User talk:Gaile Gray/Archive Guild Wars suggestions/November 2007

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Festival Hats

moved from Talk:Wicked_Hat

Suggestion: I'll be adding a separate page for the festival headgear later on, To list all of them, and provide a quick useable link, However there is a lot of interest in the community for a way to gain past headgear. One suggestion has been to allow a quest to gain a slightly modified (different texture) version of headgear from past festivals. For example a different colored witches hat, or a green pumpkin.

If you agree that this is a good idea, please sign below here. -Talrian 00:31, 2 November 2007 (UTC)

Agreed - Nihil Et Dahknal

Agreed - Willie John

Agreed - Michael Nunez

Maybe I'm the party pooper, but that seems to completely defeat the purpose of the festival hats. They're about the only thing in the game that isn't simply available to anyone with enough time to waste acquiring it.--Fourth Horseman 23:39, 1 November 2007 (UTC)
I agree, however with a different texture, the replicas would not be easily mistaken. The idea is for a fun item similar to the GW:EN armor, that would satisfy those who missed out on the festivals for whatever reason. -Talrian 00:31, 2 November 2007 (UTC)
There would still be a certain level of prestige associated with the original hats, we wouldn't want to take that form anyone. The idea is just to be able to acquire a similar item (not the same item) through a different route. A special holiday quest or mission. We don't want to detract form the old items, we just want more chances for everyone to have fun.-Nihil

The main reason for this suggestion is that one of our guild members is on active duty for the us navy, and missed the Halloween festival. We're looking for an additional way for him, and other soldiers to acquire the hats (or at least something similar to them). Talrian 00:51, 2 November 2007 (UTC)

Soldiers can teach their wifes/girlfriends/parents to play GW so they can take a leave from work and sit at home and type in /jump etc... There is little or no reason any one would really need/want an event hat, its little more then saying: I was online the 31th of October 2007, you might show it off few times but thats it. Biz 06:41, 2 November 2007 (UTC)
That's not true, people pay incredible amounts of gold for aesthetic features in the game. I would like head gear to be switched from the current method of acquisition to perhaps the same method of birthday presents, a character with the appropriate campaign has the headgear added to their inventory like a birthday present if that character existed on that day of the year. I missed Wintersday 2005 because I was partying in the Whitsunday Islands and obviously not on my computer on New Years Eve/Day. That doesn't mean I didn't spend a large amount of time in game enjoying Wintersday Festival, it does mean I did not get a hat though. Some people find the specific days difficult to log into the game because by nature of these events, families in particular, are often holidaying at the time. Dancing Gnome 07:16, 2 November 2007 (UTC)
These are sort of a 'thanks for thinking of us as more important than your family' rewards. (j/k) -- Gem (gem / talk) 10:09, 2 November 2007 (UTC)
Getting them with different colors does nothing. As I've said many times, only player giving them for free to other players(that is, with no trade, but something like a giveaway an NPC that collects them and then gives them to player that do not have them) would be a possible way. MithranArkanere 13:07, 2 November 2007 (UTC)

This has gotten way off of the topic I originally brought up, however interesting. I don't agree with players being able to acquire hats AFTER an event has passed, no matter how dissimilar they are. I missed out on Day of the Tengu and that is the only hat I don't have, however I appreciate the fact that people who were there got what they deserved. I wish that I was one, but I'm not going to pine for a way to get a knockoff through a quest. It wouldn't be the same anyway... All I'm asking is that some of the old hats become dye-able. It would not take away from their uniqueness in my opinion. -- RavenJWolfe User RavenJWolfe Icon4sig.png 21:50, 5 November 2007 (UTC)

Ways to gain Gamer points

Currently the only way to get Gamer points is by events. Maybe you can add a pvp outpost for gaining gamer points or make the norn tournament, dwarven browling and Polymock give points towards the title. -- The Warrior Of Timi Ideas 14:30, 2 November 2007 (UTC)

It would be even better to make PvP versions of the minigames, available to characters in the Battle isles. MithranArkanere 17:29, 2 November 2007 (UTC)
I agree, the ability to gain gamer points outside of festival time only would be great, and make obtaining the title much more realistic to me. 76.174.13.77 12:55, 16 November 2007 (UTC)

Guild First Officer

I have seen some problems with my last guild where the leader was offline suddenly for an extended period due to personal reasons. Though it was a good guild and had great officers there was some conflicts that caused many members leaving etc. These problems could have been put to rest by a defined leader.

So here is the suggestion, have the current system of guild leader and officer...however add to that a "1st officer" This fisrt officer could have the rights to do everything except change the guild leader. This way, when the leader is gone for any reason, there is a person who has already been defined as "in charge" by the guild leader. Kind of a "co-leader if you will. And then if the leader is offline for say over a month, the "1st officer" becomes the leader and the leader is made first officer.

This would give leaders, officers, and members alike peice of mind that there will always be someone to go to in a time of need.

Nathan Rus 15:11, 2 November 2007

Or maybe if they had two ranks of officer, maybe Lieutenant and Captain? Silver40596
In those cases, the leader should transfer leadership to a member he can trust. Then the leadership is given back when he returns. MithranArkanere 12:43, 3 November 2007 (UTC)

In a perfect world the above would be true. However, as was the instance I refer to, the leader was unable to do this. He had a young family member suddenly pass. These are the types of situation I was speaking of avoiding. Imagine having something bad like that happen, and being gone for a while....I mean who's gonna wanna log on GW then, or be able to if travel is in the mix. Then when you do return, you find all of your effort and hard work has fallen apart. Where as, if you had a default as mentioned above you could avoid this. I just think the chain of command is spread too thin, and how hard could it be to add one rank to the guild structure? Nathan Rus

But then what about if the 'First Official' has to go too, and a second, and a third? It's the same. Bad thing happend, but it's not the end of the world. If the player do not et in during some time, the leadership finally goes to another one. MithranArkanere 14:44, 3 November 2007 (UTC)
Allowing guilds to designate their own more complicated ranks would be nice. Atm there are several things a guild member can do: use alliance chat, use guild chat, invite people, kick people, demote people, promote people, guild battle, change the hall, change the cape. It would be nice if a guild leader could "create" a rank in the guild and when they create "rank x" they tick boxes to allow them to do each of these things. So you can create a rank which allows anyone in the guild to invite new members without giving them the ability to kick or promote etc. Havin the ability to have more than one guild leader would also be cool. I always wanted to be in a guild with triad leadership. Dancing Gnome 06:23, 5 November 2007 (UTC)
I agree with gnome on this one, on everything except the having more than one guild leader, but apart from that i think gnomes idea rocks! -- Salome 17:07, 6 November 2007 (UTC)
/signed Nicky Silverstar 19:19, 6 November 2007 (UTC)

Instant Messenger bot

moved from User talk:Gaile Gray

I was wondering how feasible it would be to have an IM-kind-of-bot answer your questions in the chat window inside the game, getting it's content from the wiki. You could ask it questions like: How many steel ingots are needed to craft a Krytan helm? I got the idea from playing with the IM Encarta Instant Answers bot, but I don't know how resource intensive it would be to analyze the questions. Some of the processing could probably be done on the client. 198.54.202.195 18:29, 2 November 2007 (UTC)Knor Moer

I don't think this will be implented, because of F10. Guild Wars already has something like this.
It would require quite some work to implement it, and for a program like encarta, it makes sense to put in the effort. However, especially given how the wiki is user-maintained, it would be a lot of work to make that in GW. I think it is far easier to go the F10 route, and browse outside the game. BTW, I find that GW works well in windowed mode, and I often have the wiki with some map or info on the side while playing in windowed mode. Alaris 18:41, 2 November 2007 (UTC)
In my opinion it would be a lot more useful if it popped up inside of GW instead of minimizing it and opening another window. I rarely use the F10 because its easier for me to just alt tab between the two... Wiki and GW...but it i could have a small "customizable" box that opened inside of GW i think i would get more use out of it.--Coridan 19:17, 2 November 2007 (UTC)
Absolutely- an in-game wiki browser would be great. -elviondale (tahlk) 22:04, 2 November 2007 (UTC)
I would love an ingame Wiki browser. Whenever I need to check something, I do /wiki (Article) to check it. It'd be awesome if it popped up a window ingame instead of opening up a Firefox window. Perhaps they could implement this with a mini-web browser in the F10 window?(Forgot to put the one sentence I commented for...)Sora267 22:07, 2 November 2007 (UTC)
Having the wiki pop open when you're in game can sometimes take over a minute, depending on ram, # of cores, etc. Not that I would know >.< -elviondale (tahlk) 23:00, 2 November 2007 (UTC)
It's also annoying when you want to continue talking to someone as well as do a search, because once you do the /wiki (article), GW minimises, the browser starts, then you have to reopen GW, then put it to restore. Thats even worse when, as Elviondale says, when your PC isn't the best at doing multiple things at once. User-brains12-sigicon3.png br12 ~ 00:13, 3 November 2007 (UTC)
You could just click the un-maximize button before using the /wiki command... if the window isn't maximized it just switches windows to a browser, it doesn't minimize GW. Go to Aiiane's Talk page (Aiiane - talk - contribs) 05:52, 3 November 2007 (UTC)
Or, run GW in a window, instead of full screen. -TehBuG 11:37, 3 November 2007 (UTC)-

(Reset indent) Interesting idea. I think this should be moved to Suggestions, but I see where you're going with the idea. I do play in Windowed mode most of the time, myself, except in dungeons, where the gamma is more sensitively adjusted in full-screen mode. But beyond that, I see what you mean about doing searches and so forth. It'll be interesting to see how the game evolves over time, and what cool features we can implement in GW2. -- Gaile User gaile 2.png 06:42, 7 November 2007 (UTC)


