3 comes out and miss out on GW2, then I really don't care. --
- You underestimate people. If there's anything that can be done, at least one person will do this. — Poki#3
- I would gladly bow to anyone geting both title under such system, 5min before res and canot afk. This kind of patience would surely please the Gods. :) --Bob 09:19, 28 April 2008 (UTC)
- Yay! With that Survivor and Legendary Defender of Ascalon won't be mutually exclusive anymore xD — Poki#3
[edit] Login Screen( characther Selection screen.)
Don't panic its not about the background. Wouldn't it be nice to show the equiped weapons on the Characther Selection screen. Way easier to take some nice screenshots and it looks nicer that in an Explorable Area - The Warrior Of Timi 17:14, 27 April 2008 (UTC)
[edit] Better report system
Here is the story:
I was in the Dragon Arena. One of my team mates said that i was a little s**t. He then disappeared into another district before i could report him. How can i report him now?
His name is I F A N T A S Y I. --Burning Freebies 16:32, 27 April 2008 (UTC)
- By taking a screenshot of the chat and writing down the place and date this happened, and writing to support. — Poki#3
19:13, 27 April 2008 (UTC)
Yeah, thinking about that now, I should have done that. However, on the report system, it says that they will throughly examine all recent chat from the abuser, so this is not neccesary. --Burning Freebies 20:00, 27 April 2008 (UTC)
- A screenshot, as well as the date, time and timezone, are useful, but not necessary. -- Gordon Ecker 23:48, 27 April 2008 (UTC)
[edit] Weapon dmg type choice for elite daggers
Basically I prefer to have piercing daggers vs. slashing daggers. unfortunately, all the daggers such as tormented, Asuran, Destroyer, etc. are all slashing. Would it be possible to make a version of these daggers so that they can be crafted to deal piercing dmg as well? (mainly if it makes sense, such as for the destroyer daggers more over then tormented, whose design would not allow for that type of dmg) Farwind 03:42, 28 April 2008 (UTC)
- Some high-end daggers come with piercing damage, like Celestial Daggers, Ceremonial Daggers or Zodiac Daggers. The Bonus Mission Pack daggers, and the new Deldrimor Daggers are also piercing (though the Deldrimor Greens are slashing, although they use the same skin Oo). All in all Factions has more piercing daggers, and later campaigns are turning more towards slashing daggers. You can find nice skins in both cases. PS: personally, I prefer Slashing Daggers ^^; — Poki#3
06:38, 28 April 2008 (UTC)
- Thats a nice suggestion, but I think the OP was going more for having a choice when crafting daggers. I don't see why that shouldn't be aloud, you are spending good money and materials why not get them exactly as you want them. -- Broodling
02:09, 29 April 2008 (UTC)
- And then we'll have people that want end-game Blunt Swords, Piercing Axes and Piercing Hammers. — Poki#3
05:20, 29 April 2008 (UTC)
- The Piercing dmg Hammer and the Blunt sword arn't normal attibutes. Personally my focus with the suggestion was to target the Destroyer Daggers, mainly because they are the only ones that can be placed into the hall of monuments. Other than that, there are probably only a few daggers who's design would allow for the dmg to be piercing over slashing, and those are really out of my range of concern. Farwind 00:41, 1 May 2008 (UTC)
- Not having the piercing weapons as a possibility for destroyer daggers comes across sort of like if you wouldn't be able to buy destroyer flatbows or hornbows, only longbows Unsigned
- The Piercing dmg Hammer and the Blunt sword arn't normal attibutes. Personally my focus with the suggestion was to target the Destroyer Daggers, mainly because they are the only ones that can be placed into the hall of monuments. Other than that, there are probably only a few daggers who's design would allow for the dmg to be piercing over slashing, and those are really out of my range of concern. Farwind 00:41, 1 May 2008 (UTC)
- And then we'll have people that want end-game Blunt Swords, Piercing Axes and Piercing Hammers. — Poki#3
- Thats a nice suggestion, but I think the OP was going more for having a choice when crafting daggers. I don't see why that shouldn't be aloud, you are spending good money and materials why not get them exactly as you want them. -- Broodling
[edit] Access to other characters' inventories from storage
I've always had inventory problems and I'm constantly running out of storage space. To solve this, I log on my unplayed characters and pass items off to them, making them into mule characters. Well, as a more convenient solution, I thought it would be neat if I could access the inventories of any of the characters on my account from the Xunlai storage. This wouldn't take any more space on the server, either.
If it's not possible to implement this into Guild Wars, maybe it could be an option in GW2. Mortimer 03:19, 30 April 2008 (UTC)
This would be better if, along "Roleplaying Character" and "PvP character", it were an additional option: "Storage slot". Storage slots will not appear as faces in the character selection screen and all item slots designed for them would be usable as storage: All inventory, all armor slots, all weapon slots, all hero weapon and armor slots... Mith
Talk 09:15, 30 April 2008 (UTC)
- In addition to extra storage space, being able to access other characters' inventories would make passing items between characters more convenient. Your idea to have a slot dedicated to extra storage space would simply be enabling a $10 fee for extra storage (buy a new slot, dedicate it to storage). I don't consider that to be much of an improvement. Mortimer 22:46, 1 May 2008 (UTC)
[edit] Guild Common Storage
You know, as an aside, I think it could be cool if there was a special Xunlai Chest for the Guild, allowing you to put items in the chest so anyone in the Guild could access it. This way you could leave things for Guild Members, and leave it an open thing for everyone to grab. Mind you... this would also involve a lot of faith among guild members to not abuse it, but them's the breaks.
