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

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Friends List

How about being able to see when your friends have last logged on? just like in guild screen? --The preceding unsigned comment was added by User:Kippetje (talk).

I'd like that, i'd also like for my friends in the same district to have differently coloured names, or dots on the mini map. I'd also like alliance members to have differently coloured dots. And possibly(This was featured in Warcraft III) mutual friends, meaning it'd show friends who have you added to friends list, and tell you the location of mutual friends when you clik on their name.--Ohnoes 20:18, 2 April 2008 (UTC)

Mini Self

Hi Gaile. Something i thought about and can't really fit in the third year miniatures guess is a miniature self. What exactly ? It would maybe cost a lot to be crafted or exchanged to, but the thing would be that the minipet actually look like you when you bought/crafted/ottained it and got your name. The main thing that make me think it would be better not to be an anniverssary gift is that you would'nt choose the clothes and maybe weapon.

I must admit i really would love to have minis of my closest friends, and gives them minis of myself in my nicests outfitts.

So, I know it probably will never happen in guild wars one (unless a mysterious bonus mission pack 2 or some major new event ?) but even if it is thought about for guild wars 2, i really believe it would be a wonderfull idea. To be abble to give more to our beloved than a Bonelace Bandana ( wich roughtly is translated as scarf of lace in french ) or red iris, a part of me that is not intend to be used in battle, only to express and keeps our feelings with us, i would love that.

I'm wandering out of my main topic, sorry ><
So if a mini me-as-i-am-when-i-craft-it could be in any way availlable, i trully believe it would be a realy great gift for many. Thanks and goodbye : ) lussh 19:31, 2 March 2008 (UTC)

I think the main problem with mini-self is that it would require to store you whole appearance. Instead, why not a mini-shape-shifter that takes the appearance of the character using it, and updates its appearance if the owner changes appearance too? If you sell it, it takes the appearance of the new owner. This requires some coding, for sure, but no extra memory or HD space. -- Alaris_sig Alaris 21:17, 2 March 2008 (UTC)
lol a Mini Mimic House Of Furyan 21:50, 2 March 2008 (UTC)
I actually like the idea the way Alaris presents it. It might be a bit harsh to program it to deal with a character switching armours while it's out (or not, I'm no expert on GW coding at all), but it sounds feasible to me. I'd love a Mini Elv. :) -- User Elveh sig.png Elv 13:43, 3 March 2008 (UTC)
I'd want a mini-izzy :( but a miniature looking like my char would be sexy as hell :D --Cursed Angel talk 15:26, 3 March 2008 (UTC)
Christ, a mini Nikki would be badass.- VanguardUser-VanguardAvatar.PNG 15:27, 3 March 2008 (UTC)
That is one of the best ideas I have seen, It probably isn't possible for GW1 but in GW2 I think ArenaNet might be able to make it happen. The Hitmans Paradox 17:11, 4 March 2008 (UTC)

Various Suggestions

Hi! I have only Prophecies and want to create one PvP scythe on my Illusionary Weaponry Mesmer. I thinking if it has the adjacent advantage, I can switch the weapons in battle to gain advantage of different weapons, like a sword for speed and a scythe when enemies are adjacent. I still can get a scythe by trading or droping on Zaishen Chest but I can't make it on PvP, one trading house (I dream one trading house to trade between players for this game, because it saves much time and is a lot easier) will save the time from trying to find it from players on the party search menu if unlocking other campaign items on PvP is impossible... and just another thing I noticed is when I use inspired hex I cant use if the hex is from another campaign.

A few comments: (1) This is incentive to get the other campaigns, if only in PvP versions. (2) Unless you put points in the masteries of these weapons, they won't do much damage. So you need a dervish primary or secondary to use the scythe well. (3) You do more damage via skills than via the weapon's base damage, so you don't want to spread your attribute points too thin. Rule of thumb is put points in your primary attribute, in your weapon attribute, and possibly in another attribute like the shield (for warrior or paragon) or earth/wind for dervish. I've never seen people put points in two weapon attributes. -- Alaris_sig Alaris 16:21, 3 March 2008 (UTC)
And now we all know that Alaris has never used IW...with Illusionary weaponry, weapon attr. level means squat. As for the issue at hand...well I can see the OP's point, but still, if you want it that bad, just spring for the pvp edition of the game. Its not too expensive.--Ryudo 16:39, 3 March 2008 (UTC)
Guilty as charged! Sry! -- Alaris_sig Alaris 19:02, 3 March 2008 (UTC)

Survivor title track chances

Make this obtainable always but still without dieng once so that a character with 8 milion xp just has to start grinding XP without dieng instead of grinding it with a lvl 1 and then die at 1,337,499Xp without being able to retry. Making R3 higher since is it reobtainable after you failed and since there are much places known to grind this one. --Fox007 User:Fox007 15:47, 4 March 2008 (UTC)

Survivor is neither needed to get KoaBD, nor hard to farm with little to no risk of dieing. Leech off of a Kurzick HFFer. No chance of death, easy and fast exp. Tag along on Temple of the Damned runs in normal or hard mode. Exp is great, no chance of death, and lots of free money as a bonus. Have guildies help you cap a bunch of elite skills, very little chance of death, 8 hours to legendary survivor if your team is decently fast. Farm Kilroy's Punchout Extravaganza with Scrolls of the Lightbringer, you can make it to legendary survivor in a few weeks easily and again, with little or no chance of death. With all of that, there is no logical reason on making the survivor title even easier to get.
I just suggesting this since lots of the people there main char aren't having Legendary Survivor because they didn't start title hunting when they started with that character. And lots want to fill there main characters Hall of monument with it --Fox007 User:Fox007 19:47, 6 March 2008 (UTC)
The only solution I've heard so far that allows for 2nd chance and also doesn't cheapen the title is to allow players to make a new character, achieve Survivor following the usual rules, and *then* transfer that title to another character of their choice (of the same profession obviously) which would at the same time delete the new character. That way, the same challenges and punishments are there. -- Alaris_sig Alaris 20:26, 6 March 2008 (UTC)
The Puchout farm counts since you don't "die" when your hp reaches 0. --Fox007 User:Fox007 10:22, 9 March 2008 (UTC)

Problems with EoTN

Alright, I'll try to make this quick.

  1. 1. The Hall of Monuments needs to allow more armor to be displayed. I play a male Ranger. There is not an elite set of armor that does not have a long coat, or a bunch of extra decorations, and making a whole new set or two of elite armor would take too long.
  2. 2. Rewards for completed books need to be increased. I can make the same 60,000 reputation (at least for Deldrimor), and a lot more money simply farming Temple of the Damned, and as the smiter, it requires absolutely no work. I stand and cast spells while someone else walks into enemy groups. Nerf the farms or raise the reward for people who work for it.
  3. 3. Lastly, Deldrimor armor needs to count as a full set. 5 sets of gloves is all that is needed to make every profession have a full set of Deldrimor Armor and thus 4 elite armor sets available in EoTN, 5 for warriors, really helping casual players fill their hall. Johnathan Allen 17:21, 6 March 2008 (UTC)


1. Not sure what you mean by allow more armor to be displayed. Do you mean standard armor? If so, this would be extraordinarily easy to fill up, defeating the specialness of it. Though I've got my own beef with the HoM...not accepting Tormented weapons...grrr......sorry on to #2.

2.-I kinda think the books were a bit of a blessing, for any non farmer, these were a sigh of relief for anyone in seek of Norn/Asura armor (I suppose Vanguard too, but who would want a set of vanguard armor...=P)

3. I agree. Sort of. I think that any elite set with a piece replaced by a Deldrimor piece should count as a complete set. For example, A warrior with elite charr gloves, helmet, leggings, and boots, with a heavy breastplate should get a full armor set counted. I would settle for getting the full charr set displayed, if not a unique model with the pieces you have, but still I think the exclusion of this set in the HoM really defeats what I believe to be the original intention of the designers-A substitute for other armor pieces throughout various campaign (a concept that I think most of the armor in EoTN was going for, as there is very little unique artwork-instead you can mix and match pieces of the sets in EoTN with various armor sets throughout the campaigns to get your own unique armor set....which is incompatable with the HoM =P).-Warior kronos 03:58, 7 March 2008 (UTC)
  1. 2. The Deldrimor faction is the easiest to farm, and afaik the book rewards are about on-par with other methods of maxing the other titles if not faster. -- Alaris_sig Alaris 17:31, 7 March 2008 (UTC)
Regarding Armor: Add some special quest that allows you to "upgrade" your standard armor to "quest-enhanced" armor that doesn't change anything on the looks, but allows it to be displayed in HOM.--User Cyberman Mastermind Sig.gif Cyberman 23:19, 23 March 2008 (UTC)

1 min ban for a name change

hey gaile can we start a lists of ch we would like to have there name changed for and then you ban that ch for one min for an inappropriate name so we can chage them? LOL75.165.122.205 21:11, 6 March 2008 (UTC)

So, in other words, you want to steal their character name? -.- -elviondale (tahlk) 21:44, 6 March 2008 (UTC)
I think he means to ban for an appropriate but unliked name as inappropriate so it can be changed. If they do this, just imagine the number of players that would want the ban just to have a new name.--Pyron Sy 21:53, 6 March 2008 (UTC)
i have a character which has an inappropriate name which i would like to change.. I haven't played on that character since the /report system was introduced :P So i think it's a great idea :P PLZ CLICK HERE ^Teo^ 21:58, 6 March 2008 (UTC)
is it called "Reichroll'D you"? :D - Y0_ich_halt Have a look at my page 22:01, 6 March 2008 (UTC)
i dont whant to steal anything i want to be able to change some of my chs names. and seeing that ill get the exuse sorry working on gw2 or some bs like that this is the best way to find out if it can be done its already in the game so why they dont just add a npc i dont know + theres lost of support for it http://www.guildwarsguru.com/forum/showthread.php?t=83446&page=55 .75.165.122.205 22:22, 6 March 2008 (UTC)
Have some pudding. - User Nian Sig.png nian 22:39, 6 March 2008 (UTC)
QQmoar? — ( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 22:45, 6 March 2008 (UTC)
The main reason for name changing in any game is people who buy/sell accounts, as that is against the EULA it hardly seems likely that they would encourage it by adding this feature. --LemmingUser Lemming64 sigicon.png 23:23, 6 March 2008 (UTC)
At the original poster-I understand the convenience of typing fast and ignoring minor grammar details and spelling errors. But I draw the line when your post needs to have an interpretation for the public to read.-141.155.37.163 02:22, 7 March 2008 (UTC)
OOOooooOOooo harsh. -elviondale (tahlk) 05:45, 7 March 2008 (UTC)
Harsh, but I totally agree. I had to read other people's interpretation of the meaning and then re-reading before thinking that I understand it. What I don't understand is... what in the world does requesting for name change have to do with banning?
Regardless, I don't think anyone will use GW2 as an excuse to brush you off. The reason is quite obvious actually if you would take the time to consider it. Try counting how many features currently in the game relies on a character's name remaining a constant. I don't think there's a strong enough reason to modify multiple core parts of the game just to support name change for people who illegally transferred accounts or who couldn't be bothered to think of a good name right from the start.
And one more thing to the OP, I've heard that when Anet does let you do a name change (due to offensive name), all your customized items can't be used anymore. -- ab.er.rant User Ab.er.rant Sig.png 06:12, 7 March 2008 (UTC)
first off its not my problem if you cant read secondly i don't care and thus is why i don't have a user name. the idea is to get banned for one min so you can change one or more ch names. also if you read that thread most of them dont care if they dont get there cuztimized weapons also if some one sales there account they are already braking the EULA.
I've read this before elsewhere, but I don't quite remember where so forgive me if I don't have all the details. Basically when they force a name change for a player it's not just an annoyance 'oh I have to change my name', but also they can no longer use all of the stuff that was customised for them as it is no longer under their name. I think that even counts for armour, though I'm not sure. No idea what it would do to the HoM. The system isn't set up to do it nicely which is why it's only used for getting really bad names out of the game. User Purple llama sig.png purple llama 07:51, 7 March 2008 (UTC)
It might still be worth it to some people, since their character would still have all their skills and titles. -Binary
Perhaps, but your quality of writing is your problem. Not trying to be overly caustic here but not everybody can decipher postings with virtually no punctuation - especially non-native English speakers. (ab.er.rant's user page says "near-native" level of English, but that can still make a few things hard to read.)
As to the actual question, Gaile has said before that while name changes might be a possibility, they are more likely in GW2 than GW1; furthermore, you would probably have to pay for name changes. I presume this is because changing names is a non-trivial task, likely because it appears in many places in the database. Inappropriate names may require it, but they don't happen that frequently. -- Sirius (talk) 12:30, 7 March 2008 (UTC)