Couple little useful adds

I've come across a few irritating things while playing GW that might help to be fixed/added. I really wish there could be some way of seeing what quests you have finished so that you know if you have finished them or not even accepted them in the first place. This can be quite annoying managing multiple characters, or if you are helping a buddy. Secondly, I think that an addition of day and possibly hour to the /age function would be helpful, instead of just month. Possibly even date/time of creation. Thanks, and it was so wonderful seeing and talking to you on Halloween! Aminalover84 07:37, 3 November 2007 (UTC)

It would be nice like this:
  • Add to the quest log a 'known quests' list, where all quests accepted by any acharacter of the account appears, to keep track of them.
  • Then another one, with 'completed quests' to know which one has this character made. Quests that will never be available (like those unique to characters of one campaign) would appear here too.
  • And finally give Xunlai agents one more functionlity. The hability to tell you that you are missing one quests. But how? Each quests has one gold text line in its description, in that line, you can read the name of the one that gives the quest, and the place where you take it. The Xunlai agent would just 'select' the first available quests you can do in the campaign you acurrently are, 'copy' that line and 'paste' it in her dialogue, followed with a random line of a list, like 'is looking for you', 'would like to talk to you about something', etc... If ou already made all quests in a campaign, they will say nothing.
For example: "Hi, <character name> I've been told that Sahlahjar the Dead in Remains of Sahlahja is looking for you". MithranArkanere 12:52, 3 November 2007 (UTC)
Way too complicated. Instead a simple quest completed tab on the quest screen would and should suffice with the same format as the "to do" quest list (e.g. the drop down lists per area). Then it is up to the individual to compare those lists to a wiki if they want to know which ones they are missing. I've wanted this feature since early on in prophecies, but the way i got round it is i actually made a quest completion list in word with lil tick boxes for when i complete a quest. (I know thats sad but im a wee bit OCD when it comes to my quests) -- Salome 17:03, 6 November 2007 (UTC)

Special Opp's quest bug

Umm....a small bug fix but, I was playing a special opps quest in eotn and my computer got really laggy for about 30 seconds, and when i regained strong connection I realized my party had lost.I thought no big deal...but I returned to Captain Langmar and I couldn't return to the mission because he had taken the scroll and would no longer let me enter the mission, and the quest had been removed. So just bringing this bug to your attention :)--Warior kronos 22:55, 3 November 2007 (UTC)

Not a bug. The item gives you entrance to the quest once and it's intended as far as we know. -- Gem (gem / talk) 23:25, 3 November 2007 (UTC)
Are you sure? Oh haha, then I'd like to suggest that they add this feature in...Seeing as the plans don't exactly drop commonly, I think it's a little unfair that if you lagg out you shouldn't be allowed to try again...I'd even be willing to pay a fee to get back in, like 100g. I just think that there should be a way to get back in, even if it means paying--Warior kronos 23:39, 3 November 2007 (UTC)
The plans should be more readily accesible, that would fix it. -- Gem (gem / talk) 00:11, 4 November 2007 (UTC)

Hair Stylist

moved from User talk:Gaile Gray

Hey Gaile i was wondering what the status is on a hair stylest and if they are going to add one at all i would very much so like to change my monks hair style.

One of the most requested, since the inception of Factions. Highly unlikely they'll add this feature, maybe once GW2 is out. Renin 23:37, 4 November 2007 (UTC)
i was more looking for a defent answer like yes its on a list somewhere and it will evenualy make it in when theres time or a no we have no plans on adding it.
Gaile has many times said that there are no current plans for it and it is very unlikely that it will be added. She will ofcourse not say 'never' since there's always a possibility that she might be wrong, just like no one took the 'customizable henchmen' suggestion too seriously in the beginning. -- Gem (gem / talk) 00:45, 5 November 2007 (UTC)
A hairstylist is not being developed at this time. Personally, I do not expect to see one in Guild Wars, for a variety of reasons including the fact that the characters and interface were not designed for one from the outset. The design team is keenly aware of the interest in such a feature, but it is not on the "to do" list, as far as I know. -- Gaile User gaile 2.png 21:26, 7 November 2007 (UTC)
besides it's got to be pretty hard to do aswell. I believe they mentioned something like this during their April Fools Trick. --The preceding unsigned comment was added by User:195.93.21.66 .
But if they do decide to implement something in GW1, still, could you make sure that this is somewhere on top of the list? It is so highly requested, and honestly, I've been playing my favorite necromancer for two years, and I'm just plain sick of heir hairstyle. There's nothing wrong with it, but it just got old... If this is at all feasible, can you make it happen someday? As an incentive to maybe not abandon GW1 completely? I dunno, maybe sometime a few months after GW2 release, I think that would be a neat thing to do after your debugging tasks for GW2 have died down a little and the devs get a break to do something oldschool. Just a thought. User Rose Of Kali SIG.jpgRose Of Kali 20:26, 14 November 2007 (UTC)
I see where you're going with this, but personally I have something that frustrates me much more than hair... And that would be my ranger. My main character, and all-time favorite... To put it bluntly, his face is too big -.- Wearing Ranger masks of any kind creates holes in the mask and well, the holes really annoy me. For this reason, I was glad to find that Eye of the North had a Bandana, since my masks don't fit. Especially annoying with my 15k masks, since I spent so much on them only to find that they also had the same problem. 76.174.13.77 13:00, 16 November 2007 (UTC)

Guild Hall NPC Discount

It would be nice if NPCs in the Guild Hall would give a discount to the people in the guild - like owning a town. It's just they cost so much to place in the hall, a discount from them would be nice, (and make sense - they are in my Guild). Dancing Gnome 08:12, 5 November 2007 (UTC)

I Actually think that'd be kind of cool, though not as much as a owned town in Factions...that would be kind of unfair. A 10% discount perhaps? -Warior kronos 16:16, 5 November 2007 (UTC)
Hm... not much more than 5..10%. But it would be a fine addition to have a reason to get the merchant other than to complete the Guild Hall. MithranArkanere 20:59, 5 November 2007 (UTC)
I agree with this view point and always have held the view that if they get to sit about in my guildhall the cost of their items should at least be discounted. However not sure what this would do to the economy of runes, materials and dyes etc... as no one would buy them from town traders anymore,thus devaluing everything by whatever the discount is. Also while on the point of GH NPC's is their not a better way to have the skill merchant than him only offering core skills. I know this is in light of the fact that not everyone has all 4 games but surely theirs a better way to prevent people from buying skills from campaigns they dont own, rather than just making him sell core skills as i'm getting bored of having to pop over to 4 different outposts just to buy skills even though i've already got them unlocked on my account.-- Salome 16:55, 6 November 2007 (UTC)
Oh, traders would be out of this. Their prices are not like that. They come from market. It would be only fo the Merchant. MithranArkanere 16:06, 7 November 2007 (UTC)
What would be better and maybe easier would be if the money from sales in Guild Hall went to the guild coffers.That could then be used to upgrade guild hall if not full already,or be used for recruiting. Buying prizes for competitions, or loaning to players etc.--Dan Mocha 08:19, 22 November 2007 (UTC)
Yeah a more involved Guild Hall would be great, give a real sense of belonging to something. My Alliance owns a town and I never bother to travel to it to buy things. The skill trader selling none core skills would be great! Just make it ones which we have unlocked, which immediately eliminates non campaign owners. Four-Leaf Clover.pngDruid 09:14, 22 November 2007 (UTC)
Yes having all skills unlocked on your char be available be much better, saves having to travel all over the place.Unless you have practically finished each campaign you can't get them all in one place.Even if they give another skill trainer, should really have hero skill trainer in guild hall as well.--Dan Mocha 12:41, 30 November 2007 (UTC)

Run Box

moved from User talk:Gaile Gray
I have had an idea for transactions between the "runner" and the "payer", I think it should be carried out with the "run box" method, I shall explain:
The person being ran, places the agreed amount of gold into the "run box" (which isn't an item that any player can hold but a programe built into Guild Wars). Neither the person being ran or the person running can touch that gold. A destination is keyed into the "run box" before-hand by the runner and the gold is only transferred to the runner once the party reaches the destination. If the person that put the money into the box disconnects or leaves the party the money is returned to them automatically.
The "run box" should read the runners name (or if there is a dual run both runners' names) and should be divided into rows of "party members 2 - 8" and columns of "stops" and "final destination". In the cells should be placed the amount of money paid by the payer with the simple drag and drop method. The runner and payer must both accept the deal and "lock" the cell, untill the run is completed or abandoned.
I feel that my idea will strengthen trust between players transactions and will prevent scamming occuring to those unfortunate players such as me.
It would be excellent if this idea would be developed more professionally and if someone can update and involve me with the actual creation of my idea.
Thank you File:User Rockon Metal Jay Sig.jpg Rockon Jay 06:49, 6 November 2007 (UTC)
Wont happen. ANet is not against running, but they aren't going to 'officially support it' with a tool like this even thought it's been asked for ages. The best you can do is to develop a service that people can trust (if you are a runner), just like a couple running guilds have, or find a trustable runner (if you are a customer). Also payment in the middle etc are valid options for random runners. -- Gem (gem / talk) 08:50, 6 November 2007 (UTC)
Yeh Gem pretty well summed it up. Also things like this seem somewhat pointless to suggest now seeing as new development on GW1 is canceled and most of the Anet team have been moved over to developing GW2. -- Salome 16:49, 6 November 2007 (UTC)