Tashiro 19:37, 4 May 2008 (UTC)
ME TOO I would love to have a guild common storage Or a merchant who selling your items for you in your guild at the price you what it to sell for.
A Pet tamer with a coral so you can see your old pets walking around or change out your pet for different missions or quest
Guild House Games Away to connect GH's in your alliance so you can have races or play hide and seek
Guild House Decorations A Flag pole or a big ass banner with the guild cape design
A GH crier the do's and don'ts in a GH edited by officers Or a better message board to inform members
Places all over the GH to put your mini pet so they would show up in there original size
All the heros walking around talking/telling jokes
[edit] Tooltips for called skills and effects
It would be nice if you could see tooltips for called skills and effects like you can with skills and effects in the skill monitor, effects monitor and damage monitor. -- Gordon Ecker 07:35, 30 April 2008 (UTC)
[edit] Protection against account hacking
Regina's page points here for suggestions, does anybody from A-net still read this page?
Anyway: Please please please! Either give an option to make a character permanently undeletable, or give an option that delays the deletion of a character.
There have been many reports on GW forums of accounts being hacked lately (despite reasonable precautions), and characters subsequently deleted by the hacker. GW's login announcement also warns of increasing account theft and the need to set strong passwords. It may not always be possible to prevent account theft, or items and gold being stolen, but at least a character (and its unlocks, skills, titles etc) could be protected.
Either by an option that makes your main character(s) permanently undeletable... or by an option that delays any deletion request, plus the ability to cancel the request until the delay is over. The delay would have to be long enough that a hacked account could be reported, invetsigated, and returned to its rightful owner in time to cancel the deletion.
If people want any/all of their characters to be instantly deletable (eg. PvP-only characters), they just wouldn't select such an option on those character slots.--194.216.237.25 15:20, 1 May 2008 (UTC)
- E-Mail Conformation? Fox007
15:46, 1 May 2008 (UTC)
[edit] guild voteing
i think there should be the abblity to have elections for officers and leaders of guilds. dont know exactly how that would work but you would have to win by a certain % of the most active users. dono how exactly it would work but thats my idea...75.165.111.218 02:45, 2 May 2008 (UTC)
- Just have the leader set up some sort of manual voting. — ク Eloc 貢 03:43, 2 May 2008 (UTC)
- one of my main reasons was so you could over through the guild leader if need be.75.165.111.218 06:09, 2 May 2008 (UTC)
- My guild is one that could really make use of a voting system and I've often thought about how one might be implemented. I'd love to see a system where the guild could vote in a new leader (should the existing leader disappear from the game for some reason) without waiting for the game to auto-designate someone who might not be the guild's best choice. I've also been in the situation where we dismantled and reassembled an alliance a couple of times where a vote to select a new alliance leading guild could have saved us quite a bit of trouble. -- WarBlade 07:06, 2 May 2008 (UTC)
- If you'd want to overthrow the leader, leave the guild. That's what that option is there for. Nbajammer
15:29, 9 May 2008 (UTC)
- If you'd want to overthrow the leader, leave the guild. That's what that option is there for. Nbajammer
- My guild is one that could really make use of a voting system and I've often thought about how one might be implemented. I'd love to see a system where the guild could vote in a new leader (should the existing leader disappear from the game for some reason) without waiting for the game to auto-designate someone who might not be the guild's best choice. I've also been in the situation where we dismantled and reassembled an alliance a couple of times where a vote to select a new alliance leading guild could have saved us quite a bit of trouble. -- WarBlade 07:06, 2 May 2008 (UTC)
- one of my main reasons was so you could over through the guild leader if need be.75.165.111.218 06:09, 2 May 2008 (UTC)
[edit]
Protective Spirit
Boost hero AI so they don't use Protective Spirit on Minions, thus saving their energy. — ク Eloc 貢 03:44, 2 May 2008 (UTC)
- Personally, I'd like the monk AI changed so that monks don't heal minions at all. it would save time, energy, micro-management, and throwing mehnlo off track while he is an ally in factions. --
Wandering Traveler 04:40, 2 May 2008 (UTC)
I think its handy to cast on minnions, weak minions will die in one hit but with protective spirit on an enemy has to hack away 10 hits before it will die menaining the team has pleanty of time to kill the enemy. This isnt always the case and when they cast heals on the minions it is a little annoying but thats the price you pay for having a Minion Master (MM) in the team. -Xiay- 09.05.08