(Reset indent) Certainly we know how we could do name changes, but banning a character to allow a name change is a sort of cheesy work-around to the issue of character renaming, and it would be less-than-satisfactory to most who request this service. The thing is, renaming is a time-consuming process, involving hands-on by Support (or someone else) for both the implementation of the block (to allow the name change by the player) and the removal of the block once the name change is complete. Support would pretty much have to be on-call the entire time the process took place, and we simply have higher priorities than using our team members' time to perform this service.

Further, there are very real reasons why allowing the renaming of characters must be looked at with care. A griefer or a scammer would like nothing more than to be able to "erase his traces" by changing a guilty character name at will. Renaming also means that the customized or personalized items are no longer useful, and going into the code to change all of that would be quite time-consuming... if it is even possible at all.

So for both philosophical and practical reasons, I do not anticipate that we will have character renaming in Guild Wars. And to be honest, if we do offer it in Guild Wars 2, I would anticipate that it will require a real-world service fee. That's nothing new: I looked into this subject a few years ago, and every game out there charged a fee for this service. The reason that I think this fee would be required is because of the time that is needed to put the change into effect and because having a fee will reduce the potential abuse mentioned above. -- Gaile User gaile 2.png 06:48, 9 March 2008 (UTC)

Hmm.. The character to customized item relationship described here might actually be a bit inaccurate. OhYo once tried to recreate a character with the same name as one he had previously, but was unable to equip the dragon mask that he once wore with that original character. When he got the response from support, they said that customized items are bound to a unique id for that character, not the name itself. Merely changing the name for the character is, in fact, annoying and time consuming (when on a large scale level- I do know this, I do a lot of database changes @ work, and if its not how I'm seeing it being- well thats just bad programming). I don't mean to raise a ruckus or try to undermine anyone- and perhaps I'm mistaken entirely... I'm just a fact checker by nature -elviondale (tahlk) 02:57, 11 March 2008 (UTC)
That's correct, actually. I've never contacted Support myself about it, but I once ran into the same problem. I had a Necromancer once, but having decided that I didn't like her appearance, I wanted to delete her. I put all her items in storage (including her newly crafted armour), recreated her with the same name but better looks and went through the Searing. Once in Post I tried to equip the armour and found out that I couldn't. I put two and two together and figured that there was another factor involved in customisation- not just the name. -- User Elveh sig.png Elv 11:05, 17 March 2008 (UTC)

Interchangable Loggin Screen

Well, I'd like to have a interchangable login screen, since the promotion for GW:EN and all we've been seeing this beautiful... yet kind of sad and depressing Login screen... I just wish there was a function so I can switch back to the NF one... I liked that one witht eh Waterfall and the Cavern.. :P --64.180.250.252 04:22, 11 March 2008 (UTC)

Personally I'd love to go back to the Factions one, or better yet... the Prophecies one. I think it's already been said that it's not going to happen, though. Especially the Prophecies one would be an issue, because of the fact that it displayed all your characters, but the number of characters per account has increased greatly since then... -- User Elveh sig.png Elv 11:07, 17 March 2008 (UTC)
I love the Prophieces Screen.. The tent and fires was soo... awesome. Halogod35 06:02, 27 March 2008 (UTC)
Ithink they can only add diferent Background animation.. i dont think they need to just put the old code in to the login screen.. it is know that there are a lot of items in the login screen that wasnt in the proph one.. but the background of that one was lovely .. :D Kioga 16:19, 31 March 2008 (UTC)
I'd also like this, i miss the Nightfall screen--Ohnoes 20:24, 2 April 2008 (UTC)

A few quick hits...

Increased Black Dye Drops: It's not just for people who want black armor; it's also necessary for darkening other colors.

"I'm Ready!" Icon: When in a party with other players, you will have a little thumbs-up icon you can toggle on/off to let the party leader know you are ready to enter the mission/leave the outpost/what-have-you. Having it toggled off will not prevent the party from entering a mission/leaving the area. It's simply for convenience.

Additional Weapon Mods: Many people like to use martial weapons instead of wands, etc, for their casters. It would be nice to have a few average caster mods for martial weapon prefixes, as there aren't any right now.

Rune Of Purity et al: Instead of the Runes of Purity, etc, only reducing the duration of various conditions, perhaps also add in a chance of entirely resisting the effect?

Scout's Insignia: From what I've heard from others, this rune only provides the +10 armor while your ranger is activating the preparation. If this is true, it'd be much nicer if the armor bonus applied while the preparation was active, even if this meant dropping the bonus to +5.

Crazy 04:37, 11 March 2008 (UTC)

People use martial weapons for their casters because martial weapons already have better caster mods, what about prefix mods for wands, or wand wrappings of enchanting? -- Gordon Ecker 05:03, 11 March 2008 (UTC)
Huh ? thats not me Crazy 07:07, 11 March 2008 (UTC)
  1. You can use also gray and brown dyes to get darker colors. Since it's only 'visual', it's normal that if it 'looks better' it's expensive.
  2. People already have /ready emotes and party search. If the leader rushes without checking if other are ready, he's not a good leader. Although I agree that there should be warning when a party member has used /afk emote.
  3. There are already caster mods for martial weapons. Like the enchantment and the +5 nergy ones.
  4. Entirely resist? That would render useless some skills with equipment. That cannot be in GW. More or less, all skills must work regardless of equipment.
  5. You are wrong. The scout insignia works while under the effects of a preparation, not while activating them.
MithUser MithranArkanere Star.pngTalk 21:07, 11 March 2008 (UTC)
Similar to #3, but with less fail: +% Damage on Staves/Wands( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 21:40, 11 March 2008 (UTC)
I think that by #4 he meant you get a 20% chance to resist poison on a given hit. So if they keep applying it to you, you will get poisoned eventually. -- Alaris_sig Alaris 22:39, 11 March 2008 (UTC)
Ah! You mean 20% chances of not being poisoned? That would be still too much. MithUser MithranArkanere Star.pngTalk 22:53, 11 March 2008 (UTC)
Obviously the actual number would need to be balanced. -- Alaris_sig Alaris 23:55, 11 March 2008 (UTC)
I've played other games that use resistances like that and I've come to the conclusion - they suck. Either you resist the condition/ability and the person who cast it at you just completely wasted their energy/time/action and that's annoying, or it sticks on you, and you feel like an idiot for wasting your time with the resistance gear. It's a mechanic that creates a 'winner' and a 'loser', arbitrarily, which is bad. Then, if the resist is set to high, those resisted abilities basically become unusable, where if it's too low, the resist gear is unusable. Find a happy medium to that is ROUGH. The bottom line is, if a certain ability is too powerful, it needs to be brought down to speed, not turned into a "well...maybe it'll work" situation. Having your character's abilities rely on "Well...maybe" really really really sucks. — ( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 13:52, 12 March 2008 (UTC)
Agreed with Reithan's general principle, although some amount of it well-balanced can be nice. A bit of randomness makes the fights unpredictable. GW uses that too, with blocking mechanics for example, and with variable damage on weapons. But it has to overall be a fairly small contribution to the fight outcome, otherwise the game becomes a game of chance.
Back to topic. Take poison for example, if someone with Apply Poison is hitting you repeatedly, neither % block or reduced duration will be of much help. You will get poisoned, and the condition will be refreshed often enough. Perhaps taking 15% less poison damage (or whatever number it ends up being once balanced) would be an easier way to make that armor upgrade effective? -- Alaris_sig Alaris 15:10, 12 March 2008 (UTC)
Technically, as the poison ends 20% sooner (barring removal), you DO take 20% less damage from it, already. — ( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 15:50, 12 March 2008 (UTC)

Oh dear; please re-read some of what I put.

Replying to a few points, so I'm sticking it down here...

There aren't any martial weapon *Prefix* modifiers that are caster-friendly. They're all Sundering, Fiery, Barbed, etc.

Brown and Gray dyes do not always make darker colors. One example; Rangers. Gray is always a light green.

Using your /ready emote for a mission/what-have-you isn't practical. People either have emotes turned off, or it quickly gets lost if there's lots of chat spam.