Divine Aura

Well, I really REALLY want to have Divine Aura on my characters... I got the original GW as a gift, so I missed out on the Collector's Edition. And now they sell for $500-$600 USD!!! OMG!!! O_O! So will there ever EVER be a way to get the Divine Aura without spending a small fortune? Like maybe as a nice little gift for a GW2 preorder that will add the auras to the linked account? (the account you would use to inherit things from the Hall of Monuments). Something? Anything? Ever? That does not cost $500 bucks? Please? Pretty please? Maybe? User Rose Of Kali SIG.jpgRose Of Kali 06:15, 7 November 2007 (UTC)

Doesn't that kinda defeat the purpose of a collectors edition special gift... i know im the same as you i didnt get the Divine Aura, but, it seems kinda rude to the people who did spend the extra money on the CE to just give the "Divine Aura" away to anyone that does X task for the hall of monuments.
IF they were to offer it at a high price, something that would really make you think twice about getting it then maybe it would be good. Like $30 or above. heh. Renin 11:52, 8 November 2007 (UTC)
The Divine Aura was part of Prophecies CE. Now I think that it should be part of all CEs, not only Prophecies. But still it's part of a CE, and Anet will never offer such things out of the CE... although I wish they sold it again (even if it were for the double price) that will never happen. MithranArkanere 14:12, 8 November 2007 (UTC)
Yeah... I'm not asking it for exchange for something stupid like a Hall achievement or whatnot (the unsigned person completely misunderstood my question), or to re-release the CE, but it would just really hurt to get the Prophecies CE for SIX HUNDRED BUCKS!!!!! just for the divine aura (I have all 3 campaigns and the expansion already, though I am considering getting the Factions CE, since it's only $80 US...) What I was saying is if they could make it part of the GW2 CE or preorder, available to the linked GW1 account (in other words, non-transferrable). Any comment on this, Gaile? Thanks. Also, a silly question: if I were to get the Factions CE now, would my existing Rt and A be able to use the /dancenew emote, or will I have to re-create them? Thanks again. User Rose Of Kali SIG.jpgRose Of Kali 20:52, 14 November 2007 (UTC)
I belive I can answer your questions for you kali... First of all, yes, your rit and assassin should get the dances, if you can add the account to your existing one. I belive you can add a campaign already owned to recieve further character slots, But also, things like that are tracked in your "codes" section. (like mine says... prophecies, factions, nightfall, eye of the north, collector's edition dances, factions present (kuunavang) ect.) And yes, I know how you feel. I myself have felt the urge to get Divine Aura, Though not wanting to pay the steep prices for it. However, chances are this will never be added in any way, as it will "cheapen" the auras. Not to say that it WON'T be added... (see game of the year edition bonus weapons) But just that I don't belive it will be. It might, but it probably won't. 76.174.13.77 13:06, 16 November 2007 (UTC)
You can't add key for something that you already have, but a normal and CE keys are not the same. So you can add CE keys if you manage to get any. MithranArkanere 14:48, 16 November 2007 (UTC)

Character Overview Output

I would really love having an option somewhere(like the hero panel) that creates a text file with all the things a character has: Level, skills, titles, completed missions and quests, Hall of Monument completion, etc... It's a pain to pick all the info when you are making an Userpage or when you want to use those programs or characters to keep track of your advancement. With such a file those things could be automaticed. Easier. MithranArkanere 16:12, 7 November 2007 (UTC)

I've been wanting this or ages. With the template system we saw that it isn't impossible. Ofcourse it might be something that the team doesn't want to invest time in to do for GW1, but I'd want to see this in GW2 atleast. -- Gem (gem / talk) 17:16, 7 November 2007 (UTC)
It would be a neat little thing for a few people who are OCD with this stuff, but it's not going to matter to the vast majority of players, so I don't see this getting a green light for the time investment... User Rose Of Kali SIG.jpgRose Of Kali 01:38, 8 November 2007 (UTC)

A Suggestion that I Think Players will like

moved from User talk:Gaile Gray

Dear Gaile:

I was looking on the GW:EN Login Screen (which both it and its music are Excellent as well as the previous screens and Openining Tracks) and then a tought came into my mined: Hey, Why not make an option to change the Login screen and its Opening Track by player's Choice? I think that adding a feature like that would be E-X-C-E-L-L-E-N-T! Please tell me (Both Players and Gaile) what you think of it.

P.S: i am not sure if i came up with this idea alone or i heard it from someone. so, if this was anyone else's idea, feel free to say it :) MarioDX 21:35, 8 November 2007 (UTC)

Yeah, it has been suggested many times but that just means it's a great suggestion! /signed 100%, no possible downside to this, but I guess it will get the "We're working on GW2" answer.Lyra ValoUser Lyra Valo LVsig.jpg 21:39, 8 November 2007 (UTC)
Its one of the most requested features, but as Gaile said once, this is not possible cause they always update the old login screen to make the new ones, or something like that.Correct me Gaile if I'm wrong. MageMontu 21:41, 8 November 2007 (UTC)
Well they themselves said there are no more major updates coming. Not even the size of Sorrows furnace, and THAT didn't get a login change. They don't change it for Halloween and they don't change it for Wintersday. The way I see it, they won't be changing it anymore. -- Counciler 22:16, 8 November 2007 (UTC)
Not sure about you but Ive set my password in the shortcut, so i don't see the title screen for more then a second or two, Im sure there are more people who like to play the game more then watching title screens. Biz 14:36, 9 November 2007 (UTC)
Agreed with Biz... User Rose Of Kali SIG.jpgRose Of Kali 20:54, 14 November 2007 (UTC)

Defender

I find it anoying that people can only show if they completed Uw/FoW/DoA in HoM, so why not make a complete title for each "Elite" mission you've completed

Tier Title Elite missions completed
1 Defender 1
2 Elite Defender 2
3 Master Defender 3
4 Epic Defender 4
5 Legendary defender 5
6 Keeper of Peace 6
-- The Warrior Of Timi Ideas 21:17, 9 November 2007 (UTC)

Destroyer of .../savior of...

Just a small thought but what if you can put a title that DOESN'T Count for KoaBD, just to show that you cleared an elite area

Tier Title Elite missions completed
1 Savior of Grenth Underworld
2 Savior Of Balthazar Fissure of Woe
3 Destroyer of Malyx Domain of Anguish
4 Savior of the Dwarfs Slaver's Exile
5 Destroyer of Kanaxai The Deep
6 Destroyer of Urgoz Urgoz Waren
-- The Warrior Of Timi Ideas 21:17, 9 November 2007 (UTC)
i have been thinkin the same thing. good idea lol. but i think they made DoA way to hard i still havnt beat itFumetsu 02:54, 11 November 2007 (UTC)
They can be mde in any order. And they are part of different campaigns. So a title to al lof them must be of the 'legenday' type. And they must be of separate tracks. Too annoying. MithranArkanere 12:17, 12 November 2007 (UTC)
congratulations, you just missed sorrows furnace in your list.Rhydeble 20:13, 15 November 2007 (UTC)
Not to be mean, but I think this is fairly silly. Having the monument in your hall is good enough for me, and Slaver's exile counts towards the "master of the north" monument. Also, "Savior of the Dwarfs" is wrong in many ways. For one, it'd be Dwarves, not Dwarfs. Second, you KILLED a good deal of dwarves there, you are in no way saving them. You're saving Norn and the rest, by killing Stone Summit... Who are dwarves.76.174.13.77 13:10, 16 November 2007 (UTC)
Just to shoot you down a tad, Google has 615,000 "dwarfs" to 424,000 "dwarves". It's commonly believed that Tolkein is responsible for the popularity of "Dwarves." As an example, "Snow White and the Seven Dwarfs", "Red Dwarfs" etc., etc., ad nauseum :) --SnogratUser Snograt signature.png 17:43, 26 November 2007 (UTC)
It's just as staffs/staves. But... what's the deal about that? MithranArkanere 18:00, 26 November 2007 (UTC)
Savior of Deldrimor, perhaps? Calortalk 19:26, 26 November 2007 (UTC)
All the dwarves are pretty much screwed in GW2 from the sound of it, so it seems to me a Savior of the Dwarfs would be kind of redundant.Old Man Of Ascalon 22:34, 27 November 2007 (UTC)
And for Dwarves we already have the Deldrimor title track. Furnace Conqueror would be more like that. And what's up with that 'Savior of gods' god do not need to be saved... 'Servant' or 'Helper' would be more like that. They are gods! MithranArkanere 22:58, 27 November 2007 (UTC)
Or perhaps Avatar of _____ ??? Just to stick with that theme... And also, the Dwarves are not doing badly in GW2, the ones that remain are simply still in immortal stone form... Which is not too bad a place to be in such a world as GW, truth be told... Frozzen 23:03, 27 November 2007 (UTC)
Avatars are the ones that appear when you /kneel before a God Statue. MithranArkanere 13:35, 28 November 2007 (UTC)

Suggestion

moved from User talk:Gaile Gray

Hi Gaile, I have never posted or edited on either of the wiki's before but I would like to make a suggestion to the development team . For any new unique items gw / gw2 that they actually make them unique. I played diablo and D2 and the uniques in those games were very unique and hard to come by but in gw they are easy to locat but not very unique as I can build my own version of all of them except for a few skins. Could they make something like a vampiric charslayer axe of fortitude with inscription mod as well. The idea is to add 1 extra mod pre or suffix to make the "unique" item actually unique. ( I realize this post is not formatted correctly no clue how to do it. thx ) 70.69.43.68 01:29, 9 November 2007 (UTC) R. Malise