[edit] /afk
Make it so that /afk also sets you to Away. — ク Eloc 貢 04:20, 2 May 2008 (UTC)
- And switch you to online if you move again. I forget to switch back to Online nealy everytime I come back. :-(
[edit]
Gold
Make it so that it says that
dropped on the ground in the chat box when a monster drops it. — ク Eloc 貢 04:39, 2 May 2008 (UTC)
- Better yet, make it so that when YOU drop gold in an explorable area, it actually tells you the amount you dropped. (I forget whether it was the chat log or mouseover the gold on the ground that was incorrect) — Rappy 18:07, 3 May 2008 (UTC)
[edit]
Splinter Weapon
Increase hero AI so they don't cast Splinter Weapons on themselves while holding an item. — ク Eloc 貢 01:47, 3 May 2008 (UTC)
[edit] Ritualist Primary Attribute
Spawning power seriously has to be the worst primary attribute in the game by a longshot. For one thing, I don't know how often spirits having more health even actually matters. (Obviously it's more important with the ones that lose health on their own.) Really, I just don't understand why a class which has so many different things going on and seems to have been created as a "jack of all trades" class more than any other in the game has a primary which so heavily pushes you towards using a small subset of it skills, and then - in PvE at least - doesn't make a tremendous difference in those skills anyway. And yes, I realize that it also helps weapon spells, but it hardly seems worth using just for that. The other ability type that is unique to the ritualist, item spells, does not even get any benefit from the primary at all. - Amazing Goat 18:00, 3 May 2008 (UTC)
- I agree with you, I have been thinking about that for the last 2 weeks. Most weapon spells wear off after a number of uses, or are long enough by themselves (with about 2 exceptions, with disruptive wep spells). About the Animated Creatures' health, most spirits are about offensivity. A good Rt always knows where to place attacking spirits, so health isn't a matter. Right now the only useful thing about having a Ritualist primary are the runes tied to the attributes. That's why people go N/Rt for soul reaping benefits. Ninjas In The Sky 18:27, 3 May 2008 (UTC)
[edit] Henchmen
I like henchmen. I really do. But the one thing that sort of bugs me is that in the Guild Hall there are only the four basic Henchmen -- warrior, ranger, monk, and elementalist.
I honestly think that, perhaps through the Guild Lord, a member of a guild should be allowed to 'buy' additional henchmen. Necromancer and Mesmer, of course, are no-brainers, but why not, once you have the expansions, allow for Paragons, Ritualists, Dervish, and Assassins?
Or, alternatively, why not allow some other henchmen? An Interrupt Ranger Henchmen, for example, or a Protection Monk? Allow the guilds to diversify, to build tactics around one henchmen or another?
My guild would mostly use these for in-guild sparring, but I would love to be able to give them the chance to try out different henchmen while they're sparring, seeing what's out there, and trying things different from time to time.
Just a thought.
Tashiro 19:09, 3 May 2008 (UTC)
- agreed this was posted on the guru a wile back if i recall correctly.75.165.97.72 23:32, 3 May 2008 (UTC)
- Since the introduction of Heroes, the GH henchmen became obsolete. PvP requires coordination between players, and using your skills in combination with the skills of other teammates. Henchmen can't provide that. Heroes also can't always provide that, but they can still be used for more solo roles (Tainted Flesh, Minion Master, Interrupts), because you can adjust their builds, attributes, runes and insignias. And since we're talking about builds, the henchmen ones are also obsolete. "Charge!" as an elite skill for PvP? Healing Touch that's used for something more then a selfheal. A hard res on a monk; and with touch range no less. Exhaustion every 5 seconds... I think you get my drift. At least one or two people in your guild is bound to have Nightfall or Eye of the North and be able to take Heroes. Unless the Core henchmen will get an overhaul to include skills from all campaigns and have better builds that take into consideration the AI... I'd actually like to remove them altogether. Yeah, call me crazy. — Poki#3
13:08, 4 May 2008 (UTC)
- I agree, Heroes added a lot to what I wanted from Henchmen (which was simply to let them level with you and keep within a level of you at all times). Heroes are awesome, but some people still use Henchmen, and and while they may be 'obsolete', it would still be nice if you could get henchmen of various sorts within your Guild. In fact, I'll go one further -- if the Henchmen were named, and you could take them with you outside the Guild Hall into PvE regions -- at the appropriate level for the city you're in.