Crazy 18:21, 12 March 2008 (UTC)

They ARE martial weapons...though all caster weapons have non-caster mods, so why not vice-versa I suppose? They changed how gray works. Gray is not light green on rangers anymore afaik - it's gray. Yes, using an emote for ready status is a bad idea. — ( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 18:38, 12 March 2008 (UTC)

Login Screen

Any chance we can choose the login screen "skin" depending on campaign. right now, its jammed on EOTN, which gets a little annoying after a while...I kinda miss my factions UI and music....any chance the programmers can inocorperate this, or is it beyond hopes? User-Wandering Traveler Sig.png Wandering Traveler 03:15, 12 March 2008 (UTC)

I'd love to be greeted by the original campfire login screen.→ BROWNSPANK 13:39, 12 March 2008 (UTC)
I think that is a really good idea, I have gotten bored with the EOTN one :P. --Shadowphoenix User-Shadowphoenix Shadow Phoenix Signet.jpg 15:52, 12 March 2008 (UTC)
Yay, supporters! :D now just to hope that programmers see this....hah, fat chance. but we can all dream, eh? User-Wandering Traveler Sig.png Wandering Traveler 22:13, 12 March 2008 (UTC)
If you look in the archives, it has been usggested many times. I also agree that, although the layout can be brought back (like all character appearing around the campfire) they could still keep different 'masks' or 'skins' for the current layout using the old and new models. Afterall, Factions, Nightfall and Eye of the North are quite similar: One character standing, a 'podium' where the character stands, and a background. The only one to be 'reworked' would be the campfire to look like that too. MithUser MithranArkanere Star.pngTalk 23:45, 12 March 2008 (UTC)
The charm of the campfire was that all your characters were there. During the Prophecies-only days you could never have more than 4 characters on one account, and so they'd all easily fit. I'm a huge fan of the original setup, but having an account with 14 slots makes me very aware that it's not viable anymore. Changing it to work like its followers would allow it to be brought back, perhaps, but much of what made it appealing in the first place (i.e. seeing all your characters together) would have to be left out. -- User Elveh sig.png Elv 11:13, 17 March 2008 (UTC)
Well, you could have it so it shows only 4/14 characters, depending on the most frequently played. I'm also keen for this idea as I started Guild Wars when Nightfall came out, so i have no idea what the other 2 look like T_T
You can see what the others looked like here. Oh, and sight your comments with 4 tildes: ~~~~. — Poki#3 My Talk Page :o 11:04, 22 March 2008 (UTC)

Ingame Clock

This is a very needed item for Guild wars, most comunities/guild like to do elite missions at the weekends. But since most guilds consist of players from different regions, so it is a real pain to set a time that suits for all. I was thinking of a server clock. This will be realy helpfull to most guilds. -- The Warrior Of Timi 15:59, 13 March 2008 (UTC)

If you're looking for a unversal timekeeper - why not just go off GMT? — ( ɔ \ ʇ ) uɐɥʇıǝɹ Reithan Sig.jpg 16:01, 13 March 2008 (UTC)
Being able to show a clock in the middle of the screen would be nice. -- Gordon Ecker 00:48, 14 March 2008 (UTC)
Or even at the top right where the download throughput meter shows up (or used to) in fashion similar to Civ4 -elviondale (tahlk) 01:47, 14 March 2008 (UTC)
The best place will be in the LED popup: IT could show: Framerate, Latency and average latency, server IPs, your IP, local time(your PC's) and server time. Server time would be checked with the Gw server only once in a while, like every time you log in, and then use the system clock to keep the counter. MithUser MithranArkanere Star.pngTalk 02:26, 14 March 2008 (UTC)
Just add another "window" like the existing game interface uses. This would allow users to turn the clock on/off and place it where ever it is most convenient for that user. Basically akin to anything in Menu>Options>Interface.
The server clock sounds good, but might be an issue for players wanting to retain privacy. Not sure how this could be implemented exactly, perhaps as a new chat or emote command. Anyway, something vaguely like: /clock <recipient's_username> [<mytime> | [ [+|-] ##:## GMT] ]. So you can whisper your time and the recipient will hear it converted to their time or as GMT +/- a number (ex: +8:30 GMT). Obviously the first option would be better since the conversion occurs automatically. (I used /clock because their are a couple commands starting with a /t .) -- Sabardeyn 05:36, 14 March 2008 (UTC)

Or you guys can just play in windowed mode and look at your own clock...--Ohnoes 20:34, 2 April 2008 (UTC)

Map Travelling to a "Passive" District

Ok, when map traveling I can enter an "active" district. Would you mind adding it's opposite option? Normally this would be "passive" district - but the mind boggles with the commentary that is going to generate. While I don't mean to be anti-social, at times I get disgusted with the inane and offensive conversations taking place in busy districts, the spamming, etc. If I'm one of two people in the district... and I'm not talking... I'm probably not going to be offended. ;)

And yes, I do realize I can get my wish fulfilled by map traveling to the last district and turning off local chat. Or just /report offensive players where appropriate. But lets face it, we've all seen local chat conversations in the big towns (AC, LA, ToA, KC, Kamadan). If we reported everyone for abusive conversations, spamming, etc within an hour (ok, maybe two) your own account would likely be banned due to over use of the reporting function. -- Sabardeyn 06:04, 14 March 2008 (UTC)

Well, I only see one reason for this: Faster loading. Sometimes you only want to pass by, without making anything in the outpost, so you do not want to have to load 250 armor pieces when you only want to be in the area 20 seconds. MithUser MithranArkanere Star.pngTalk 13:35, 14 March 2008 (UTC)
Faster loading would definitely be a bonus. Perhaps it would be even better if, under certain circumstances, you'd automatically be sent to the emptiest district, rather than the first available. Suppose you wanted to map travel from a random place in Elona to a random place in Cantha... you're forced to go through Kaineng. Let's assume you had Local Chat switched on for whatever reason, and forgot to turn it off. Kaineng has 3 districts at the time, but there's room for you in 1, so you get thrown there. Effect: You get lag from the loading of tons of characters, you get lag from loading an obscene amount of Local Chat spam, and you get annoyed because you got so much lag and some obscenities in your face to boot. Travel in GW works pretty well compared to other games, but from the moment that boat travel to other campaigns was introduced we've seen the flaws in it, too. (Just think of the routing from Gate of Torment to House zu Heltzer, for instance- especially if you lack a Guild Hall to use as a shortcut.)
It's not just annoying for the player- it causes unnecessary server load as well. My ideal solution would be a drop-down menu of sorts (not unlike the options you get when using boat travel), only... involving all available towns and outposts for that character. This could possibly be subdivided by campaign or region, and like the boat menu have a button for specifying the particular district you'd like to enter. I think a Travel Menu would save a lot of time, and spare players a lot of irritation. If it's not viable for GW1, it would at least be something that could be improved for GW2. -- User Elveh sig.png Elv 11:24, 17 March 2008 (UTC)
The only humaine way to improve map travel is to not have to go through cities you don't need to go through in the first place. My thought: (1) eliminate most outposts, and replace them with portals, so you can still start exploring from there, (2) make existing cities bigger, with all necessities placed there, (3) make it possible to map to any portal directly, instead of having to go through other places. That includes DoA, as going from DoA to any minor outpost outside Elona requires 3 map travels. Woah. -- Alaris_sig Alaris 14:11, 17 March 2008 (UTC)
I'll have to take your word on the DoA situation - haven't made it there yet. The Grand Court has got be bogged down. :( I considered a Travel Menu (with product/outpost/district) method as Elveh suggested, but figured the current system was meant to mimic real travel - with a port of departure and arrival. Or it was not possible to implement the feature for some reason. -- Sabardeyn 06:18, 18 March 2008 (UTC)
Well, to keep perspective, we're comparing 3 map travels "maximum" with actually walking there in other MMO's, so we've got it good. I think that the current system was in place with large amounts of GW1 products in mind. It stopped at 4 (5 with BMP, but BMP doesn't come with its own map). Regardless, I think generally having fewer outposts would be good to increase the chance of human interactions. I like the idea of an expanding menu for traveling too. As for the grand court, PM me in-game when I'm there, and I might help you out. I love that mission. Alaris Mystique is my most-played character. -- Alaris_sig Alaris 17:25, 18 March 2008 (UTC)
But it's a bit senseless having faster travel from Ascalon to Maguuma than from the Desolation to the Crystal Desert. MithUser MithranArkanere Star.pngTalk 19:21, 18 March 2008 (UTC)
It's really a bit of user interface that could do with improvement. Sure, other games are worse (not just MMOs) where travel is concerned, but it's no reason not to improve an existing system if it is possible. Some people may not care about it, but for me user interface is an important factor when I choose the games I will buy and continue to play. I hate having to spend more time than necessary just getting from A to B. I've fought my way there, I completed the game so far, do I really have to do it all over again? I don't like that, and the GW travel system was a relief to come across.
It's also outdated. It worked wonders for Prophecies, but with the release of Factions the flaws became apparent. Sure, it gives a slightlymore "realistic" feel to travelling if you have to pass the main ports of the continents you're travelling between, but it gets old really fast, and after that it just gets irritating. Human interaction is great, and I love a bit of in-game socialising every once in a while, but when I just want to get from A to B, the lag really gets in my way, and Local Chat in Kamadan doesn't really motivate me to interact with those players anyway. -- User Elveh sig.png Elv 19:57, 18 March 2008 (UTC)
i have a lmao computer so i have to go to int dis so that it loads faster, then if i want to do anything i have to change to american eng dis, thats takes forever to loadAnnoying And Deadly 01:08, 24 March 2008 (UTC)
What you really want is an instance of <insert big town here>. You know, a town that works like an explorable area so that only you and your party are in it. This could actually be on the drop-down, i.e. in addition to "Active District" you'd see "private district", and of course it'd get stuck so that you always land in a private district when yo uzone into a town unless you change it. There might be a message on-screen when you enter (like the Hole of Istan message when you enter Kamadan that reminds you you can get to GW:EN now) to remind you that to see other players you need to join an active district to cut down on support calls from players who get stuck this way. Hmmm, and it should reset from "private district" to "active district" on each login (but NOT on character change since this'd be great for muling). Unfortunately, GW2 will probably have you endure more chat than now - but that's another suggestion list entirely. (mendel 84.128.205.35 14:58, 24 March 2008 (UTC))

Gender Changing Tonic?

April Fools 2007 was simple AWESOME!! I, and many, had so much fun with the surprise Gender change. :)

Gaile, you communicated;

"Many people liked their new apperances, so Gaile Gray said she would ask if an NPC could be added to change players' genders as they wish. However, Gaile mentioned that we would likely be unable to choose the face or the hair style"

Can we? Will it be possible this April Fools Day??? --Silverleaf User Silverleaf sig.png 10:21, 14 March 2008 (UTC)

I would be eager to change my ritualist in his 'female' form, I just loved the way 'she' looked! ^^ --User Tribina base.png (Tribina / talk) 11:29, 14 March 2008 (UTC)
Yeh i wanna change my rit too, one wee draw back is that hes called john. which may be an issue. lol -- Salome User salome sig.png 12:03, 14 March 2008 (UTC)
Down with gender barriers, I say! :D Kokuou 12:05, 14 March 2008 (UTC)
lol Salome, that's quite a big issue ^^ --User Tribina base.png (Tribina / talk) 12:14, 14 March 2008 (UTC)

I don't see why a gender change or stylist wouldn't be allowed, it only benefits the player and allows them to change their character to their liking. For example, i made a female dervish and got her trough two campaigns. However now i prefer the male counterpart's armor which is far more to my liking. I don't see why i wouldn't be allowed to play the game how i enjoy it the most. The only drawback would be that it needs to be implemented i guess. SniperFox 14:20, 14 March 2008 (UTC)

i agree with this, after playing my characters for long times, i realized that some of them look very off with their hair and whatnot, yes i know i could get armor to cover this but i would still like that option. if anything you could have certain npcs do it like in runescape or make an option for characters to be changed, if only once or twice it would still be very popular. i know i would love to change my characters once in a while to change the game a little. 98.196.45.174 00:19, 15 March 2008 (UTC)
Could we keep on topic here. The whole change appearence thing has been asked for over and over again and were simply not getting it. Full stop, the end. However the gender change coding is already up and working in the game as was shown by the april 1st surprise last year. It doesnt allow you to change faces or hair to your liking, instead all it does is find the equating male avatar model and switch it to the female one or vica versa. Please lets not get into another hair stylist ramble or face changing ramble as the OP was not refrencing them in anyway. -- Salome User salome sig.png 15:32, 15 March 2008 (UTC)
Just long for a gender change for my mesmer and my ritualist. --Silverleaf User Silverleaf sig.png 17:40, 15 March 2008 (UTC)