Many variations of unique items have been suggested before. The idea has also been crushed as many times. GW is based on equality and the ease of aquiring max game stats (level, armor, items) and it would be a bad idea to suddenly change that since a large user base would think badly about it. -- Gem (gem / talk) 05:06, 9 November 2007 (UTC)
Flint's Artifact is unique in that you can't re-create it. (well, unless the wiki is wrong on that.) I don't know if there are others, but there is one for you. purple llama 05:32, 9 November 2007 (UTC)
There's also a big difference between staves and wands. Staves can have enchant mods while wands can't. Also Staves has a Natural 20% HCT while wands are limited to inscripbable 10%. Renin 06:55, 9 November 2007 (UTC)
I'm pretty sure you can get 20% for wands. -elviondale (tahlk) 07:44, 9 November 2007 (UTC)
Staves have inherent 20% HSR. If you wanted a 20% HSR wand you'd use a Wand Wrapping, not an inscription. - BeX iawtc 07:48, 9 November 2007 (UTC)
Yeah.. Renin I think you have that a little backwards. The HSR is inherent in a staff but can be reproduced in a wand wrapping of memory. The Aptitude no Attitude inscription allows for 20% HCT -elviondale (tahlk) 15:05, 9 November 2007 (UTC)
My bad. What I meant was that Staves have a 20% HRT unlinked to any attribute attribute while wands may can have a 20% HRT that is most certainly linked to a certain attribute or a maximum of 10% HRT that is unlinked. Renin 18:07, 9 November 2007 (UTC)
Maybe they should add some of these other mods which are found on green in currently impossible combinations to the game? More focus cores etc. Dancing Gnome 12:19, 10 November 2007 (UTC)
Regarding the original suggestion, please don't make any items that can't be reproduced using mods. If unique items had unique stats, it would just lead to all warriors being forced to use Rurik's Sword of Uberness, etc., and as destroyer weapons have shown, people don't agree on what is a nice skin. Sadie2k 19:43, 11 November 2007 (UTC)
I don't think that this suggestion is a good one. First of all, every other MMO does it. Second, highly unique items will have highly unacceptable prices (which are already bad enough for many things, like rare miniatures, crystalline swords, perfect Zodiac weapons, and many others). Third, items that have stats exclusive to them and none other in the game will directly conflict with the GW idea of everyone being able to acquire equally powerful weapons and armor, which brings out the skill aspect in the gameplay. Yes, sure some green items (like Villnar's Glove, Zoldark's Focus, Flint's Artifact, etc.) have stats that cannot be replicated using the inscription and modifiers system, but they are not at all superior to similar craftable or collector weapons (some greens are also identical to certain collector weapons, sometimes even the skin is the same). However once you start adding extra modifiers on top of the default number, it makes the weapon too powerful, making anything else simply "junk" and throwing off the balance quite heavily. The current GW weapon system is great as it is. User Rose Of Kali SIG.jpgRose Of Kali 02:19, 15 November 2007 (UTC)

Dishonor System Change

A tiny suggestion to the dishonor system...when you get dishonor points for leaving, I think that maybe this should be nullified if someone has already left your team. I just think its a little unfair that you are "dishonorable" for leaving when your team has 2 guys left and you don't want to sit around waiting for you to get defeated.-Warior kronos 15:47, 10 November 2007 (UTC)

The whole point of the dishonor system is not making winners lose rewards by leavers. Being 'honorable' means that you stand your ground even being at a disadvantage. It's not strange for a team of 3 to beat a team of 4. MithranArkanere 12:22, 12 November 2007 (UTC)
But it's quite annoying to have to sit around when you have 2 guys left (especially in kill count arenas), where there's time on the clock and 2 guys have already left, you're losing 9-1 because the guy next to you is a wammo using heal area (real experience here haha), and there's 2 minutes on the clock. More directly to your comment, if its 3 vs. 4, I don't know what amazing teams you've been getting, but in my experience RAing, if my team or the other team has a one man disatvantage, 9 out of 10 times you/they will lose, and the 1 out of 10 is if you get an unusally (for RA) competant team. I just think that you shouldn't have to sit around waiting for your team to lose when in those inevetable times you start a match with 2.5 players (I count heal area wammo as .5 of a player :P) and not continue with the fast paced action of RA. I agree dishonor is a good idea for AB, HA, TA and other arenas like that, but for RA when a player leaves, thats generally a sign of defeat. --Warior kronos 22:40, 15 November 2007 (UTC)
I just belive that players need to be more reasonable. I did an RA once that my team consisted of... (1) leaver, and (2) trappers. ...and myself. The other team consisted of (3) monks, and (1) rit healer. None of them had any real offensive skills, so they couldn't kill the trappers, but they're not exactly going to kill themselves on the traps. I just took the dishonor points to leave, then stick around for the match to end, wasting my time. 76.174.13.77 13:15, 16 November 2007 (UTC)
I disagree with this change. Sometimes I WANT people to be 'punished' for leaving after someone else has. Many games are winnable (thinking of AB or Aspenwood) after one or two leavers. This would make the problem far worse than it already is. Two people won't take long to defeat. Four-Leaf Clover.pngDruid 09:16, 22 November 2007 (UTC)

HoM Question

I apologize if this is in the wrong section, but I have a couple questions about the hall of Monuments. What is the hall really going to do for gw2? Will it transfer items, or will the GW2 character get a bonus for a full hall, or something? My dervish (main character) uses a tormented scythe, and its my favorite scythe skin. Am i going to have to sell my favorite scythe in favor of a destroyer (crappy skin, in my opinion) to put in my hall? Please reassure me on this point, because i might just not play gw2 at all if I have get rid of my favorite stuff to support gw2 characters. 71.126.167.227 00:58, 11 November 2007 (UTC)

It is unkown what bouses we will get, even the devs haven't decided on this matter yet and probably wont for a long time. There is no reason to delete your scythe and most likely getting a Destroyer Scythe wont give you much of a bonus either. All bonuses will be purely cosmetic, no extra powerful items or anything. -- Gem (gem / talk) 01:00, 11 November 2007 (UTC)
You certainly don't have to sell anything to get a destroyer weapon. Personally, each of my characters has multiple weapon sets depending on situation. Once money permits, my necromancer will have a wand/focus set of both Tormented and Destroyer (yes, like many other players, I hate the destroyer skins on most weapons, but wand/focus is actually ok). And you can always wait for the GW2 release to see if buying the destroyer weapon for your Hall will be worth the GW2 benefit. Also, as has been stated by Gem, the Hall of Monuments benefits for GW2 will not provide anything other than purely cosmetic things (like having a crystalline sword versus a scimitar kind of thing, maybe exclusive companions or something like that). So if you're into "leet" skins, then maybe buying that destroyer scythe will give something not quite as hideous in GW2. You can always put different mods on it, like fiery for when you go to the numerous mountain ranges, or zealous for when you start running low on energy in a fight, whatever you think you may need. User Rose Of Kali SIG.jpgRose Of Kali 02:34, 15 November 2007 (UTC)
Actually, who knows. It may NOT be purely cosmetic. The way GW1 functions is that all "unique" items are (for the most part) purely cosmetic. However, most "other" MMO's have many items that are NOT purely cosmetic, so we'll see. With the level cap being so high or not having one, having these be more than cosmetic would not be a suprise to me. 76.174.13.77 13:16, 16 November 2007 (UTC)
This is fixed in a VERY easy way. PvE properties. You make another type of upgrade for all items, call them 'charms', make them do not work in PvP, and done. The first example would be the 'slayer' mods, they are no use in PvP, so, why to use up a normal upgrade slot? MithranArkanere 14:45, 16 November 2007 (UTC)
Actually, those DO have a use in PvP although limited. >.> AB - Saltspray Dragon - Dragonslaying anyone?76.174.13.77 22:57, 16 November 2007 (UTC)
Yeah, and the Charrslayer one, against Pyres in HB, but that's justone more reason to prevent them from working in PvP. THey do not even apper in the PvP Item creation lists. MithranArkanere 22:59, 16 November 2007 (UTC)

Guild Hall Upgrade

A new guild hall upgrade - a hat vendor! we have all the other vendors here...shouldnt we have him too? Fraggy 05:39, 11 November 2007 (UTC)

I agree to the festival hats NPC. Also if possible I want the Canthan Ambassador for when changing the hall :) MageMontu 16:02, 11 November 2007 (UTC)

Hero Limit

I know that this horse has been beaten dead for so long that it has rotted away but it really bugs me that we can use only 3 heros then we have to rely on henchmen. I am not one for Pugs. They can take forever to form and you rarely get what you want. I have a rather hectic life and I tend to get called away when I am in the middle of a mission and hate to leave people hanging. That is why I was overjoyed when I heard about heros. I could finnaly solo the game without having to suffer the crap that is the henchman, especially in Proph, and then I learned that you could have only 3 at one time...