- Tashiro 19:32, 4 May 2008 (UTC)
- Then the same henchmen would have to be added to every outpost in the game. If you want to take a henchman anywhere, it must be with you in the city you're coming from. You would lose the hench the moment you traveled outside the Hall. (And don't try suggesting, that henchmen shouldn't be autokicked when entering a town without them. It's too hard to code it that way). Anyway, update their builds and professions (at least all core professions with multiple "copies" for different attribute lines, like healing and protection) and more them within the hall to the side a bit (it would be cool if they had their own spot, and where talking or something, just like in EotN) or remove them altogether. GvG's limit is 4 heroes (4 non-guild members actually), a big enough number for any purpose (other then actually winning a battle with higher ranked guilds). PS: don't use BR like that... — Poki#3
23:48, 4 May 2008 (UTC)
- Why would they have to be in every outpost? If you have them with you, great, if you dump them from your party, you could only pick up 'local' henchmen. This would work similar to how Heroes work -- they're in your party, but aren't visible. No big deal there. Yes, this isn't so useful in larger guilds and GVG battle, but what about those players who don't have a large guild, or want to try different things out? Let them have access to the henchmen, to bring in player versus player (in-guild) battles), or for PvE mode. Tashiro 20:40, 6 May 2008 (UTC)
- They would have to be in every outpost, because that's how the game works. You cant have someone in your party that isn't in your district, be it a player or an NPC. It must take up a party slot. Heroes somehow go around that problem by being in a drop-down menu. GH Henches don't have a menu like that... unless you're suggesting it would be implemented... If you don't have enough people in your guild to make a party, use heroes to fill the extra slots. If you don't have heroes, or have bad skills / equipment then use henchies in the outpost you're in. You have a lot of henches to chose from... — Poki#3
23:10, 6 May 2008 (UTC)
- They would have to be in every outpost, because that's how the game works. You cant have someone in your party that isn't in your district, be it a player or an NPC. It must take up a party slot. Heroes somehow go around that problem by being in a drop-down menu. GH Henches don't have a menu like that... unless you're suggesting it would be implemented... If you don't have enough people in your guild to make a party, use heroes to fill the extra slots. If you don't have heroes, or have bad skills / equipment then use henchies in the outpost you're in. You have a lot of henches to chose from... — Poki#3
- Why would they have to be in every outpost? If you have them with you, great, if you dump them from your party, you could only pick up 'local' henchmen. This would work similar to how Heroes work -- they're in your party, but aren't visible. No big deal there. Yes, this isn't so useful in larger guilds and GVG battle, but what about those players who don't have a large guild, or want to try different things out? Let them have access to the henchmen, to bring in player versus player (in-guild) battles), or for PvE mode. Tashiro 20:40, 6 May 2008 (UTC)
- Then the same henchmen would have to be added to every outpost in the game. If you want to take a henchman anywhere, it must be with you in the city you're coming from. You would lose the hench the moment you traveled outside the Hall. (And don't try suggesting, that henchmen shouldn't be autokicked when entering a town without them. It's too hard to code it that way). Anyway, update their builds and professions (at least all core professions with multiple "copies" for different attribute lines, like healing and protection) and more them within the hall to the side a bit (it would be cool if they had their own spot, and where talking or something, just like in EotN) or remove them altogether. GvG's limit is 4 heroes (4 non-guild members actually), a big enough number for any purpose (other then actually winning a battle with higher ranked guilds). PS: don't use BR like that... — Poki#3
- I agree, Heroes added a lot to what I wanted from Henchmen (which was simply to let them level with you and keep within a level of you at all times). Heroes are awesome, but some people still use Henchmen, and and while they may be 'obsolete', it would still be nice if you could get henchmen of various sorts within your Guild. In fact, I'll go one further -- if the Henchmen were named, and you could take them with you outside the Guild Hall into PvE regions -- at the appropriate level for the city you're in.
- Since the introduction of Heroes, the GH henchmen became obsolete. PvP requires coordination between players, and using your skills in combination with the skills of other teammates. Henchmen can't provide that. Heroes also can't always provide that, but they can still be used for more solo roles (Tainted Flesh, Minion Master, Interrupts), because you can adjust their builds, attributes, runes and insignias. And since we're talking about builds, the henchmen ones are also obsolete. "Charge!" as an elite skill for PvP? Healing Touch that's used for something more then a selfheal. A hard res on a monk; and with touch range no less. Exhaustion every 5 seconds... I think you get my drift. At least one or two people in your guild is bound to have Nightfall or Eye of the North and be able to take Heroes. Unless the Core henchmen will get an overhaul to include skills from all campaigns and have better builds that take into consideration the AI... I'd actually like to remove them altogether. Yeah, call me crazy. — Poki#3
Thanks to the party sarch panel they could add henchmen to the list without adding them to the outpost. The List in the henchmen tab in the search panel could have two parts. The first will have all the henchmen in the outpost. The second could have th henchmen of the outposts you have already visited. For PvP players, more henchmen would be available by unlocking them with Balthazar faction. Mith
Talk 08:52, 7 May 2008 (UTC)
- No, they would still have to physically be in the district you're in... And the number one rule about henchmen, is that they're "free". You want to break that base? Besides, I don't get it how would a henchmen that stands in an outpost check if you "unlocked" him. (Unless, again, you suggest adding another dropdown menu like the hero one...) — Poki#3
17:33, 7 May 2008 (UTC)
[edit] Weapon Smith (Guild Hall)
My guild just recently picked up the weapon smith, and found out the only thing he's good for is to customize your weapons. I honestly don't think he's worth the gold put into him. It would work so much better if he allowed you to craft weapons as well (relative to your level), or at least imbue an inscription slot into a customized weapon you have (so you don't just put slots into every weapon prior to selling it).