Tonic would be fantastic, at least something like one can be crafted with gold/faction/something_else and when consumed would change gender of the charater as long as staying in current area(town/explorable). Or ANet(or someone else) could make client-side plugin to modify chars(not meaning texmod as it doesn't change models), so it would look like that somekind of tonic was used, but only for on that computer. Vazde 11:39, 1 April 2008 (UTC)

Hire New Skill Designers/Balancers

The current ones fail super bad. 122.104.160.66 17:48, 14 March 2008 (UTC)

Agree. 87.13.116.118 18:52, 14 March 2008 (UTC)
teenagers thinks they are more intelligent than a complete staff who was not hired in bingo games, don't listen to kids cry, it's a waste of time. lussh 19:15, 14 March 2008 (UTC)
To Be Honest. The Skill balancers are doing there job.. balancing skills, if you feel put out because they nerfed your precious favourite skill, go have a little cry, get over it, and go make a new build, it IS that simple. If something you like gets a nerf, simply find something else for you to like.... Crazy 01:27, 15 March 2008 (UTC)
Hint: never use highly abusable skills/builds. I use a beast-master build which can't be abused, even if someone wanted to, but is just as powerful as those used and abused skills. --Berk Avci 02:00, 15 March 2008 (UTC)
The more people whine about a skill change that has many alternatives, the more right is the change. Why? Because it was part of an over-used build that most people clung to. MithUser MithranArkanere Star.pngTalk 16:07, 15 March 2008 (UTC)
Stop using buildwiki and start making your own or shut it. Most nerfs come from builds posted there and complaining about a build you copied getting nerfed contains zero merit. Juraigamer
The problem is never a build being overused. The problem is if it is also imbalanced. LunarEffect 20:27, 3 April 2008 (UTC)

Fix assassins in PvE

Due to a number of factors in PvE, such as the high damage, health and level (reducing critical hit rate) of monsters and the generally low importance of mobility, assassins are disproportionately weak in PvE. Furthermore, the high frequency of enchantment removal in high-end areas compromises the utility of the two Assassin PvE skills. -- Gordon Ecker 03:30, 15 March 2008 (UTC)

I still agree, but I still haven't seen any good suggestions as to how to fix it without making PvE assasin and PvP assasin pretty be pretty much 2 different classes. If you have a suggestion, even if it is only mediocre, we at least have something to build off of. ¿Anything? Єяøהħ 01:00, 17 March 2008 (UTC)
I have suggestions at User:Isaiah Cartwright/PvE/Critical Agility and User:Isaiah Cartwright/PvE/Shadow Sanctuary to raise assassin PvE durability to the same rough level as warriors, rangers, paragons and dervishes. -- Gordon Ecker 01:16, 17 March 2008 (UTC)
I'm a PvE Assassin and... umm... what's broken? I don't really see it... And Critical Agility is fine. Sorry Gordon, but if you would remove the IAS you would totally break it. — Poki#3 My Talk Page :o 15:10, 20 March 2008 (UTC)
I kinda agree...PvE Assassins suffer in some areas but what class doesn't (other than Dervs =P). Its a good thing monsters can't complain or maaaan would these pages be full of complaints........."OMMG GAILE WTF IS UP WITH TEH PvE SKILZZ!!!1!!! NERFZ URSAN BLESSING ZOMG KTHNXBAI--Bladed_Aatxe. =P-Warior kronos 15:36, 20 March 2008 (UTC)
I agree with the two above. I play an assassin in PvE almost exclusively, and I've had few problems achieving Canthan Vanquisher and making progress on other vanquisher and guardian titles. Even in areas of enchantment removal, Critical Agility is rarely stripped. But if you do find Critical Agility getting stripped, try "I Am Unstoppable!" as an alternative (yes, there's a 10-second down time). If critical hits are a problem, assassins have skills to increase their crit chance, or guarantee two critical hits if they're not blocked (Critical Strike -- I never leave home without it). And of course, use Nightstalker's insignia. Maybe you're talking about something harder than I've been doing (DoA or elite missions perhaps?) but for the bulk of PvE assassins do just fine. However, you do have a point about Dervishes getting permanent unstrippable buffs in PvE. Although I agree with Poki that removing the IAS would break it, making Critical Agility a skill isn't a bad idea. -- bcstingg (talkcontribs) 17:51, 24 March 2008 (UTC)

New Armor Set

A "Samurai" set would be very cool. It would be based on what the Ministry Guards wear in Factions. In my opinion it would look very neat. --The preceding unsigned comment was added by User:SyKo (talk).

Warrior Ancient armor is the closest you probably going to get, im afraid. I have a feeling they arent going to add any new armor sets, what with the GW2 Beta being later this year--User Raph Sig2.jpgRaph Talky 14:21, 24 March 2008 (UTC)

Paragons

I'm very upset that the Paragons don't stab with their spears. I think it would boost their popularity instead of being a ranged attacker, they could swing them or just even stab with them. --The preceding unsigned comment was added by User:SyKo (talk).

Spear Swipe. -- Gordon Ecker 11:05, 15 March 2008 (UTC)
Paragons might need to swipe when in melee range. It could increase attack speed but lower damage dealt (or some crazy mix like so). If you really wanted to go crazy, certain spear attacks could work at better(or only) at throw range and some could work better (or only) at melee range. But that would be rather insane for an update. "Hey guys, complete class turn around." Єяøהħ 00:58, 17 March 2008 (UTC)
Honestly Paragons are my third favorite profession, adn I would really hate if they went melee :P --Shadowphoenix User Shadowphoenix Four-Leaf Clover.png 01:02, 17 March 2008 (UTC)
No doubt. But they are heavy armor and it would be nice to be able to go to the front lines, then maybe have a quicker attack but only when in melee range. Єяøהħ 01:03, 17 March 2008 (UTC)
I wouldn't mind if they had more energy :P --Shadowphoenix User Shadowphoenix Four-Leaf Clover.png 01:17, 17 March 2008 (UTC)
I really like to have a ranged armor-heavy profession. As the warrior is a natural secondary profession to the paragon, I sometimes equip a sword or axe and go melee. -- Alaris_sig Alaris 02:20, 17 March 2008 (UTC)
Ugh...I dont perfer the warrior profession so I use Monk or Ele; Monk for healing and protection (however because of low energy can sometime be a problem) and Ele for energy managment. However, the warriors shouts do sometimes help --Shadowphoenix User Shadowphoenix Four-Leaf Clover.png 04:10, 17 March 2008 (UTC)
I think spear weilders should be able to use all melee attacks--85.225.130.132 11:38, 27 March 2008 (UTC)
I'd rather make many or all ranged attacks skills not linked to spear mastery or marksmanship into 'ranged attacks'. That way, the Leadership spear swipe could be used with a bow, and all unlinked ranger bow attacks and many or most expertise bow attacks could be used with spear. MithUser MithranArkanere Star.pngTalk 13:13, 27 March 2008 (UTC)
A generic ranged attack instead of weapon specific would lead to messy problems with staffs and wands as far as I can see. They're ranged weapons too, though it'd probably make mesmer weapons more popular, since I believe chaos damage ignores armor. I mean i like the diea to an extent, just it's not practical without a lot of alterations to skills and weapons of many classes. Yukiko User Yukiko Sig.png 08:51, 30 March 2008 (UTC)
The idea behind paragons being ranged is that their shouts and chants hit both frontline and backline. Had they been melee, it would be too easy for monks and such to slip out of earshot, not benefitting from the paragon at all. This is why they aren't melee, it simply wouldn't benefit them! --User:Bearpaw Bearpaw (talk · contributions) 17:54, 6 July 2008 (UTC)

Hotkeys

Having more options for hotkeys would be really useful. New options would be assigning multiple keys to one effect such as ctrl+1: activate hero skill 1. Also to be able to select enemies in pvp using hotkeys. --The preceding unsigned comment was added by User:DVDA (talk).

That's a true one. There are way more cmmands than keys, so Ctrl, Shift and Alt-modded and multiple-key hotkeys are a must if you want to set most of them. MithUser MithranArkanere Star.pngTalk 12:09, 16 March 2008 (UTC)

Character Organisation

A pressing concern for me is that we are unable to organise characters on the select screen the way we want. Currently the only options are the 3 preset organisations: none, alphabetically, and PvE/PvP. The no ordering way somehow "broke" for me and they are no longer in order of creation but instead simply random. Even if it was working, I don't really care for any of the options. I would very much like the ability to drag the slots to manually put them in an order of my choosing. Thank you. Capcom 23:59, 18 March 2008 (UTC)

Good suggestion. — Eloc 01:09, 19 March 2008 (UTC)
I agree, it's irritating that the order has changed randomly in the past- more than once. I'd like to be able to sort my characters manually as well- by oldest/youngest, or even most played/least played. -- User Elveh sig.png Elv 09:34, 19 March 2008 (UTC)

Design a Weapon-Contest - skins - green versions?!

Hi, it's great to finally have the skins ingame, but it would be even better if all players could take part in the hunt with a realistic chance of getting the skin. It's quite frustrating to do runs over and over to gain nothing. So why not give good old tyria bosses some new green items with those skins? Makes older or almost unused areas popular (for example many kryta areas that aren't used at all) and maybe be even more of a reason for some players to buy prophecies! ;) Imho it would be great to have a reason to fight in good old tyria again. Especially in HardMode there are a lot places left in tyria with no greenies. Plz consider this for now and future additions of new item stuff. :)

Yeah. Starting from level 20 bosses that have elite. And from further in the game to Ascalon. That is, starting from Titans, then Mursaat, then Dwarves (not Grenth's Footprints, of course, White mantle, Grawl, Golems, Ice Imps, and so on) MithUser MithranArkanere Star.pngTalk 19:08, 19 March 2008 (UTC)

Guild [G] Roster display of contributed alliance faction

Hi Gaile,

A suggestion I have (and I'm probably opening a can of wurms here): Would it be at all possible to add a display to the Guild Roster showing when a person last contributed faction to the alliance? I looked through the previous user talk archive pages, and couldn't seem to find anything referencing it. Erpbridge 23:23, 19 March 2008 (UTC)

Shouldn't this be on the suggestions page? Also why bother, this just seems like a mechanic to help guilds like ANY force their members to contribute 10k a day. I think in the wider scope of things its not needed. -- Salome User salome sig.png 00:02, 20 March 2008 (UTC)

Pet AI/Control changes.