What I want to know is why we can only have 3 at a time. Gaile said that it is to "save" the multi-player aspect of the game, but most people who use heros just grab hench. Allowing us to use all of our heros would bearly affect the multi-player aspect of the game and greatly boost the single one. Done25 18:10, 11 November 2007 (UTC)

In the same post you ask "What I want to know is why we can only have 3 at a time." and then you answer the question yourself "Gaile said that it is to "save" the multi-player aspect of the game". They've made a decision that solo playing shouldn't be as easy and good as multiplayer gaming and they'll most likely stick to the decision.
I'd personally suggest finding one good player that you can play with, allowing 2 players + 6 heroes. It shouldn't be too hard since there are lot's of H/H players who want to use a full hero party. Making a couple of regular player friends will make sure that someone's always online to play with you. -- Gem (gem / talk) 19:57, 11 November 2007 (UTC)
A. I was being sarcatic. That's what quotes signify. B. I already explained that I often start a mission only to be interrupted in the middle of it. This stops me from using Pugs but the AI don't care. C. Why would they make it so that single player is less fun than it could be? Everyone has a different pace and if they feel like going at that pace they should be allowed to. Done25 20:17, 11 November 2007 (UTC)
I think an answer Gaile has given before is that the technical requirements needed to allow a player to customise a full party's worth of heroes was simply too high to implement. Biscuits User Biscuits sig.png 21:53, 11 November 2007 (UTC)
Really... considering this is all instance-based, I'm not sure how true that is. As for "why would ANet"? The same reason EotN debuted with dungeon books giving you 2.5k rep. You can answer that one yourself. Vael Victus 02:46, 14 November 2007 (UTC)
Another big part of this is the answer stated 1,000 times-Why include henchman then? Heroes are customizable henchman...why use/even have uncustomizable henchman with generic bars when you can have an adaptable one for the same slot? (forgot to sign)--Warior kronos 22:45, 15 November 2007 (UTC)
First, not all campaigns have Heroes. Now, go to Prophecies. Now to Maguuma. It won't be hard to find there an outposts without a single soul. For those cases, they let henchman, because you will never find human characters there. To fill gaps. But they won't let you all heroes, otherwise the areas would be way to easy being alone, and people already have the 'guild' resort. MithranArkanere 15:00, 16 November 2007 (UTC)

Grind of Vanquishing

I was wondering if it would be possible to implement something for vanquishing that when you reached, for example, 5 enemies left in a level, it would put a marker on the map at the location of those enemies. I just find it obnoxious to be vanquishing areas with loads of things that both popup and disappear into the ground for what seems to be an indefinite period of time (I waited for 2 minutes without one reappearing...) and be stuck with 1 or 2 enemies left that aren't even on the map and thus are next to imposible to find. I'm not sure if gw has the capability for something like that although something similar to that was evident in diablo2 with the maphack. 76.102.172.202 21:40, 11 November 2007 (UTC)

Enemies that 'pop up' do not count until they do so. So, if you are missing an enemy, it's not hidden. MithranArkanere 12:13, 12 November 2007 (UTC)

Press U and use your mini-map, you can easily see what areas were missed (red dot trail) and that is where the enemys usually are.

Yeah, it can be annoying spending 15 mins trying to find the last group of enemies but it's all part of the fun imo and soooo satisfying when you slaughter the ones that evaded you originally. Lyra ValoUser Lyra Valo LVsig.jpg 15:56, 13 November 2007 (UTC)
If you're systematic enough you won't have problems on almost any area. -- Gem (gem / talk) 19:18, 13 November 2007 (UTC)
And thanks to GW:EN you can horad some Valor stones for those times of need. MithranArkanere 21:26, 13 November 2007 (UTC)
Many patrol groups (which are the easiest to miss) have more than 5 enemies, and if you are likely to miss one of them, you will probably miss others as well, and increasing the enemy count to display on the map will make the vanquishing title too much easier. Like it was said before, if you're systematic, you shouldn't have many problems. Keep track of where you have been using the mini map tracks, and do not rush if you know that the area has patrols, wait for a minute to make sure you don't miss any. This is all part of the Vanquisher challenge. A feature that you are asking for will take a lot of effort to implement, and is not beneficial enough, since it will only affect a single title. EDIT: Oh, and by the way, what was it that popped up and went back in the ground not to be seen again? The only things that I know of that are even capable of going back under ground are wurms, and they definitely don't stay down there for very long once agroed. User Rose Of Kali SIG.jpgRose Of Kali 01:39, 15 November 2007 (UTC)

Hero Direct Template Load

Hello, i noticed when you try to load a build directly (copying and pasting in the template window) onto a hero, its does not work, you have to first save it and then load it, it is a minor annoyance but i know many would like it fixed. Thanks for reading. Cheers --Defx 18:11, 12 November 2007 (UTC)

Yeah. When you select a Hero either in the inventory or the Skills and Attributes panel, equipable items and loaded builds are applied to them, but not the preview panel ones. That's a bit annoying. MithranArkanere 20:03, 12 November 2007 (UTC)
Just a bit annoying, but why wouldn't you want to save a build that you want to load, anyway, for future use? The preview is not yet saved on your computer, which is why you cannot "load" it. The whole template idea was rather nice enough of Anet to implement, as it is. This improvement is uncalled for, and it may look easy, but it would require the "load" feature to not only use the builds saved in your Templates folder, but to also be able to pull unsaved ones directly from the game interface, which is like redesigning half of the project. User Rose Of Kali SIG.jpgRose Of Kali 01:45, 15 November 2007 (UTC)
It's called "being user-friendly". It won't be annoying if you could also directly apply the template, then save it. The same goes when you want to show a template to your friends while you are inside a instance. You can only show the current one. MithranArkanere 20:10, 15 November 2007 (UTC)

Armor Unlocks

Seeing as pvp characters can access unlocked skills and mods and items, why not use the armor you unlocked on PVE? Maybe use the ones you dedicated at the hall of monuments. Just a random thought.--Defx 01:12, 13 November 2007 (UTC)

Because those are tournament rewards. If you want more armor in PvP you enter tournaments. MithranArkanere 11:11, 13 November 2007 (UTC)
Or use your PvE char ;-) Biscuits User Biscuits sig.png 15:46, 13 November 2007 (UTC)
I agree. You can unlock skills by learning them with a PvE char, or by using Balthazar faction. The armor skin unlock feature would be nice if you could use PvE to unlock them along with the Tournament rewards. User Rose Of Kali SIG.jpgRose Of Kali 01:48, 15 November 2007 (UTC)
Hm... well... the non-elite ones at least. The Elite skins should remain for tournaments. MithranArkanere 20:07, 15 November 2007 (UTC)
The manner of unlocking is not important, what i think would be nice is having a permanent unlock, for example, being able to craft a different armor using the armor creation tab. Unlocking stuff, and later using it with any pvp character, thats my point.--Defx 16:55, 17 November 2007 (UTC)
you still put a lot of effort into geting the 15k sets i think they should be unlocked once you get them i think its a lot more work getting vabbi armor in game then it is via tournaments. also not everyone likes hb or has a guild to do the tournaments i for one dont like hb and find it to be super boring but thats just me. 75.165.102.97

I am so upset that my pvp ritualist cannot wear the elite kurzick armor my pve ritualist wears. I agree unlock my armor dangit!!!

I want to change some of my skill points into hero skill points

Maybe you can add on a little gold (something reasonable, 100G would be great) and a conversion rate of like 1:2 for skill points. This would also make it great for people who are used to PvE try their hand at PvP. Lots of good things to come from this. Vael Victus 02:44, 14 November 2007 (UTC)

You can always just buy the skill from a trainer, and it will unlock it for your heroes. That costs you 1k though. Biscuits User Biscuits sig.png 20:44, 14 November 2007 (UTC)
You can already do that. Just pay 1Platinum and any Hero skill trainer will turn any of your skill points into hero skill points. What they could do is the opposite. Turn hero skill points into normal skill points. I have learned all skills available in all Hero skill trainers with a character, and now I have unusable hero skill points. MithranArkanere 22:05, 14 November 2007 (UTC)
How did you manage to learn all the hero skills and have leftover points? I have rank 9 Sunspear and I am far away from hitting all the hero trainers in the campaign. Did you just learn the ones of your profession? User Rose Of Kali SIG.jpgRose Of Kali 01:51, 15 November 2007 (UTC)
That's a weird question. By buying them in trainers, of course. There are no skills offered by hero skill trainers not available at normal trainers. In fact, those offered in hero trainers are much less. I'm aiming or a PvE character with all 1319 skills, though. Another trouble with skills is Signets of Capture. IF by mistake you buy another one, when you have all skills, you end up with an unusable extra signet. MithranArkanere 20:05, 15 November 2007 (UTC)

Pet system remake

I know its been requested a million times but I thought I'd try one more time. The pet system is a wreck. I don't know exactly what you guys should do, up to you, but as of right now, thanks to the new no-corpse update (totally un-logical lore-wise by the way :P), which I did consider necissarry to stop Tombs farming, pets really just don't have a use. They're subpar tanks that take up 2 slots, hurt you when they die, and generally take away more than they add. There are very few builds that work effectivly with pets, and though I love the idea of having my black wolf hunt with me, just can't in a serious gameplay scenareo. I know the idea of different builds for different scenareos, but in any scenario where a pet build would work, lies a far more effective ranger build. I think the pet system has been seriously ignored, and if not a total rework, needs a serious buff. --Warior kronos 22:54, 15 November 2007 (UTC)