Just a thought.
Tashiro 19:28, 3 May 2008 (UTC)
- It would be nice to have the Weapon crafter have a weapon set depending on the Guild Hall setting. For example:
- Wizard Isle: Ascalon set.
- Jade Isle: Jade set.
- Undead Isle: Undead set.
- Isle of Meditation: Shing Jea set.
- And so on. Mith
Talk 22:31, 3 May 2008 (UTC)
- I already though of that. You can visit other people's Guild Halls through Alliances and Guild invites, and if they have an NPC, you can use it. I would be great if they were purple, more than common blue PvE crafters and less than high-end gold PvE crafters and gold drops. So in trades they would have some value, but less than gold drops. If you don't make them customized you could sell them. Mith
Talk 20:55, 4 May 2008 (UTC)
- I already though of that. You can visit other people's Guild Halls through Alliances and Guild invites, and if they have an NPC, you can use it. I would be great if they were purple, more than common blue PvE crafters and less than high-end gold PvE crafters and gold drops. So in trades they would have some value, but less than gold drops. If you don't make them customized you could sell them. Mith
- Weaponsmith should make basic shields in all 4 requirements, maybe just a round one and a rectangular one but with the guild emblem on the front and inscribable Magua 17:02, 11 May 2008 (UTC)
[edit] Festival weapon maker / beating the "more storage" dead horse
Yes, I know that the reason there is a festival hat maker is that armor is always customized for a particular character. However, it seems like it wouldn't be that hard to also have a festival weapon maker as a way to free up inventory space for people who want to be able to use festival weapons like the candy cane weapons. (I don't know if there are any other festival weapons.)
Either that, or we could always simply use...you know, more inventory space. Seriously, is the cost of physical storage really at that much of a premium these days? Geeze, even Diablo 2 at least let you make as many mule characters as you wanted, since you could just make multiple user accounts that weren't tied to a particular CD key. It's already kind of a slap in the face that you can buy all 4 Guild Wars products and still not have even enough character slots to make 1 of each character class without paying even MORE money... --Amazing Goat 19:40, 3 May 2008 (UTC)
- Really? I thought you had one closed account per CD key. Besides, they delete your account if you don't use it for a while, so that frees up tons of space. I know, mine got deleted long time ago. --
Alaris 19:46, 3 May 2008 (UTC)
- No, it wasn't tied to the CD key (only one person using that CD key could be on battle.net at a time though) but anyway, I'm not going to get into a detailed discussion about Diablo 2 here. It's really not the main point. --Amazing Goat 19:51, 3 May 2008 (UTC)
- Agreed. But in comparing the price of storage across games, those things have to be taken into account. To be honest though, storage is one of those things you'll always need more of. What players need to do is start learning to manage their storage, and throw away or sell stuff they don't need. --
Alaris 19:37, 4 May 2008 (UTC)
- Agreed. But in comparing the price of storage across games, those things have to be taken into account. To be honest though, storage is one of those things you'll always need more of. What players need to do is start learning to manage their storage, and throw away or sell stuff they don't need. --
- No, it wasn't tied to the CD key (only one person using that CD key could be on battle.net at a time though) but anyway, I'm not going to get into a detailed discussion about Diablo 2 here. It's really not the main point. --Amazing Goat 19:51, 3 May 2008 (UTC)
It wouldn't be so bad if there was an auction hall or something. The fact that there is not really compels one to hold onto things more. Also, the fact that this game lets you just change your character build at a whim (and indeed, sort of demands that you do at times), makes having alternate sets of gear more important in this game than in most online RPG-type games, even despite the differences between different gear being smaller than they are in most similar games.
And getting back to the original reason I created this, the holiday weapons, it's just indicative of something else about this game: You can end up with a LOT of collectible items between the mini-pets and everything else. --Amazing Goat 21:59, 4 May 2008 (UTC)
[edit] Some More Random Suggestions
In-Game Changes:
- A Clock, so that I can see what time it is and not be late for work all the time =P
- A friend alert, to alert you when a friend logs on or off.
- Friend Alerts would be Awesome.Tashiro 20:42, 6 May 2008 (UTC)
- Another really awesome feature I think we could have is, when you use a Shout, instead of a bubble above your head popping up with the shout, if your character actually said it. Ya know, using the same voice actors from the cinematic? And also, make these Shouts be volume-sensitive, kinda like... if you are very close, you hear shout at full volume, but then decrease it the further you are away. And if you are out of earshot, then of course you hear nothing!
- It took me a moment to figure out what you meant by 'shout' -- you're talking the Skills. That would be interesting, but that would also be a lot of work I think.Tashiro 20:42, 6 May 2008 (UTC)
I think the mud brick and clay at several artisans needs to be edited out, i mean WHY do they even craft something that can't even be found in the game. Raymond 7:55, 9 May 2008 (UTC)
Item and Storage Changes:
- Stacking Identification and Salvage kits. For example, if you have 2 salvage kits (of the same rarity, aka Expert, Superior, etc) with different uses, you can combine the two into one kit, with the total number of uses. Kind of like how you can stack materials up to 250? Make it so you can stack ID and Salvage kits together, up to 100 uses per stack/actual item.