Now that we have these absolutely beautiful Pet Controls, I'm thinking that Pets should move up from itsPre - Pet Control AI, preferrably simply handing it Warrior Hero AI, so that it flees from AOE, responds to Ranged Attacks/Target Calls, etc. If you ask me, that'd be a great addition, even if some AI mechanics are cut out (I'd assume the flee from AOE behavior and Target Call response behavior be removed, if so.) :o Also, an addition of the Fight Mode would be nice, so that you don't have a pet that suddenly rushes to you after its first kill. --Relax and Play 02:42, 20 March 2008 (UTC)

Your pet rush to you because you have to give him a cookie or a hug for the good killing he do! good kitty ^^ Kioga 19:09, 31 March 2008 (UTC)


What about a pet experience bar? I can feel really annoyed when my pet is lvl 17-18 or 19 and when it feels like ages until it reaches the next lvl. Should make a lot of players stop dumping their pet at lvl 19 cause it takes too long to get it to 20... while in reality, they just need 17 more xp....Spirit Of The Linx 14:49, 1 April 2008 (UTC)

Pet experience bars are totally unneeded, just like Hero experience bars. — Poki#3 My Talk Page :o 12:38, 1 April 2008 (UTC)

I know this isn't the place for a discussion, but I can't see any desavantages... I DO think the experience bar can disappear once the pet has reached lvl 20. Spirit Of The Linx 14:49, 1 April 2008 (UTC)

Active title effects change

Currently, if you want to be affected by a active title effect (such as Lightbringer or Heart of the Norn) you have to "wear" the title. This wasn't a big problem in Nightfall, but in Eye of the North having to juggle the titles around started to be annoying. What's more (and this is the main reason I'm writing this): displaying any other title, such as Kind Of A Big Deal became pointless, because you'll have to change it in a moment anyway...

Here's my suggestion: add another check box by the titles that have these additional effects. One will be for displaying the title under your character name, the other will be just for the effect. That way you can wear any title that you want and still have the effect without having to juggle in the title menu that much.

Another (though complicated) addition to this would be allowing players to check multiple titles, and the game would give you effects based on the map you're on. For instance: I checked both Holy Lightbringer and Secret Agent titles, and although I checked that I want the Lightbringer effect, I wouldn't get it when I'm in Flame Temple Corridor. The game would only give me Rebel Yell, since there are Charr in the area. This would decrease the need to open the title menu even further, but it may provide some problems where 2 or more titles would be appropriate. (For instance, during Blood Washes Blood some might want the Heart of the Norn, and some might want the Rebel Yell.

Of course, if you'd find a better solution to this, or a better way to implement this into the interface then a second check box then by all means ^^; — Poki#3 My Talk Page :o 15:39, 20 March 2008 (UTC)

I'd implement it as two drop-down lists: One for display title and one for effect title. Below that, a list of titles just like it is now, but checkboxes are no longer necessary on this list. I think this would simplify picking the title; it always takes me a little longer than I'd like to parse the list and find the title I want for a given effect. It would be very simple if they were in a combobox with a maximum of 5 items. -- bcstingg (talkcontribs) 00:23, 25 March 2008 (UTC)
Yes, since there are 42 titles you can have in that window at one a general reorganization of it (like the skill and attributes panel once got) would also be nice. — Poki#3 My Talk Page :o 00:57, 25 March 2008 (UTC)
Or... just have these effects automatically applied. Most only work on given places, or against given opponents, and it's only in rare places where you can benefit from two titles at once (hence that you have to choose). In those rare places, I'd just automatically give both benefits. That way, you completely eliminate the headache, and it requires much less re-programming from the ANet team anyway. -- Alaris_sig Alaris 04:00, 25 March 2008 (UTC)
Actually, most of the effects aren't linked to a specific area (only 2 are); Rebel Yell, Stout Hearted, and Lightbringer depend on the enemies you'll be facing, and quests can alter which enemies appear in which areas. I'd imagine the programming to do it automatically would be quite involved; they'd have to add a currently non-existent "check what type of enemies are in this area", and this could change if a quest hasn't yet spawned these enemies. Plus the option for a user override or doubled effects, and there's no guarantee the existing code can currently support two simultaneous effects. Although I'm obviously not familiar with the GW code and it's impossible to say anything conclusive about it as a result, I can tell you as a developer myself that it's usually easier to add settings and link existing behavior to those settings than it is to leave the settings intact and change the behavior. Clearly code exists to "display some text under a name depending on the value of a setting" and other code exists to "apply some effect depending on the value of a setting". Splitting the one setting into two settings requires little additional code (unless the code is a poorly-designed mess) -- just the addition of a new setting, redirecting one of the checks to look in another place, and a UI mechanic to set the second setting. On the other hand, while code does exist to check what area you're in and whether a title applies, this only applies to 2 areas, and code to check the enemy types in an area (and update if a quest spawns new enemies) would likely be all-new. It may seem like it requires less developer time because the visible change to the user isn't as obvious, but in most projects, behind-the-scenes behavior changes are the hard part, while adding new ways for users to access existing behavior is easy. -- bcstingg (talkcontribs) 14:46, 25 March 2008 (UTC)
That's why I said that the other solution is probably too complicated. Still, splitting the title and the effect so you can check them separately shouldn't be complicated at all. — Poki#3 My Talk Page :o 16:29, 25 March 2008 (UTC)
I agree; I was responding to Alaris. -- bcstingg (talkcontribs) 18:15, 25 March 2008 (UTC)
bcstingg - eh, yeah, I said that some effects are linked to the enemies you're facing. To get the bonus, the game has to check if (1) the title is displayed, and (2) the conditions for the bonus to be applied are met. I suggest that you skip checking if the title is displayed, and only check the conditions. The program will run ever-so-slightly slower or faster than before (depending on implementation changes), but either way not enough to impact gameplay.
BTW, as a programmer, I find your explanation of settings and game design very confusing. Unless the current implementation is very obscure, it should be easy to change. -- Alaris_sig Alaris 18:17, 25 March 2008 (UTC)
Sorry, didn't mean to be confusing. What I was trying to say is that we know two mechanics already exist in GW: displaying a title under your name, and granting you an effect based on a title. Each of these mechanics is controlled by a variable: namely, what you've checked in your title list. Right now they're both controlled by the same variable. Usually, it's a fairly simple matter to unlink two things like this and say code A will be controlled by setting A and code B will be controlled by setting B. The code change usually amounts to searching through code B and replacing any references to the former variable with the new variable.
But I now see what you're saying was simpler than what I thought you were saying. I was thinking of automatically selecting the appropriate titles for the area and still displaying the icons in your effects bar, but you were suggesting checking the conditions for all titles without displaying any of them. The only problem I see with that is allowing titles to stack (this changes gameplay, which from what I've seen is usually harder to get past the designers). -- bcstingg (talkcontribs) 23:47, 25 March 2008 (UTC)

World Map Tabs/Continent Switches

As it stands, I don't see the need to have to travel to the port town of a continent just to travel to the continent's other cities. Having tabs or switches at the top of the world map screen to change which continent we are currently viewing would save us all a lot of time warping around, loading crowded port towns, and probably lighten a bit of server load as well. Albrect Karew 04:46, 21 March 2008 (UTC)

Epic suggestion -elviondale (tahlk) 04:56, 21 March 2008 (UTC)
/signed. With both hands. — Poki#3 My Talk Page :o 11:28, 21 March 2008 (UTC)
/signed. Where i can buy one of these maps? Kioga 19:12, 31 March 2008 (UTC)

Dyeable Blindfold

The Blindfold is one of my favorite new GWEN items, but it was a huge letdown to learn that this item cannot be dyed when so many of the other new GWEN headgears can be. Albrect Karew 05:01, 21 March 2008 (UTC)

I agree, it would be great if you could dye it. At the moment I'm rather put off from getting it because of its purple color. LunarEffect 20:30, 3 April 2008 (UTC)

Better team display in alliance battles

I've been playing alliance battles for a while now and one of the things I find annoying is, when you die it's hard to find your team without selecting them in the party window, I think it would be a good idea to have the compass display your team of 4 in a different blue, or have a ring around it as if you had selected your whole team

Plastic Surgeon?

I would absoluetly love it if guild wars had some type of plastic surgeon lol, for the reason of changing your characters features, including but not limited to: sex, hair style/color, height (this one doesn't really matter IMO), skin tone, face. Also a name change system would be nice. 65.34.193.183 02:55, 23 March 2008 (UTC)

So, what you're saying is that you'd like what may be the last vestige of what is permanent on a character to be altered? Hm. Some may go for the cosmetic changes (though the sex change would raise a whole host of ethical questions that I'm not sure Anet is prepared to deal with (lol)), the name change would be a bother when dealing with spammers and general idiots when one is trying to report them. If it were up there in high-cost... --Chaiyo Kaldor talk contribs 02:59, 23 March 2008 (UTC)

Well, for sex change, I was kind of thinking the same thing, but alot of people loved their april fools' looks, so maybe no one will wonder about the intentions behind that option. But besides that, there could possibly be more than one NPC, one called the hair dresser, or barber or something relating to hair, one called the plastic surgeon or someone who can do "magic" on you and change your skin color and face. I'm pretty sure i'm not the only one who would like this, it would probably be a very popular NPC, and could an opportunity to introduce a well-working gold sink. 65.34.193.183 19:08, 24 March 2008 (UTC)

Actually, going through the Gaile/Frog Talk archives (mostly at random), I saw something about a "Gender change tonic" being hinted at (most likely for GW2, if I remember that correctly). Not sure where, though. --Chaiyo Kaldor talk contribs 19:29, 24 March 2008 (UTC)
Well ... I know more than my fair share of actual people who have changed sex... and it's not something I would wish on my poor little character. That said, I would *love* to see a Barber NPC. Really, the rest of it I could let go, although I also know a few users who named a character as a joke, then got into the character past the point of really wanting to restart it with a non-joke name. I wouldn't suggest it be cheap though. Auntmousie 04:19, 30 March 2008 (UTC)

Profession Mastery titles

I think there should be a title for when a character knows every (PvP-viable) skill of a single profession. There could be one for each profession called Master <Profession>, and possibly also one for when a character has learned every skill of every profession called Master of Professions (or something cooler-sounding). The only problem I see is if you decided to make a new expansion (however unlikely that is) with more skills, I'm not sure how it would work. Capcom 22:40, 23 March 2008 (UTC)

Erm...What about PvP unlock packs...-Warior kronos 02:33, 24 March 2008 (UTC)
Easy title to get either way. Invest some cash, or some time...? I'd be happy if that title didn't contribute to the KoaBD or to the HoM. That is, it would just be easier to show to other PvP players that you can adapt to their needs. -- Alaris_sig Alaris 04:16, 24 March 2008 (UTC)

Why exactly would the unlock packs be a deal? It's not the sort of title anyone would really care about to have on a PvP character aside from what Alaris said about showing you can use any skill, and I don't see how it hurts anything. And I really don't see how it would be an "easy" title at all. To get one profession title, you would have to spend at least around 50,000 gold for the professions with the fewest skills, assuming you took the time to get all the skills via quests or hero skill trainers that you can, and 15-36 of the skills are elites requiring you to go out and capture them. I've been playing rather frequently for over 2 years now, and just now my "main" character is about to have all of the Mesmer skills. I'd say if someone does it, they deserve to have the title and have it count like any other. Capcom 08:34, 24 March 2008 (UTC)