Something that can easily interrupt, cause conditions, deal fair amounts of damage and will attack at the same time that the character move around freely can't be so 'bad'. The 'I hit you but you can't hit me' is what the ranger pays more. MithranArkanere 14:55, 16 November 2007 (UTC)
You're missing the point. Yes, they can do that, but so can a ranger (with the exception of attack at the same time). And rangers do it better. I would find it very difficult for you to find me one pet build which another rangeer build could do the same job and more better and more efficiantly. Of course pets are cool but you say they can interupt (a huge amount of ranger skills), cause conditions (simple preperation or center a build around this AND throw in some interupts AND some self heals AND other skills-Burning/Poison/Crippling arrow with some interupts thrown in-And deal extra damage? With the 2 slots you save from having a pet, you can throw in some IAS skills and a dmg boost which will deal far more than a measly pet. And to comment on your remark on attacking while you move around, A. Any self respecting warrior can do the same exact job, and B. if you want your pet to magicly do lots of damage, you would probably make him dire, leaving him defenceless to a few strong attacks, unless you stop moving and cast some pet heals...All in all its a flawed system and needs to be reworked...-Warior kronos 02:00, 17 November 2007 (UTC)
You can't move while attacking with a ranger. You have to stop to cast an arrow, and it can be dodged. A pet can't be dodged, only blocked. And there are skills to prevent that. MithranArkanere 02:10, 17 November 2007 (UTC)
Ok, you're right the current system of pets is so effective because you can move while attacking. Never mind the fact that if you do this, you'll be doing minimal dammage as opposed to if you had been using a bow with some preperations attached, or any of the arguments I listed a post up, which based on your response I doubt you even read. Bottom line-Pets are cool, but far inferior to bows, and I'd like to change that--Warior kronos 19:19, 17 November 2007 (UTC)
Minimal? Average Bow hits dealt with skills is 40 or so. Pets can deal over 150 damage hits, with averages of 80, and they can also knock down. Something you can't do with bows. MithranArkanere 19:23, 17 November 2007 (UTC)
Yah and if you set you're pet up to do 150 dmg with the best attack skill for pets (enraged strike) and be an ok tank, you can't interupt, cause conditions, evade attacks yourself or do anything but have a wanna be warrior that screws you over when it dies and takes up 2 skill slots-Warior kronos 00:07, 18 November 2007 (UTC)
Better the pet than you. You can resurrect it easier than a party member, and a pet has no energy to decrease with moral penalty, just health. There is also a beast mastery trap and cripple beast mastery pet attacks just in case they chase you. They have 80 armor and that armor can be increased with skills. Since most pet attacks have 5 or 10 recharge and 5 or 10 energy cost, you don't need more than 3 attacks to attack with them continuously, and can bring other skills for healing, armor, speed, etc for the pet and you (some Beast Mastery skills work in both the tamer and its pet). Pets are not meant to be a side-kick to help you. That would be like allowing Rangers to bring an extra Hero anywhere. They are meant to be THE WEAPON. You have to choose. A so-so pet and less attacks for you, or focus in bow, traps, pet, etc. Jack of all trades, master of none. They nerfed Feral Aggression because pets were dealing way too much damage. So pets can't be so bad as you say. 00:18, 18 November 2007 (UTC)
Look, I don't want to keep arguing about why the pet system isn't working, that wasn't my intention with this post. The intention was the suggestion that this system should be redone because of some of the flaws to the system in the perspective of an ordinary character not a pet fanboy.-Warior kronos 01:12, 19 November 2007 (UTC)
My response to that would be to say that while pets are not viable in every situation, this is the case with any other skill. I am certainly not a pet fanboy, but I am currently going for the guardian title in Cantha and leveling my imperial pheonix at the same time on my elementalist. My pet, while not even level 20, has proven to be a good enough tank (with the Hearty evolution) to allow me to take all caster heroes, which is surprising considering pets were not primarily considered to be tanks for casters... So experiment a little bit... the idea of this game is not to make every build viable every time, but instead to make players use their knowledge and array of skills in a variety of situations... Frozzen 03:05, 19 November 2007 (UTC)

The only needed changes I see for the pet system are way to get different pets in PvP. How? We could:

  • Put a tamer outside, that allow you and your heroes to get a Dire (Black) Elder (Grey) or Hearty (White) wolves.
  • Add the pet panel a slot to put an armor piece, but, just like festival hats, with no real armor (0), that allows one rune and one insignia. The rune would change the pet's damage:
    • Slashing (of Sharpening)
    • Piercing (of Pricking)
    • Blunt (of Crushing)
And the Insignia would change the evolutions:
    • Dire (Spiked)
    • Elder (Plain)
    • Hearty (Soft)
The, you want to turn your black moa from Elder-Piercing to Dire-Blunt, you but a collar from a pet tamer, put the upgrades, and equip the pet: a Spiked Collar or Crushing.
That way PvP characters would be able to 'change' pets and PvE players would be able to change the bet characteristics without having to lose they beloved pet. It would be also nice to be able to trade pets with your own heroes, that way people would be able to 'save' 26 different pets per character. MithranArkanere 20:47, 19 November 2007 (UTC)

New dye

I have a dream, a dream of a vial of dye which make our armors glow like chaos gloves... a dye we should buy with ectos... --User:82.249.70.82 05:22, 16 November 2007 (GMT)

I already had that dream a long time ago buddy. When I saw the horrendous skins that Tormented Bows had, I wished there was a dye to dye my existing weapons whose skins I much preferred, to the tormented style. Then again, I also want... Celestial and Zodiac Foci, since there ARE none and it annoys me.76.174.13.77 13:21, 16 November 2007 (UTC)
Yeah... glitter, glow, chrome, metallizer... they would be all cool, but they would require a rework in the way textures are draw that I bet they will never make... not in GW1 at least. MithranArkanere 14:11, 16 November 2007 (UTC)
Torment Dye + Item = Lower Tormented Weapons HUGELY! Tomoko 16:07, 16 November 2007 (UTC)
Unless said dye could only be obtained by a Coffer of Whispers....76.174.13.77 22:54, 16 November 2007 (UTC)
I'd want a whole Chaos armor --Cursed Angel 09:21, 22 November 2007 (UTC)
What's wrong with Straw Effigy? :p Biscuits User Biscuits sig.png 12:05, 22 November 2007 (UTC)

Ways to reorder the team in town

So, any chance we will have up/down arrows to reorder our team instead of kicking everyone ? Technically impossible ? Would be imbalanced ? Would make the game less challenging, and, 'know, less interesing ? Something that simple, that helpful yet still undone in more than two years would easily solve many ridiculously avoidable problems.86.208.46.194 08:40, 19 November 2007 (UTC)

Keyboard shortcuts for pets

Another thing very easy to implement. Why can't we jut press X for "attack my target", Y for "don't attack" and so on ? They are already busy with GW2 and can't dedicate a whole team to handle such an overcomplicated feature ? 86.208.46.194 08:40, 19 November 2007 (UTC)

It's already there, sort of. Just pull up your pet's panel (the X next to its name) and you have a "target" button, a "defend" button, and a "passive" button. You just gotta click them with a mouse instead of keyboard. Put the pet panel near your skill bar and voila. Makes no sense to add dedicated keyboard shortcuts to accomodate one attribute (Beast Mastery) of one profession out of 10. User Rose Of Kali SIG.jpgRose Of Kali 08:01, 24 November 2007 (UTC)
That's exactly my problem : I have to click an icon. It is tiny, it gets frustrating very quickly, but even if it were not, most importantly, it is perfectly useless to have to do it. Putting the panel near my skillbar won't change anything because I use the keyboard. Shortcuts would make the job way less bothersome, not to mention that I fail to see what prevents their implementation. 86.192.152.20 18:15, 25 November 2007 (UTC)
What prevents their implementation is the fact that your request is too minor (one attribute of one profession will benefit slightly) to dedicate the time necessary. The developers are now working on GW2 and only mod GW1 if it's really necessary or heavily requested. User Rose Of Kali SIG.jpgRose Of Kali 23:37, 4 December 2007 (UTC)

Guild Communication Enhancement with one NPC

I'd like to see the addition of another NPC to guild halls, similar to the Imperial Herald. This Guild Herald could serve as a focal point for communication for the guild, and provide the following:

  • A text message similar to the Message of the Day, but much larger. This could allow the guild leader to provide more complex instructions to the guild, such as events, schedules, and other critical aspects of running a guild.
  • A customizable, clickable, link to the guild's personal Website or Message board.
  • A persistant, clickable, link to the guild's page on Guild Wars Wiki (whether it exists or not).

Guilds can be incredibly complex, and many members simply don't want to use out-of-game communication to keep up with activity in the more bustling guilds. The price of this NPC could even rival the most expensive guild purchases (100k), but I honestly believe it should be a free or inexpensive edition. --Mystisteel 05:04, 20 November 2007 (UTC)

This seems like a time consuming task. If your guild is very "complex," then no level of in-game management can rival a guild website. And putting in something "half-@$$ed" is a waste of time. User Rose Of Kali SIG.jpgRose Of Kali 23:40, 4 December 2007 (UTC)

Bring back Mirror of Delusions

Mirror of Delusions 15Tango-energy.png ?Tango-activation.png ?Tango-recharge.png Hex Spell. If target foe suffers from a Hex in the next 10 seconds, all nearby foes suffer from that same Hex. With Illusion Magic 4 or less, this spell has a 50% chance to fail.
moved from User talk:Gaile Grey#Deleted Mesmer Skills