Skills:
- Last but not least, I think the skill Brutal Mauling should be dropped from the Black Bears in post (not in pre, cos then how would people charm/tame bears in pre?!?) because it only makes them inferior. Either that, or give the skill a bonus. For example "Cannot be blocked," "Causes bleeding," "Interrupts target," "Causes deep wound" (imagine if a bear took a swipe at your body. wouldn't that leave a mark, aka a deep wound?)
So, should we create a suggestions page/box? I know a lot of these changes may require a lot of work, and might not be feasible to implement to the game in its current state (in other worse, can't be put into GW1, but perhaps in GW2)--ChristopherRodrigues 23:58, 5 May 2008 (UTC)
- You're a few months late on most of the suggestions (as in, someone beat you to it). Implementing shoults would be costly (hireing voice actors again) time consuming and the overal effect wouldn't be apreciated by a lot of people. Parties with paragons would kill him the next time we would should "Watch Yourself!" or "Go For The Eyes!". It would also interfear with TS/Vent. Secondly, it would give your enemies in PvP much information on what shout's you're running, causing some commotion...
- As for ID/Salvage kits, you're missing something. The whole 100 uses are in one item. Materials have one "use" per item. Having a 250 stack of Superior Salvage Kits would give you 25000 uses... — Poki#3
12:03, 6 May 2008 (UTC)
- The whole thing with in PVP people would know what shotus you're using, but correct me if I'm wrong: don't the shout appear as bubbles over your head for everyone to see? And what I meant by "stacking" kits was merely combining them up to the stated maximum. For example, if you had a superior ID kit with 90 uses, and one with 20, you could combine them into one with 100 uses, and one with 10. it sucks because I have a bunch of kits with like, half the uses left (between chars I have since deleted), and I think it would be cool to be able to merge them. And lastly, as far as late suggestions, I read almost the whole page in search of the suggestions I was making, and I in fact took out 4 or 5 that I saw were already posted elsewhere. Those I chose to keep were not available elsewhere, at least not in this page (I didn't check archives). But good points. Also, I see you reply to a lot of the posts here. Are you ANet staff, or just happen to be a very opinionated person with tons of time on your hands to read all the posts? --ChristopherRodrigues 20:21, 6 May 2008 (UTC)
- I'm just a little-more-then-casual Guild wars player that has a handful of wiki pages on his watchlist and reads them regally, replying if he feels the need to do so. A Clock was suggested, though it was for another reason (so players would know exactly when the events start, regardless of their time zone), Brutal Mauling is around on multiple pages... As far as shouts go, I'm pretty sure they would annoy ME if they where implemented like that. The concept is cool, I admit, but the end result might prove more trouble then it's worth. Finally, implementing an extra NPC just for combining kits also sounds troublesome, don't you think? For now: you can store them and use them up later or sell them to the merchant for half their buying price. The item value decreases with each usage, so you'll always get 50% of the money back. — Poki#3
23:31, 6 May 2008 (UTC)
- Yah, I saw the countdown clock, but again completely different concept. That is nothing but a counter, mine is a clock with real-time info (like you set your time-zone, or just run your own windows clock, which as far as coding goes, is very simple to implement). In fact, I would work on a macro to add the clock to the game, but any third party programs u install are not supported, so I don't want to mess with that. And I didn't mean an NPC that could combine the kits, I meant like just drag and drop, and they magically merged. makes sense, no? And I think this feature would be useful so that I wouldn't have to sell my 4 or 5 kits that barely add up to 100 uses, and have to buy a new one, thus costing me 150% of the price if I were to merge them. Well that's nice of you to reply to the posts, I just thought maybe you were a staff member cos you're answering the posts as if you were (though your answers are very logical, I just wonder if Gaile or whomever would say the same). --ChristopherRodrigues 02:44, 7 May 2008 (UTC)
- Wouldn't it be more practical for you to buy a cheep watch and place it by your monitor... I have my old wristwatch next to my monitor :P And there's a problem with your Kit idea. A new Superior Salvage Kit is 1 item with 100 uses. I think that after you use it, it becomes a new item that's basically the same, but with 99 uses, and the database has the other 98 salvage kit copies in there. A simple drag and drop operation won't change 2 different items into another different item :/ And besides, between you and me, why do you think the merchants have a Superior Salvage kit in the first place? It costs you more then 4 Expert Salvage Kits :P It's a money sink. If you could combine them, then everyone would just buy the expert kits and combine them. If you really don't have the storage space, I'd just advise you sell them to guildies or other players... — Poki#3
17:48, 7 May 2008 (UTC)
- Ah, ok. I noticed you corrected my spelling mistakes. Isn't there a GWW rule that you're not supposed to edit other user's posts?? Lol, I'm just joshin' ya. But I do have spellcheck installed on my browser, I just don't like using it all the time. And I do have a clock right behind me, but it's just so much more convenient if the time were right there. --ChristopherRodrigues 18:48, 7 May 2008 (UTC)