PvP unlock packs do not grant such skills to PvE characters only unlock them for them. And PvP characters won't earn such titles (like they do not earn the Skill Hunter titles). It would be just another gold sink title. So it would probably be better if it was given for having all skills, not only those of one profession, and it could be called "Legendary Skill Expert". MithUser MithranArkanere Star.pngTalk 14:13, 24 March 2008 (UTC)
Agree with Mith, though i think having a "Master <profession>" title would be awsome. That way, even if you dont have the title maxed, you can still have a little bit of incentive to get all the skills in Guild Wars--User Raph Sig2.jpgRaph Talky 14:25, 24 March 2008 (UTC)
I'm a bit confused as to how your argument about PvP unlock packs don't affect PvE. This being true, doesn't matter for PvP characters. PvP Characters do have all the skills available, qualifying for the title. Unless I am mistaken and this only affects PvE characters, this would be a rather stupid title (It is literally buyable). -Warior kronos 00:32, 25 March 2008 (UTC)
Although I wouldn't mind having such a title (Master Assassin ^^) I'm afraid that It would mess too much with the Kind of a big deal title. Another idea, is to have only one title, incorporating all the skills (like the old Elite Skill hunter title). It would be a good money sink (can't have enough of those in an MMO) and would raise the price of skill tomes. There are 1235 normal skills in the game, so it will probably cost you 500 to 1000 platinum. 1000 platinum is the same as other money sink titles that you pay 100g per point. (...though it would STILL mess with the Kind of a Big Deal title.) — Poki#3 My Talk Page :o 00:53, 25 March 2008 (UTC)

And what of those who already have every skill in the game unlocked on a single character? I'm all for more titles, and would love to see more. Med Luvin 15:03, 25 March 2008 (UTC)

Trade and Recruiting spam in Local Chat still around

moved from Talk:Gaile News#Trade and Recruiting spam in Local Chat still around

I notice that trade and recruiting spam in local chat is still around and has grown allot since gwen and more new players have come into the game and older ones that stopped caring.

Are there plans to work on slowing the spam even more cause its getting anoying and allot of people are complaing about it?

Suggestion: Create an in-game warning message (mby on login and every 4 hours of a player that shows up in the chat window as one of those blue info messages) to warn people against spamming and that it is punishable by a ban.

Screenshot of spam in LA 1 [1] --The preceding unsigned comment was added by User:122.109.43.82 (talk).

It's the /report function, use it. --Ckal Ktak 14:28, 23 March 2008 (UTC)
Im sure the report function has its place but how do you report well over over 300 users a day users all doing it and some not knowing or some not spamming but still posting trade in All Chat? That in itself will use valuable gm time that could be used fixing exploits working on gw2 or stopping bots and real trading. And reporting people won't change the minds of the majority of people who do it as its not brought to peoples attentions as reporting is a you and gm only thing and no-one sees it. -sarcasm- (broardcast x amount of people have been reported/banned for trading in all message) Some won't know that its against the rules, some will claim its district 1 its allowed or they (Most people I've seen) will say Anet doesn't care or not care themselves. Why don't we have a message popup every time we log-in saying please don't trade in All Chat spam etc or have a global message every say 2 hours or so reminding people on it or improved trade options that are better than a standard trade chat tab that scrolls too fast anyway. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
We have quite a number of these I-didn't-know-we-can't-spam coming in to our HELP:GAME page and complaining or whining about being banned for spamming. So yes, they are doing something. If you have a better idea, feel free to suggest it. With so many spammers daily, it's not easy to resolve the issue without (1) creating an overly strict chat filter (which will get them complaints of a different sort) and (2) wasting too much money hiring people for the sole purpose of banning spammers. Also, I don't believe the developers of GW2 are involved in the day-to-day monitoring of GW districts. Those are two totally different job scopes. -- ab.er.rant User Ab.er.rant Sig.png 05:30, 24 March 2008 (UTC)
It's been said, by Gaile I believe, that guilds are permitted to recruit on Local chat (this would take extensive searching, but I know I've seen it somewhere - back when they implemented Party Search I believe). The picture posted does not show any spamming other than the one guy trying to sell something that clearly IS spamming Local chat. Nbajammer User Nbajammer sig.png 06:30, 24 March 2008 (UTC)
Ive been in game and many people have said 'But I didn't know' and some have said 'Show me the rule and I won't do it' and why don't we just have a popup message saying something like don't trade or spam in All Chat as it can lead to a ban. As stated above yes guilds are allowed to recruit in local chat and I fully support that as long as they don't multipost like 4 messages in 10 seconds that I've been seeing allot of guilds do and I didn't say they couldn't recruit in All Chat (I mentioned recruit spam which is different meaning more than 1 message in 1 district in a very short time than just the 1 recruiting post) and All spam is bad whether its trade, recruit or anything like it. As Ab.er.rantsoo said soo many are asking why are they banned over it. So Ab.er.rantsoo and others, Wouldn't it be better to have a in game message that would notify and educate people beforehand who wouldn't do if they knew they could be banned and cut down gm time on reports and complaints by the person involved than to not have a message and have allot of those that didn't know that its bannable use up extra gm time and then have them complaining that they have been banned from the game. As a message makes people consciously aware and those left are those actually defying a active notice and then playing chicken so to say on being banned. Nbajammer if you want more screenshots I can take a screenshot of every chat within 1/2 a hour if you want as proof for you but I thought a small sample shot would be sufficient and if its not enough then just sit in 'Lions Arch AD1' quietly for a hour reading and see the types of spam and how many people are doing it etc the district gets. --The preceding unsigned comment was added by User:122.109.43.82 (talk).
Good point. I believe your suggestion can be summarised and made clearer by the following suggestion: Create an in-game warning message (that shows up in the chat window or one of those blue info popups) to warn people against spamming and that it is punishable by a ban. Of course, it remains to be seen if the chat client can reliably detect spamming to automatically cause the popup to appear. Or maybe extend the /report function to include such a warning to the user being reported. -- ab.er.rant User Ab.er.rant Sig.png 14:50, 24 March 2008 (UTC)
Added the suggestion to first post, still would be nice what the official response is, if they are still looking into spam and still have plans and want to solve the issue as its getting really bad in some areas. Instead of the detect bot why not put it on a timer like the 'please take a break' message and activate in local only when in in towns.
New suggestion: when people sign the Eula, they often don't read it. I suggest that the next Eula and every one after comes in two format, and you have to agree with both. The first is the standard legal document. The second is an abridged "rules of conduct", reminding about politeness, rude / disruptive behavior, spamming, botting, and the like. The second should be in easily-understood language, short, and harder to just bypass without reading. -- Alaris_sig Alaris 13:58, 26 March 2008 (UTC)
You said people don't read the EULA they won't read the 2nd message box either the in game message would be the best bet.
Replace the I Agree action with a multiple-choice random-question exam on the EULA. That should get people reading. :) → BROWNSPANK 11:09, 1 April 2008 (UTC)

some thing new for play the game

-- new weapon types --

I suggest to make some staves(or others weapon types) of assasin,diversh, they can be not enough energy(+10) or attack stat (11-22) but they also can support that non-weapon attribute.that will make some difference way to play the pros.

-- about bosses and title --

And the prophec in ascalon is so fun ,beacuse so many boss there(even boss alike or have no elite skill).
in Gw,hunting the bosses is a funny adventure.Maybe you can add more bosses into the Gw just like Ascalon area or somewhere,even the new boss have no any skills could be Captured or unique weapons.and maybe add one greater and more powerful boss into every map,just like the elite missions.(even they have no elite skills or any skills can be cap.)that will be greater to make players enjoy the PVE.
Maybe add a new title for bosses hunted(first time),seprarate normal mode and hardmode or not.
and a new title for hunting unique weapons(drop for you ,first time),seprarate normal mode and hardmode or not.

-- character panel --

And there can set the title into GUI and list type(by GUI,campaign,list,or level of achivement.Just like the skill panel)? It will much better to use the title panel.

-- new faction for PVE and PVP--

the prophec mission is a long long adventure.but it so boring even there are so many abounding stories. Mybe add some rank like the NF,EN(for Ascalon,Shiverpeak Mountains,Kryta,Maguuma, Crystal Desert,Ring of Fire)
And the faction only support 3 ? how about the factions between the ShiningBlade and WhiteMentle,the Dwarves(Deldrimor and StoneSummit),the forgotten and margonites.
just like the AB, there also can be add some arena and faction reward for that.
and one guild can support 4 different faction.(increasing the fun for PVP,and the new faction can separater by each guild or according to the lead guild of ally)

-- A Critical Hit --

now the critical just within a special animation.but it is so easy be ignoring.and the little animation could not interest any one to lead a critical (without more damage and energy gain for the sin)
maybe display a blazing art (at the number) or set the screen into a blazing art to make the critical hit as different of normal damage. --User:Duceethar
1) I can't speek for Dervishes, but a Deadly Arts Staff wouldn't be bad, though I don't see that happening.
2) The Elite skill hunter titles are basicly a boss hunt, so I don't see any reason to justify a new title. A Green drop title is... stupid, sorry.
3) Loop up.
4) ...no. Messing with that is bad.
5) They have a different animation and a different sound effect. You want the screen to flash red everytime you critical or something? My eyes would bleed @_@ — Poki#3 My Talk Page :o 14:18, 25 March 2008 (UTC)
Think about the Critical sins!--User Raph Sig2.jpgRaph Talky 21:50, 25 March 2008 (UTC)
Uh,i hust think about that critical hit could have a different art on the damage number to separate from the normal damage number and critical damage number.i do not like the full screen effect,too.it will be too terrible.(think about the critical number art in Ragnarok online).
Elite skill and unique weapon are base on the Boss hunted, but what about the boss with no elite and uniques? --User:Duceethar
You mean those in the pre-level 20 areas that you sometimes fight before you actually start plaing the game? What about those pushovers? :P — Poki#3 My Talk Page :o 02:18, 26 March 2008 (UTC)
so the hard mode will be much fun to hunt all boss,even the bosses who under level 20 are great challenge for new character.there so many guys skip them.and we should think conquer them in hard mode will be fun,and the boss hunted title should consider that normal,hard mode,and dungeons. --User:Duceethar
Boss battles stopped being hard after Pain Inverter. And You realise that that Prophecies has random boss spawns? Capturing prophecies elites is often a mini-lucky title. I still remember that I created the Aziz Rottenscalp article on GuildWiki in July 2006, waaaay after Prophecies came out. No one was fortunate enough to encounter him... — Poki#3 My Talk Page :o 15:14, 26 March 2008 (UTC)
Sorry but I completely disagree with all of this (well what I understood of it as your english is terrible), mainly for the reason that you seem to be an inexperienced player. Also I get the feeling your not too bright either. I as a Dervish think that having a Staff for say Mysticism would be very bad. You can already get high enough energy without having low health. My health is 620 and my energy is 39. Go figure. oh yea and I use a scythe by the way. The 4th part is just stupid as it shows you have a huge lack of knowledge in that area. 1st of all, Prophecies was made before Factions so I think they would have BY NOW added those extra factions in. Also they would need to add; Faction for the other Gods, Main storyline rainces in NF, Factions, and GW:EN. what your suggesting for this whole thing is practicly asking to redesign this whole entire mechanism. It would kill PVP (I honestly wouldn't care about that but the ranting would annoy me), Ruin the Dervish and Assasin profession and kill Guild Wars. (X Dervashah X 07:03, 3 April 2008 (UTC))

Kveldulf's Charmable?