The old version would be insanely overpowered, what about "If target foe suffers from a non-elite Hex in the next 10 seconds, 1...# nearby foes suffer from that same Hex and Mirror of Delusions ends." or "If target foe suffers from a non-elite Mesmer Hex in the next 10 seconds, 1...# nearby foes suffer from that same Hex and Mirror of Delusions ends."? -- Gordon Ecker 02:53, 22 November 2007 (UTC)

dude, this was the only skill i actually doubt they even had, i found it on guildwars guru so it might be false. the other skills i posted on gailes page am i sure of, but see it this way; there was 15 elites for each profession, if both mantra of celerity and mirror of delusions was there mesmers should had 16 elites. Mantra of celerity seems more true as it both have a picture and full information. I might be wrong but i really want gaile to ask the team about it, and to ask them if they could re-add these skills. --Cursed Angel 09:11, 22 November 2007 (UTC)
It's not a huge problem because you can't run two elites. Kinda like the way Barrage is balanced. Lots of builds and skills become much more powerful when run with another character. Four-Leaf Clover.pngDruid 09:20, 22 November 2007 (UTC)
Geewhiz...I was reading the deleted content...Mesmers would easily be the most powerful class in Guild Wars if they could use those skills! BRING THEM BACK! Otherwise Mesmers will die by the time GW2 comes out! Silver40596 14:13, 22 November 2007 (UTC)
Wow, I sometimes thought that such a skill that maybe comes in new Campaigns as a Elite Mesmer or Necromancer skill, but that it was already supposed to be ingame before release...wow. Sure, the mechanic is quite powerful. But every skill can be balanced, and i suppose Gordon did this quite well. —ZerphatalkThe Improver 19:49, 22 November 2007 (UTC)
I pretty much agree with Gordon. Try 15e, 2 cast, 30 recharge, 1..3..4 nearby foes, and the hex can be elite. MoD expires after a hex. Attribute: Illusion Magic. Calortalk 19:53, 22 November 2007 (UTC)
I liked the invisibility spell better. Silver40596

Make UW Scrolls and FoW Scrolls drop in presearing

Let's make the charr bosses drop scrolls extremely rarely and give my perma pre something to do other than show off a title. Be awesome if I could get fissure armor on a presear and with the limited skills and 2 person party limit it would be extremely difficult as well. Antiarchangel 22:32, 23 November 2007 (UTC)
Now that I think about it, it would be probably impossible. Good luck trying to kill an bladed axate with presear skills. Antiarchangel 22:34, 23 November 2007 (UTC)
You need to be in ToA, Zin Ku Corridor, or CHantry of Secrets to use one anyways. Calortalk 22:36, 23 November 2007 (UTC)
Plus They only drop in hard mode. Just impossible.MithranArkanere 02:55, 24 November 2007 (UTC)
lol then add hard mode to pre-seering so we that have a life can get the Legendary defender of Ascalon Title too, if you could add a rune-trader in pre-seering too we could maybe even be able to farm fow with pre-seering skills.--Cursed Angel talk 04:13, 24 November 2007 (UTC)
What? Huh? Are you all on drugs or something? :P This makes no sense at all. ^_^ User Rose Of Kali SIG.jpgRose Of Kali 08:16, 24 November 2007 (UTC)
Gaile just on last visit pointed out that, there will be no hardmode in presearing ever. If you add even one level 20 foe in there then getting the title will be several times easier, as you do not need to do any of death leveling. Besides... pre searing is sepose to be simplified version of the game with pretty graphics and weak foes. Place you cant stand after getting few levels, why people choose to stay there indefinitely is hard to understand. Biz 10:24, 24 November 2007 (UTC)
Gaile did say that, but that's not the reason because Hard Mode is accessible only after a character has reached level 20 anyway. As for why people stay, I don't see what's so hard to understand about it. You said it yourself, it's got prettier graphics, not to mention that there is a "Pre" community (including a trade market similar to post-Searing areas) to which many people belong. Kokuou 14:35, 24 November 2007 (UTC)
pre-searing community? I lol'd irl --Cursed Angel talk 20:29, 24 November 2007 (UTC)
For PreSearing, I think they should add a 'second', 'mirror', 'remembering', 'historical', 'legacy', 'legend' or 'however you want to call it' PreSearing. An exact copy of the areas, but NOT the same. Accesible only by talking to Simon the Scribe after finishing Prophecies. Since only players that left PreSearing would be there, there should be no problems. Would require no new map modeling. Just copypaste maps, giving the copies new map IDs, increase the levels of the creatures by 20, rework in the drop rates for the areas and creatures there (and maybe increse group sizes), replace the barrels by locked chests, add some new NPCs (Xunlai, traders and such), make it 8 character parties, and ding! Done: You can get there, fight level 20..30 creatures, enter Hard Mode if you want, do not bother the 'real' PreSearing characters. Then you an add even Legendary Vanquisher of Ascalon and such.
I also think that the Legendary Defender of Ascalon should be lost after leaving PreSearing, and beating the Mirror Presearing would be required: The 4 charr would be level 30, like Dungeon and Endgame bosses. MithranArkanere 20:40, 24 November 2007 (UTC)
Uh... Presearing burned down. Got blasted with fireballs and scorched to ash. Leave it be. The above paragraph is complete nonsense... O_O User Rose Of Kali SIG.jpgRose Of Kali 23:44, 4 December 2007 (UTC)
Yeah, and the lich was destroyed, and Shiro banished, and Abbadon purged, and the Great Destroyer vanquished, yet you can fight them anytime with the same character, in any order... MithranArkanere 23:47, 4 December 2007 (UTC)
(reset) I just can't understand people's attachment to Presearing... And don't give me the "it's pretty" excuse. Go to Maguuma, go to Shing Jea, or even better, go to Charr Homelands! It even has the blasted Iris Flowers, Grawls, and Stone Elementals! (Yes, they forgot the Skales and Renegades, oh well...) What more do you need? And as far as final bosses, yeah, you can always fight them again if you wish. It makes perfect sense in this game. But a tutorial? You still have your Ascalon, Ashford, and Fort Ranik, it just looks different. User Rose Of Kali SIG.jpgRose Of Kali 08:24, 9 December 2007 (UTC)
Well, to be entirely fair, Turai starved to death, Togo got run through, and Saul was dragged away to a fate unknown, yet we can still experience their famous moments as historical events. This would be an extremely interesting idea for an Elite Mission, made up of harder versions of the Pre-Searing primary quests and eding with a boss fight against a souped-up Vatlaaw Doomtooth, while allowing full exploration of areas (a la Domain of Anguish). Lore-wise, you could "re-live the final days of before the Searing." Not sure about allowing heroes, though, or else the Gwen Time Paradox would kill us all.. with Spontaneous Combustion. --Valentein 08:43, 9 December 2007 (UTC)
This sounds entirely different (and much better) from a "Mirror Presearing" or FoW/UW scrolls in Pre... But it would require a lot more dev time. It's essentially a BMP#2-scale project. Maybe next year for X-mas. I like the Mission-type idea. Still, definitely NO to a "Mirror Presearing." Pre is Pre, and leave it as it is. User Rose Of Kali SIG.jpgRose Of Kali 08:59, 9 December 2007 (UTC)
¬¬ That is basically what I've said. ~"Allowing exploration", you can't allow exploraton without making a pure 'copy', with all outposts, since preSearing is much bigger than people think. MithranArkanere 13:15, 9 December 2007 (UTC)

AB's and Greens in Prophs

It seems like Proph only chars seem to be left out when it comes to Greens, Nightfall and Factions and even GWEN chars get greens at the end of the game. It seems unfair for Proph chars not to get a green when they finish it, especially as it's just as hard. Could be given a token like in the others from Glint then get sent to Tombs or something to choose weapon.Tombs would be used a bit more that way. Also for people that don't have factions and therefore can't do AB's, would it not be possible to let them only play maps from there world. Should make sense if you are part of an alliance should be able to play alliance battles. I have a few accounts and have some that are proph only but am still in alliance but can't play them. Which I imagine may cause some resentment in guilds who are after faction, or may stop people joining friends in a guild.--Dan Mocha 08:16, 22 November 2007 (UTC)

Thats true, but at the same time...thats part of what makes factions different. If all campaigns had the same thing, what would be the point of having more than 1. Though I do agree about the endgame greens... Anet has shown it can make updates in proph, so I think there should be some sort of endgame green for proph. --70.23.80.58 23:15, 25 November 2007 (UTC) edit: -Warior kronos 00:13, 26 November 2007 (UTC)
Maybe but it also means that only players with Factions can be alliance leaders, which I only found out on my proph only account.The only work around for this was for one of my chars on other account to become guild leader of that guild.Then become the faction I wanted then go back to my other guild.A way round this would be to add declare luxon/kurz on npc and to be availale in all guild halls, as well as maybe adding canthan ambassador as well.Festival hat npc would be cool maybe adding collectors to guild hall as well.Maxed my guild hall a while a go would be good to be able to buy in more stuff for it:-)--Dan Mocha 11:48, 26 November 2007 (UTC)
When it comes to content, Prophecies is the only one without challenges, the only one without green weapons in almost all bosses... it's mostly a big map with mobs... MithranArkanere 12:58, 26 November 2007 (UTC)
Like i said, I think end-game greens should be added-Warior kronos 01:50, 27 November 2007 (UTC)
Ah! And Endgame Area! I think they should make it so after beating the lich, the Fire Isle collapses or something like that, and you travel to Droknar's Forge, and the party and Credits are there. Evenia, Salma, King Jallis, King Adelberg, all there to greet the noble heroes. And Evenia herself gives you an item to change for items, like Brechnar's Iron Hammer, Saidra's Bow, Prince Rurik's Sword and Shield, Mursaat/Lich/Titan Staves and Wands, etc... MithranArkanere 14:42, 27 November 2007 (UTC)
If an end-game area were added to Prophecies, a fitting place would be Glint's Lair, but a special part only accessible through beating HP. Calortalk 19:29, 27 November 2007 (UTC)
Or maybe code could be added to change Glint's dialogue in Droknar's Forge and she gives it to you there. Although it appears the would be prophecy greens might be the ones from EotN. 58.110.136.235 06:51, 29 November 2007 (UTC)

Birthdate

Please can we have added to the character selection screen in the little info box about the currently selected character display the Birthdate? It has Name/Professions/Type/Birth place/Level/Location It is more useful then the Level information since a person typically only needs to keep track of that till they are level 20 Chik En 17:11, 24 November 2007 (UTC)