- Wouldn't it be more practical for you to buy a cheep watch and place it by your monitor... I have my old wristwatch next to my monitor :P And there's a problem with your Kit idea. A new Superior Salvage Kit is 1 item with 100 uses. I think that after you use it, it becomes a new item that's basically the same, but with 99 uses, and the database has the other 98 salvage kit copies in there. A simple drag and drop operation won't change 2 different items into another different item :/ And besides, between you and me, why do you think the merchants have a Superior Salvage kit in the first place? It costs you more then 4 Expert Salvage Kits :P It's a money sink. If you could combine them, then everyone would just buy the expert kits and combine them. If you really don't have the storage space, I'd just advise you sell them to guildies or other players... — Poki#3
- Yah, I saw the countdown clock, but again completely different concept. That is nothing but a counter, mine is a clock with real-time info (like you set your time-zone, or just run your own windows clock, which as far as coding goes, is very simple to implement). In fact, I would work on a macro to add the clock to the game, but any third party programs u install are not supported, so I don't want to mess with that. And I didn't mean an NPC that could combine the kits, I meant like just drag and drop, and they magically merged. makes sense, no? And I think this feature would be useful so that I wouldn't have to sell my 4 or 5 kits that barely add up to 100 uses, and have to buy a new one, thus costing me 150% of the price if I were to merge them. Well that's nice of you to reply to the posts, I just thought maybe you were a staff member cos you're answering the posts as if you were (though your answers are very logical, I just wonder if Gaile or whomever would say the same). --ChristopherRodrigues 02:44, 7 May 2008 (UTC)
- I'm just a little-more-then-casual Guild wars player that has a handful of wiki pages on his watchlist and reads them regally, replying if he feels the need to do so. A Clock was suggested, though it was for another reason (so players would know exactly when the events start, regardless of their time zone), Brutal Mauling is around on multiple pages... As far as shouts go, I'm pretty sure they would annoy ME if they where implemented like that. The concept is cool, I admit, but the end result might prove more trouble then it's worth. Finally, implementing an extra NPC just for combining kits also sounds troublesome, don't you think? For now: you can store them and use them up later or sell them to the merchant for half their buying price. The item value decreases with each usage, so you'll always get 50% of the money back. — Poki#3
- The whole thing with in PVP people would know what shotus you're using, but correct me if I'm wrong: don't the shout appear as bubbles over your head for everyone to see? And what I meant by "stacking" kits was merely combining them up to the stated maximum. For example, if you had a superior ID kit with 90 uses, and one with 20, you could combine them into one with 100 uses, and one with 10. it sucks because I have a bunch of kits with like, half the uses left (between chars I have since deleted), and I think it would be cool to be able to merge them. And lastly, as far as late suggestions, I read almost the whole page in search of the suggestions I was making, and I in fact took out 4 or 5 that I saw were already posted elsewhere. Those I chose to keep were not available elsewhere, at least not in this page (I didn't check archives). But good points. Also, I see you reply to a lot of the posts here. Are you ANet staff, or just happen to be a very opinionated person with tons of time on your hands to read all the posts? --ChristopherRodrigues 20:21, 6 May 2008 (UTC)
Make Alliance Battle Results More Relevant
- It would be nice if control of more territory equated to benefits for all Kurzicks (or Luxons) and not just the high ranking alliances. Better deals at merchants in Kurz/Lux Territories for example, or it would be killer if the winning side was granted favor of the gods - b/c lets face it the current favor system really sux- it might as well be non-existant as the remaining minutes of favor almost always exceed 10000 minutes. It would also be nice to have a new map or two - I love AB :) --Elewyn
[edit] PvP Pets
How about something we have all been thinking... Kicking the PvP Elder Wolf. I'm suggesting that you are able to trade in your old dull Wolf(and some Tournament Points) for a new pet. Treesbyty 11:45, 8 May 2008 (UTC)
- And do not forget the attributes. Damage type change with Pet model, but there is currently no way to change evolution in PVP. This is like not allowing to change weapon and armor upgrades. Mith
Talk 14:16, 8 May 2008 (UTC)
[edit] More HoM Suggestions
- I think you should be able to display your unique/Green weapons and not just Destroyer Weapons.
- When a Hero is displayed, you should be able to chose what armor he/she/Razah has on.
Those are my suggestions for now. Treesbyty 12:00, 8 May 2008 (UTC)
- I like the first one. — ク Eloc 貢 16:12, 8 May 2008 (UTC)
- Wow, you're fast. This was suggested before EotN even came out <.< — Poki#3
17:05, 8 May 2008 (UTC)
- Wow, you're fast. This was suggested before EotN even came out <.< — Poki#3
[edit] Open PvP
I only have the first 2 chapters and it puts me at a disadvantage compared to others who have all chapters and the expansion. They get to run escape/scythe rangers, Spirit's Strength ritualist/paragon, and plenty of overpowered elementalist and monk builds. My character gets owned even though I have more skill, because the balancing that Anet did doesn't work well. Note that the first 2 chapters don't have a good damage bonus attack for bows anymore that isn't elite.