Now here is a suggestion that totally rocks my (GW) World. Make the Kveldulf Charmable? Awesome!!

Fenrir.jpg

--Silverleaf User Silverleaf sig.png 08:34, 25 March 2008 (UTC)

...no? — Poki#3 My Talk Page :o 14:18, 25 March 2008 (UTC)
Spoilsport...totally rocks my (GW) World.--Silverleaf User Silverleaf sig.png 13:56, 26 March 2008 (UTC)

I think it's a good idea :) You have to admit it, they're cool, I would love to have one :D Spirit Of The Linx 14:51, 1 April 2008 (UTC)

Duo swords, axes and hammers?

As shown on one of the wallpapers there could/should be de possibility to equip two swords http://img405.imageshack.us/my.php?image=guildwarswallpaperswordmf1.jpg

Nice idea it would be being a warrior equiping two swords, axes or hammers.

....more damage, less damage reduction/protection.....

Any one knows what sword it is?

--didis 10:46, 25 March 2008 (UTC)

Oh yeah, dual hammers! ...but seriously no. Is GW2 maybe, but not now. — Poki#3 My Talk Page :o 14:18, 25 March 2008 (UTC)
Oh yeah, another one who is deciding for someone else...it´s a suggestion....ehm are you a dev otherwise that's the reason my nose is flattened out by closing the door right into my nose?; didis
I'm realistic. Aperantly unlike you. I thought this place was for suggestions that might be later applied to the game, and not some fantasies and wishful thinking. — Poki#3 My Talk Page :o 22:24, 25 March 2008 (UTC)
As for a player i though you had more respect...thanx for the offense....i though i thought i thought i saw a pussycat......@Gaile thanx for deleting this...it's not appreciated to post and i feel only ZoS is allowed to mention suggestions...cioa...back to unofficial wiki...that's the spirit....can someone please give Poki an infraction...thanx didis
If you took offense then I'm sorry, but I'll still stand by the fact that dual wielding is too big of a change to the mechanics present in Guild Wars since the dawn of time and is very unrealistic. Oh, and I don't know what difference does it make what Guild you're playing in... PS: See you on GuildWiki. Drop me a line on my talk page there if you want ;] — Poki#3 My Talk Page :o 18:14, 26 March 2008 (UTC)
I agree with Poki, now that the dev lacks much interest on GW1, I highly doubt they'll ever do dual wield. This suggestion/idea/wishful thinking is better left suggested at the GW2 suggestion page imho. Renin 03:24, 28 March 2008 (UTC)
Now let's be realistic for just a second. Suppose you were wielding two swords at once. Your movements aren't the same as wielding just one; you can't put your full angular momentum into one sword, or you won't be able to follow through with the other. So I know... reduce their damage by about 25% to account for this. And then of course make them match. And since it's a whole different fighting style, it should have a different attribute and different skills. Oh! We already have that. It's called "Dagger Mastery". Auntmousie 09:17, 5 April 2008 (UTC)

New quest or dungeon master feature?

It will take a while till we get GW2. Therefor i would like new quests added to do with my guildies or a way to create your own quests/stories like a dungeon master using the existing world. --didis 10:46, 25 March 2008 (UTC)

There's a lot of things you can do till GW2 comes out. PvP, Farming, Vanquishing, Dungeons, Chest running, Hard mode in general. Or make a new character. And personal quests would be too abuseable. — Poki#3 My Talk Page :o 14:18, 25 March 2008 (UTC)
Ehm title 26...looking for a title for someone who is selvish...it's a suggestion, and a darn good one...the game has all the aspects and potential...it's a rpg sort of game (oh no guildcast episode 3) ...which evolved into a grinding one for pve-players...back to basics after playing all of the game...seen it done it in 3 years...bleh --didis

erm..........what choo talkin 'bout Didis?--User Raph Sig2.jpgRaph Talky 21:47, 25 March 2008 (UTC)

Corny. Well-placed, though.
Nonetheless, as fun as GW DMing might sound, the game simply isn't designed for it, and I can't really see any way to put it in that wouldn't be really lame without taking an incredible number of man-hours to finish. It's the kind of things people make new games for. -- Sirius (talk) 11:31, 30 March 2008 (UTC)

PvE Skills

I suggest that you make it so that you can use PvE only skills in Guild Scrimmage matches. I think it would be fun to be able to use PvE only skills against other guild members in fun scrimmages. — Eloc 00:02, 26 March 2008 (UTC)

As long as there's an option to block PvE skills, and it won't enable PvE only items by mistake, I'm all for it :P — Poki#3 My Talk Page :o 02:18, 26 March 2008 (UTC)
I agree also, with what Poki said. Halogod35 06:17, 27 March 2008 (UTC)
Like, an option for the creator of the scrimmage to allow PvE skills? That would indeed be nice. → BROWNSPANK 12:49, 28 March 2008 (UTC)

Polymock

Add a PvP aspect to Polymock and have tournaments or something similar to Hero Battles. It kind of gets repetative to only be playing against computers. — Eloc 00:04, 26 March 2008 (UTC)

Nice idea, I like it! =) LunarEffect 20:35, 3 April 2008 (UTC)

plz fix Fort Aspenwood from luxon cheaters!

There are only a few people who play Fort Aspenwood and eventually we remember each others names whether its our ally or enemy. There has been a major problem in FA when a known 2 Luxon player coming into Kurzick team and then one of them is using health sacrifice to kill himself while the other guy creates a minion and then the MM who created all the minions goes near Gaunther and use sacrifice health to kill himself making all the minions masterless and turning them into hostiile. Apparently these so called minions attack and kills the gatekeepers making it impossible to repair gates. Ending the game in 3minutes which everyone waited for like 30 minutes.... anyway we can fix this cheating?--Ridz16 19:48, 26 March 2008 (UTC)

You mean besides reporting the player for leeching using /report? --Chaiyo Kaldor talk contribs 19:57, 26 March 2008 (UTC)
It's worse than leeching, it's cheating. And yes, it should be fixed. -- Alaris_sig Alaris 20:41, 26 March 2008 (UTC)
Do you any idea what FFF(fast faction farming) is? perhaps you dont so ill explain it to you. you get 400faction pts in a low amount of time..... this cheating behaviour defeats the purpose of that because you get twice faction pts in FA for winning in 2-3 minutes. It is outrageous when you look at the cheater guild tag along with your luxon opponent, guess what they are the same! sometimes its not just guild but the whole alliance itself. reporting for leeching doesn't work either because I've seen the person switch "accounts" or someone in their guild do the same cheating behaviour. I dont like nerfs so I am hoping for a better fix on this issue.--Ridz16 01:19, 27 March 2008 (UTC)
The probleme here seem to be that this mission is not popular; The cheat work because they can predict that they will get into the same game. Same could be done to farm Gladiator or even Hero points if that few players was doing the mission. A solution would be to make Fort Aspenwood and Jade Quarry more attractive so more games are done more often. (ps, if i didnt have to wait 30min i would like to play those mission more often) --Bob 02:58, 27 March 2008 (UTC)
So tell me, how does making either FA and JQ more attractive and popular... fix anything?--Ridz16 04:08, 27 March 2008 (UTC)
Sorry if it was not clear enough. By been more attractive more players will play those mission, when the numbers are high enough it become imposible to sabotage the game by placing your guildies into the opposing team. The likehood the server roll the teams with player of the same guild in opposing team get so slim that it no longer worth to try. --Bob 05:47, 27 March 2008 (UTC)
Add them to AB so there will be 3 rounds which will be randomly chosen when you enter the battle. (Jade Quarry / Fort Aspenwood and Saltspraybeach) --Fox007 User:Fox007 13:18, 27 March 2008 (UTC)
That's a great idea, but it would conflict everything that has to do with FA, the quest..etc. but i dunno it would be cool it they come up how to integrate it to AB--Ridz16 22:21, 27 March 2008 (UTC)

There is an easy solution, give the Gate keepers in the Kurzick side Verata's aura. That way there doesn't need to be a nerf and other than the occasional Luxon minion army turning against their masters at the last second most problems are fixed. 69.158.53.240 17:42, 28 March 2008 (UTC)

we will till have a 30 mins waiting time O.o --Fox007 User:Fox007 18:38, 28 March 2008 (UTC)

Guild Leavers!!!

i am so sick and tired of people that doesn't want to join your guild, but they join it anyways. and after 5 min. they leave. Wasting my time talking to him and my money. this happens whenever i recuit. I really think that the yall should make something like, if u join a guild, they only way to quit it is by doing something for the guild first. Like if you want to quit, you have to donate atleast 5,000 Kurz/Lux Factions. Or donated this much money, or invited this much members, or some other stuffs that are good for the guild first. Thanks for reading this. But please fix this problem. i consider this problem is same as the leechers in Alliance Battle. Yall fixed the leeching problem didnt yall? atleast yall did something about it, to decrease the number of leechers. Please, please fix the leavers problem. Thanks. --The preceding unsigned comment was added by User:69.153.143.198 (talk).

Or you could stop inviting players that never ask to join. There is no competition about who get the largest guild, invite players you know for at least a few days and you wont have that troubble. --Bob 05:38, 27 March 2008 (UTC)
i never invite people who never asked to join. --The preceding unsigned comment was added by User:75.49.122.75 (talk).
Aye same happens to me, a more realistic suggestion would be that a person cannot leave a guild before 24 hours though. --MageMontu 22:10, 27 March 2008 (UTC)
If you are more selective in choosing people (such as doing a mission or two with someone to see if you "click"), then you wont have so many leavers. [XxXx] RECRUITING PM ME 4 INFO!!!one!11 spam in all chat is not only annoying, but it's a really innefective way of getting people that will stay in your guild. Kokuou 22:31, 27 March 2008 (UTC)
I think a restriction such as a timer to leave doesn't fit within the game and how things are usually done. Perhaps just have the 100g fee refunded if the player leaves within 24/48/72 hours? That might be more coding-intensive (and thus less likely to occur), but I feel like its less restrictive. Alternately, charge the new player the 100g. I don't know how popular that would be, though. (Or waive it entirely for that matter). - THARKUN User Tharkun sig.png 23:01, 27 March 2008 (UTC)
The 100g fee is a "fix" for pointless and repetitive inviting just as the anonymous is descibing. Do as Kokuou suggest to avoid wasting your gold. The system is not perfect, but in my opignion, this is not a case where a fix is need. --Bob 23:45, 27 March 2008 (UTC)

It has to do with the quality of people you recruit, if you throw a random "please join my guild message" you will get those who arn't really intersted. But if you game along side people for weeks, and then invite them, they are likley to be there longtime, and you will develope fasting friendships. Med Luvin 14:42, 28 March 2008 (UTC)

it's not that easy, i don't spam the chat nor throw in a random recruit sign or something. The system is not perfect. PERIOD! and they need to do something about it. --The preceding unsigned comment was added by User:67.66.51.15 (talk).