Agreed... I'd like to know when my characters are about to get their birthday presents, because right now I have a hard time keeping track of whose I've gotten this year and whose I have not. Frozzen 17:16, 24 November 2007 (UTC)
I agree, simply to make life easier, because /age tells you how many months, but not how close you are to the next month. Calortalk 17:34, 24 November 2007 (UTC)
Either in the /age command, the Hero panel or anywhere else, such info would be cool. MithranArkanere 20:23, 24 November 2007 (UTC)
Agreed. /age should suffice, just put in days in addition to months. User Rose Of Kali SIG.jpgRose Of Kali 23:45, 4 December 2007 (UTC)

I would be ok with the /age command just simply spitting out the creation date of that character and can be refered to as the birthdate. Or just keeping the number of days in the output as suggested above so that you yourself can calculate the actual date for each. Chik En 15:58, 10 December 2007 (UTC)

Pet evolution in PvP

It would be useful if you could choose your pet's evolution in PvP. Not much to add, except that I don't see why we can't. 86.192.152.20 18:15, 25 November 2007 (UTC)

Well, i'm not a hardcore pvp-player, but thats also a thing i always wondered abaut. Normally, Anet never lets PvElers get the least advantage to pvp-only players. Except for the Pet. Elder Wolf, always. There can be way a diffrence between a pet having diffrent evvolutions. there can be between 120 Health and 30% damage diffrence with evolutions. Additionally, a Wolf only deals piercing damage. Presumed that you know that Bunnies always come with Wolfs as pet, the opponent team e.g. could take Bladeturn Refrain. But some pets also deal piercing damage, which would have to be countered with Shields Up. Weird example, but i think you know what i mean... Maybe Anet can add an additional cathegory for Pets to unlock at Priests of Balthasar, including Evolution and Pet types. —ZerphatalkThe Improver 21:35, 27 November 2007 (UTC)

Possibility to acquire Festival Hats of past Events

Well, if seeing a player with an old Festival Hat, this can show that it's an old stanger. But actually, its a pity for new player that they cannot acquire these Hats at all. I now occasionally saw some players writing in the chat something like "can somebody lend me his festival hat?"...well, but as you know, a Hat maker does not accept customized hats. As Well, old stangers maybe didn't have the possibility to arrive ingame in several events, also missing some Hats. I'd suggest a method of gaining these Hats some other way. Maybe also through special quests during coming events, or special "antiquity-collectors", or the simpler variant, through a gold sink, unlocking the hats for some plats. —ZerphatalkThe Improver 21:45, 27 November 2007 (UTC)

I think Gaile did say that they do not intend for hats to be available after the time period for which they were intended, as they are purely cosmetic and giving them away in the future reduces their significance... Frozzen 21:52, 27 November 2007 (UTC)
Too bad. Well, you could also say that every Weapon and armor skin after the forst is purely cosmetic, so i'm thinking nothing of it. but well, looks like it sould not be then... —ZerphatalkThe Improver 13:07, 28 November 2007 (UTC)

Hall Of Monuments Trophy Orginization

Hi Gaile. I would like to suggest a minor change to the hall of monuments. Instead of having to scroll through the different trophies using the "Rearrange the display" could we have something that allows us to specifically pick which trophies we would like to display and in what order they would show? It seems now that the order that you originally added the trophies affects the order they can be displayed. For example, say a player wanted to display Legendary Vanquisher, Guardian, Cartographer, Survivor, and Drunkard, in that order, I may have to rearrange the display 40 times before I got those 5 trophies to show, then they may not be in the correct order that a player would like. I suggest that they add some sort of arrangement interface to each monument. This display could be similar to the inventory interface, where all the trophies for that particular monument would show up as icons in the inventory and you could click and drag them onto the monument, in the order you wish or something to that fashion. It seems this would be a lot easier, more simple and would allow players to really deck their halls out and display the achievements that they worked hard for in the exact way that they wish. Thanks for your time. Old Man Of Ascalon 22:30, 27 November 2007 (UTC)

This has been brought up a number of times before, and for good reason. It would be a great feature to be added. :) Biscuits User Biscuits sig.png 12:56, 28 November 2007 (UTC)
What he said. I have 13 armor sets, and I can't display my Obby with Vabbian, they're too spread apart and no amount of scrolling will put them together. When one comes into view, the other goes out. :( User Rose Of Kali SIG.jpgRose Of Kali 23:48, 4 December 2007 (UTC)

Failure Dungeon Is Fail

Hi, I have a suggestion. My suggestion is to make the Sepulchre of Dragrimmar not such a piece of garbage. The dungeon is by far the most glitchy, bugged, pointless, and annoying instance in the ENTIRE GAME and in any game that even bares a resemblance to Guild Wars. Actually, this area should be considered an embarrassment to the entire Guild Wars franchise. Check this out:

Here I am getting pelted by Ice Darts that have flown 200 meters, through the ceiling, through the wall and into my face.
http://img519.imageshack.us/img519/158/gw021lp1.jpg
....and here I am being teleported to a res shrine that is only 5 feet away but a 5 mile walk to get back to where I died.
http://img442.imageshack.us/img442/8218/gw022ky2.jpg
....later, we talked to a dead collector with two names, who oddly enough, wanted to trade stuff.
http://img518.imageshack.us/img518/2096/gw023tx9.jpg
....and last but not least, after 1 hour and 13 minutes the hard mode mission ended due to us being sick and tired of being spawned across the entire dungeon and forced to fight respawning mobs along the way. Not to mention sick and tired of being pelted by 14 thousand Ice Dart traps every 5 feet. Just a bit of user feedback here but, I'm not sure who thought these "traps" were a good idea, but they should probably be fired or at least taken off the "idea's team". Having a trap that does 15 damage and slows your movement speed, that cannot be blocked or evaded, shoot across three aggro bubbles and through walls and ceilings is not fun, it's not challenging, it's not interesting, IT'S ANNOYING, AND POINTLESS. This dungeon needs no help being ANNOYING, POINTLESS and FRUSTRATING. My suggestion is to send a SWAT team of coders into that craphole and fix it.
Signed, Angry and Annoyed,
Old Man Of Ascalon 07:30, 29 November 2007 (UTC)

You are sent back to the first rez shrine, because that is the only one you have activated. In order to use a rez shrine, you have to come within a certin distance from it, and it will change, and become active. The route you took does not go near the shrine you are refering to.

If you need help with this area, please contact me in game (Med Luvin) there are a few ways through this dungeon, even on hard mode, it shouldn't take more than about 45min. I would also suggest heavy on the interupts for the boss. A ranger with a longbow can take out the "spirit" plants without agro. The ice spike traps are annoying, but they can be avoided depending on the route taken. ~Med Luvin

Uhm yes lol, as Med said, you simply didnt activate the res shrines. And as the mission map overlaps the damage monitor, i can't see at all that you are struck from an ice dart. I did this this dungeon alone with dungeons, and yes, it is frustrating. But not because of the traps, much more because of the Foes that kill with three hits or the bosses that can wipe the clumped henchies with one strike of AoE. Or even a normal Frozen Elemental later...wasted tons of Wintersday candy. Well, thats my fault, should have buyed a powerstone and played with anther player/players like you did. I did not notice any bugs at all, but if these darts really flow through the walls, this should be fixed. (Additionally, you can use the traps for your advantage - foes are struck by them as well. THe problem is that its nearly impossible with henchies to get critters stray in the traps instead of yours. —ZerphatalkThe Improver 17:31, 29 November 2007 (UTC)
I play this dungeon a lot. For my h/h setup its one of the easiest for me. However I have noticed a few problems with it. First the darts do seem to like to shoot you when you're nowhere near them, second there seems to be only a 50% chance that a hidden treasure from light of deldrimmor will show when found. They appear under the map or something. Despite these problems I hardly see it as the most glitched instance in any game, though it could use some work :) DelvingAngel 17:48, 29 November 2007 (UTC)
This was my first dungeon, and I henched it (took me 1 hour 30 minutes, partially because I had to be on the phone for half an hour with someone)...I thought that the Sepulchre set the mood for the other dungeons, it seems a lot more like a dungeon than the instances I'd seen in the rest of GW prior to playing EoTN. Silver40596
I would agree that something is wrong with respawn points. Because what I think he means is ... the nearest straight as the crow flies activated shrine from his groups death point is where they respawn. Instead of the last one activated by himself. I think they have changed the respawn code without telling anyone because I have also seen that if you are running to a shrine and your team died except you... the nearest shrine to the majority is where you spawn not the last one, even if the person running dies on that shrine... it does not matter. Which can kill running as a group who is working together just to get somewhere. Chik En 22:05, 29 November 2007 (UTC)
The range for them is so small so you don't activate them by walking in the other side of a wall. Remember that some places in dungeons can be quite narros, with many corridors. They have to ensure characters can't bypass the Dungeon Locks. MithranArkanere 22:21, 29 November 2007 (UTC)

Larger Inventory Space?

Last night I did a HM dungeon with a friend of mine and his guild mates. Our inventories were maxed out and just on the first level of the dungeon. x.x; So many drops and not enough space to put them in. I made my inventory as big as I could but couldn't fit half of the drops in there. I had to keep trashing some or leave the drops on the ground. -.- Which was so sad...because half of the drops could have given me a good amount of gold.

What I'm saying is...I think the inventory space could be larger. X.x; Does anyone agree?--Adiana 21:04, 12 December 2007 (UTC)Adiana