- Marauder's shot disables my healing skills.
- Focused Shot disables my bow attacks.
- Power Shot and stuff like that got nerfed.
- Hunter's shot isn't enough damage.
- Determined Shot has a long recharge.
- Point Blank/Zojun's Shot are half range.
What left to use on my ranger? You can find the answer between the "9" key and the "-" key on a standard keyboard.
Therefore skill < money paid.
It doesn't help that I always get kicked out of HA groups and can't participate in GvG because all the common builds use NF or EotN skills.
Anet either needs to balance ALL chapters, or make PvP "completely open".
Anyone with any chapter should be able to unlock and use any skill in PvP and use any character type in PvP. However you would still need the other chapters to use the skills and professions in PvE. —The preceding unsigned comment was added by 96.233.11.252 (talk • contribs) at 18:41, 8 May 2008 (UTC).
- You can still make a build with the skills you have. Before Nightfall and EotN came out people had only 2 chapters to chose skills from, and somehow people still had a full bar filled with skills. The common builds that are in circulation take advantage of all chapters, but how is this ArenaNets fault? If anything it's the communities fault for making builds that discriminate other players. Go complain to the community. And as far as builds you can use, try a Glass Arrows spiker. — Poki#3
17:20, 8 May 2008 (UTC)
- I don't want a spike build, I want a DPS ranger build. It's Anet's fault for nerfing the first 2 chapters' skills and not knowing crap about balancing.
- I use only proph/core skills on my ranger.. its a barrager, I've been using it since I capped barrage 3 years ago and its perfect. I will post it later. But determind shot is in it. It still works I use it in AB, RA, TA, and PvE.. I do have all of the GW products but choose to use my build. --The Cyphero 00:18, 11 May 2008 (UTC)
- I don't want a spike build, I want a DPS ranger build. It's Anet's fault for nerfing the first 2 chapters' skills and not knowing crap about balancing.
[edit] AvA, Luxon and Kurzicks titles vs. Balthazar points gauge, Tolkano and the new zaishen title
It's been suggested before but there is a lack of synergy between AvA, the Luxon and Kurzicks titles on one side and the Balthazar points gauge, Tolkano and the new zaishen title on the other side. since Luxon and Kurzick titles do not increase the Balthazar points gauge, one as to quit the AvA outpost to buy zaishen keys as soon as he/she reaches 10k points. So here are the same suggestions that have been given before:
- Tolkano should be available in AvA outposts.
- Luxon and Kurzicks titles should increase the size of Balthazar points gauge as well, maybe to a lesser amount than the other PvP titles.
Jaxom 22:07, 8 May 2008 (UTC)
- I agree with 1., but instead of 2. I would like the title to increase the alliance faction cap rather than increasing balthazar faction cap, since with Tolkano in the AB outpost the problem with the keys would really be solved. Symphy 14:09, 11 May 2008 (UTC)
[edit] Character Animations
tl;dr Let us select the emotes and animations our characters use.
Characters are required to use the default emotes for their class, no matter what their role. I think this ought to change. Obviously, being able to choose from any of the other profession's animations would be the ideal choice, but some might not be interchangeable, for example, male Necromancers have a significantly different body type than most other male classes. But I think it's fair to say that, even if it causes minor clipping issues, many classes, such as male warriors and mesmers, would combine well.
The second -- and, from my point of view, more important -- part of this suggestion is that certain monster animations should be selectable. Warden and Margonite warriors, for example, have a unique animation that would look good with a hammer warrior. Mursaat have great animations for male elementalists, and possibly some other classes, too. I'm not as certain of female monster animations that would look good, but the animations used by Seers might look good: All that would need to be changed, I assume, is the extra arms.
Of course, I really have no idea of how models and such work. So, this could all be a moot point. But I'm pretty confident that even if it caused minor clipping, the already-available character models would look good interchangeable. And that some monster animations -- Mursaat and Margonite warriors in particular -- would be easily applied to some character models. --Jette 08:28, 9 May 2008 (UTC)
- Mursaat animations? Those guys (gals?) are floating for heavens sake @_@. Anyway, I'm neutral to the matter, however I'm not neutral to another thing: The female Assassin animations. Attacking and other battle animations are OK, but emotes have a big problem. You see, the female assassin has a unique stance. She's standing straight with their legs slightly apart in a triangle shape. However all her emotes are the same as other female classes that have a very different stance (legs next to each other, body slightly twisted). This causes a very unnatural fast and unnatural pose change at the start and (especially) at the end of emotes. It looks really ugly :/ Any chance the female Assassin could get some new emotes that would fit her stance? — Poki#3
15:16, 9 May 2008 (UTC)
- xD Yeah, that was kinda the point. The floating, I mean. It's sweet, and their casting animations are even better. If there is a problem with the assassin emotes, then they should be fixed, but judging from how malnourished those poor girls look, I imagine it's supposed