No system will ever be perfect. PERIOD! That doesn't mean that something must be done about it. Watch who you recruid and that's it. You can charge a 100g recruitment fee if you're worried about the money. — Poki#3 My Talk Page :o 05:26, 29 March 2008 (UTC)
My goodness, what a boring game this would be if everything was perfect. Gold Weapons would drop from every enemy, 15k armor would be 1g, there would be no inflation and money would rain from the sky. The way GW is now, you have to take responsibility for your actions. If you just sloppy click "sell, sell, sell" at a merchant, you might loose a super mega item but you wont get it back...Take your time for things, quality over quantity is definitely a guideline for recruiting for a guild. There are plenty of well established Guilds around. Perhaps you should consider joining one, then you wont have to bother about this kind of thing anymore. =) LunarEffect 13:27, 29 March 2008 (UTC)
okay, no system can ever be perfect. but they can still make it better! I just want Galie to see this. So atleast she'll know.
The only way you can have a lot of leavers is if you expend time spamming "BLABLA is recruiting" in Ascalon dist 1 Kioga 17:37, 31 March 2008 (UTC)

New Hall of Monuments Minipet Storage

We're going to need a new storage solution. I have all 1st and 2nd year minis on my person and in storage, and I'll be sure to buy all the 3rd year minis I can get my hands on - But I'm not going to have anywhere to put them. I really think there needs to be an update where we can store our minis in the Hall of Monuments. If you want to swap out your mini, you have to go to the monument and access storage there. (And logically, let us store our elite armor and destroyer weapons, since we need so many to have a full hall!) -signed Easy To Spell 68.41.7.52 05:03, 29 March 2008 (UTC)

Armor and minipet storage was sugestes so many time already... — Poki#3 My Talk Page :o 05:26, 29 March 2008 (UTC)

Have aggro ring from compass show in 3d space

I've noticed that in PvE I spend most of my time looking at the minimap/compass instead of looking at all the nice textures and models of my environent. I was thinking that it would be nice if there was an option to draw the aggro circle on the ground around my toon, so that I could look at my game screen instead of just staring at the compass circle the whole time. I'm prettysure the art team would rather have people looking at their work instead of staring at circles and red dots. -signed Easy To Spell 68.41.7.52 05:03, 29 March 2008 (UTC)

The art team? Well I don't know if I'd like having some kind of big ring around me all the time... and the art team whouldn't be happy about that too I think. Maybe you need to move/resize the compas a bit. — Poki#3 My Talk Page :o 05:26, 29 March 2008 (UTC)
Perhaps have a nearly transparent overlay on the screen.. that would work imo as well -elviondale (tahlk)
There could be a toggle button or key command to switch it on and off. It could come in handy specially for newbies that do not notice very well distances. Monsters and other NPCs have their own aggro bubbles too with different distances. MithUser MithranArkanere Star.pngTalk 15:20, 29 March 2008 (UTC)

Tome trader npc

It's getting harder and harder to have the different normal and elite tomes sold in game to fellow players. Maybe it is a nice idea to create a tome trader in some outposts and the guild hall. Just like the rune and dye trader. Also it will enable the prices being more steady/regulated due to the economics. didis 12:39, 29 March 2008 (UTC)

Tomes, unlike dyes and runes, have 0 value. They are like miniatures and weapons, meant to be traded directly between players. If a trader is missing, it's the Weapon Upgrade trader. MithUser MithranArkanere Star.pngTalk 13:09, 29 March 2008 (UTC)
You're mentioning it yourself...trading between players....but if there are to few or no players to trade with...then the tomes don't have any purpose anymore...then it would be handy if you could sell them at a trader. And you mention the dyes...still the black and white dyes are traded in outposts to those who are willing to pay...but then you have to stay in a outpost for ages...that is not worth while... We all want to adventure forth...or should we wait for an auctionhouse....didis
I really like traders myself. Anything that could be sold at traders should be. Upgrades, tomes, etc. You could set a minimum "buy" price to avoid people buying these things cheaper than the price of skills (1k). -- Alaris_sig Alaris 20:35, 29 March 2008 (UTC)
A trader would be very handy, wouldn't totally remove player-player trading (like Dyes) and would remove some gold from the game because of his tax. However I fear that it would destabilise the current market prices for the tomes (I'd LOVE to get 500g (half of 1k) for each of the 70 assassin tomes that I have, but it's hard to sell them to players for 200). Oh, and the weapon upgrade trader for gold quality upgrades was needed since day one, but... — Poki#3 My Talk Page :o 21:53, 29 March 2008 (UTC)

Messages and Color Text

  • Losing connection and reconnecting with the server These messages should be in a different color to stand out as they are rather important and during a busy battle you might not even notice it. Personally Red would work for me.
  • All item drops should be in the color they are, not just for green,gold,purple. Finish off the drop coloring with white and blue also.
  • Control clicked messages should be in a different color then team chat... You don't know when someone typed something or just lots of info flying around. Human typing color should never mix with automated messages. In fact perhaps that should be a whole other filter as well so that a person can turn off such things like we do with Emotes. Of course this won't stop a target ping and target flag just stop the what was targeted from showing up if the filter is on.
  • Why do we not see gold coin drop messages? Fire Imp drops 102 gold for the party.

Please note I have failed to take the time to proofread this :) Chik En 17:44, 29 March 2008 (UTC)

Great Idea.--Ridz16 19:57, 29 March 2008 (UTC)
I agree with you on the lost/restore connection messages colored red. Re: control clicked messages, because these messages are relayed in team chat, it makes sense to color it the same way. Think of it as automated team chat. → BROWNSPANK 11:19, 1 April 2008 (UTC)

Bonus items in Unclaimed Items window

(cross-pollinated from Guild Wars Guru) So ... I'm sure I'm not the only one to have accidentally double-clicked on a bonus item I didn't mean to equip, only to then destroy my actually *useful* item before realizing the mistake. I'm also sure I'm not the first to seek a way to avoid deleting all the "extra" /bonus items every time you create them. But still... would it be possible to have the /bonus command forward to the Unclaimed Items window? This would mean the items never actually arrive in your inventory unless you claim them, so you don't have to delete the ones you didn't really want. Of course, if the window is already open due to a just-finished mission, /bonus would fail until you deal with the current instance of Unclaimed Items. And sure, any items that are only generated once (like a Collector's Edition mini) should still go to inventory directly. But apart from these minor issues, the functionality is already in place. Auntmousie 04:08, 30 March 2008 (UTC)

Even better solution is that the /bonus command pops up a specific bonus item window inventory box anytime anywhere to list all the bonus items then you just click on what you want to get and it adds to inventory. Will solve allot of problems.
Better, but no 'easier'. The 16-slot unclaimed item window is already there. MithUser MithranArkanere Star.pngTalk 14:54, 30 March 2008 (UTC)
Yeah, I don't want to fill my backpack full of junk just to get one item next time :/ — Poki#3 My Talk Page :o 11:01, 30 March 2008 (UTC)

More Rune of Holding upgrades

This is an Idea to get rid of all the storage rants. I am a player who likes to own most armor from my class. But I am on the point that I lack inventory space. So I came to an idea.

The Rune of Holding is a great way to get rid of the problem, but why can't we add more to the bags, to have 20 slots in a bag. I came to the folowing schematics.

  • Rune 1:500g
  • Rune 2:500g
  • Rune 3:1000g
  • Rune 4:1000g
  • Rune 5:1500g
  • Rune 6:1500g
  • Rune 7:2000g
  • Rune 8:2000g

U can upgrade the 2 bags only to 20 slots each on a characther -- The Warrior Of Timi 15:09, 31 March 2008 (UTC)

The problem is that (1) increasing storage increases operating costs for ANet, and (2) just like downloading movies and music, the more space you have, the more space you need. Currently, adding character slots is a good way to increase storage while helping ANet defray operating costs. -- Alaris_sig Alaris 15:38, 31 March 2008 (UTC)
Its easier on the database in the end to add storage slots because you won't need character level/weapon/etc etc fields instead you just need a value for say 23 database fields for 20 slots the 3 being account id, character id and Bag id. Instead of say 70 or more fields but they already had multiple characters with new slot adding implemented so it was easier to implement but in the end uses more database storage space.122.109.43.82 15:57, 31 March 2008 (UTC)
Runes of holding are not really a magical way to increase the bags. It's the in-game lore excuse to be able to use the full size of the inventory. If you analize the issu, there is only one way to solve the storage problem: Removing the need for it:
  • Traders. They keep items available at all times. So you don't need to store them. There's a trader remaining, though: Weapong upgrade traders.
  • Unlocking. Items that are meant to be purchased once, like most armors, should be unlocked per character instead of having to acquire them every time you want to have them. What keeps most people from purchasing more armors is not having storage for them. And with perfect salvage kits, there's no need to make a set more than once.
  • Better trading systems: With something like the Xunlai Storage, people would no longer need to save things to sell them all at the same time once to save time.
Thins like those is what we need, not just more storage. MithUser MithranArkanere Star.pngTalk 17:31, 31 March 2008 (UTC)
More storage... at the Storage box would be better... — Poki#3 My Talk Page :o 12:39, 1 April 2008 (UTC)
Or give us a locker (room) in the hall of monuments Didis
I like the locker room idea--Ridz16 09:16, 4 April 2008 (UTC)

For the tamers by Nature

I kno this one can be a tricky suggestion, and i know my english is too poor to explaint it the way i want, so i would try my best:

There are a lot of ppl (like me) that love the "Charm Animal" skill, i charm every kind of animal y found in the game, spend some time with him and have good and greats adventures, but always the day of the "good bye friend" comes.. then, i bring him to the tamer.. and he bring my friend animal to the minister cho (RIP) zoo. I do this a lot of times, and always i feel the same: "Why i cant go to "Minister Cho Estate" and visit my old "Melandru's Stalker" that walk pre with me, and spend some Charr killing time again???"

In a few words: Transform Minister Cho Estate in a stable, adding an NPC that let you choose an animal companion you have "previusly Unlocked, raised to lvl 20 and given to a Tamer NPC with that character".

Evolution of the pet can be "unlocked" to.. but is not necessary at least to me.

This have to be exclusive to players that own Factions (all tamers NPC deliver the pets in Minister Cho Estate so..)

Kioga 17:19, 31 March 2008 (UTC)

Elonian tamers bring the pets to Vabbian rich people. Only Prophecies and Factions tamers bring them to Minister Cho's Estate. But it is true that could be done something like that. Like the HoM only showing the Rainbow Phoenix if you are there alone, there could be an area where you could find a pet of each type all pets you have delivered to tamers. So you could charm them again... a bit Pokemonish but hem, who doesn't like to 'cath them all'? MithUser MithranArkanere Star.pngTalk 17:34, 31 March 2008 (UTC)
damn i forget elonian rich ppl!!! true.. maybe they can be more points to put NPC!. Idont think we need a place to see them all (like a garden full of pets!! yay) a simple text button dialog box whit the NPC can do the trick. Kioga 17:49, 31 March 2008 (UTC)
A "Zoo" is a thing planed for GW2, but it won't be in GW1. (search Gaile Talk) — Poki#3 My Talk Page :o 12:41, 1 April 2008 (UTC)
thanxs! 190.210.21.25 16:21, 2 April 2008 (UTC)