ArenaNet:Guild Wars suggestions/bigArchive
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August
Canthan Elite Mission Bonus Weekend
The number of available players in both "The Deep" and "Urgoz's Warren" is almost always dismal, making it near impossible to find a group. A "Canthan Elite Mission Bonus Weekend" with double rewards might be a nice temperary fix. Or a more radical and permanent solution might be allow free access to these missions after the completion of Factions like The Domain of Anguish in Nightfall. Though, that would probably make the passage scrolls for these missions obsolete. --The preceding unsigned comment was added by User:Dharma revolt (talk).
- I agree. Another option would be to implement recent design-a-weapons as possible rewards for completion of The Deep and Ugoz's Warren. I would think that would be a smaller change and more effective in getting bodies there than allowing free access after completion. -Fuzzy 151.209.112.137 14:43, 1 August 2008 (UTC)
Personally I prefer the free idea, as a/ you have to hace finished the game [this kinda assumes a certain level of skill] b/ more people would be tempted to try it [as they dont risk "wasting" their scroll] c/ scrolls could be used to get characters there who have not finished [which keeps some functionality to them] d/ scrolls could be traded in for 1k faction [to replace any "lost" faction from prieviously spending faction on scrolls] ... just my 2 cents 203.16.182.12Deville
Purchase Pre-Order items, like now
I've been meaning to request this from ANET. I would like to get the special items from preorders without actually having to have it mailed to me via post office as I have to dish out more, at least US25.00 more, to just have it sent to me here in asia. That's not too exciting is it? Why can't I just pay more online and have all items including manuals (pdf file)? This is doable I believe. ANET can do more to please it's costumers, especially me who have all campaigns and bonus mission packs bought online. --The preceding unsigned comment was added by User:202.175.29.2 (talk).
How about adding a (some) new upgrade(s) to the in-game store: Pre-order items. I know that technically people who didn't pre-order a campaign aren't entitled to the bonus items, but there's already a precedent with the BMP. Whaddaya say? Does Zhed get an Hourglass Staff? The larry 12:33, 1 August 2008 (UTC)
- That would be nice. I've always wanted a Chimeric Prism. --Jette 12:45, 1 August 2008 (UTC)
- It was done with the Million edition items, and no everyone had a chance to get al Prophecies pre-order items, since each one was exclusive from a region. That would be an update tat I would buy right away as soon as I see it added to the shop. MithTalk 13:52, 1 August 2008 (UTC)
- (I fixed your indent) I'm especially keen on getting the Nightfall and EotN items myself. 79.115.183.252 15:42, 1 August 2008 (UTC) <- larry
- I would love to be abel to get some of the continent exclusive stuff, like Hogs glutony from Japan-pre-order (i think it was), the system has been pretty unfair in terms of what countries have had access to witch items... this idea could sort it and A-net could make more money! Toastisimo 12:23, 6 August 2008 (UTC)
- After I bought my husband the game of the year upgrade and a couple others, I noticed that he didn't have some of the bonus items I have, which in turn, has made it a lot more challenging for me when I play his account. I'm not too sure I'd like to dish out another lump sum of money just to get an hourglass staff (I really like that staff) for him, but I do like the option of getting one for his account should I take the easy route. And I can't get his Ithas Bow even if I wanted it. I think it's more interesting to see him with weapons I can't have and vice versa. I'm all for the option of purchasing that, though.--Aila2 02:13, 12 August 2008 (UTC)
- Could we also have the option to pre-order GW2 when it is finally available. Either pre-order through our existing accounts with NC Soft, or via the offical Guild Wars website. This is mainly for selfish reasons as there are no game shops within 400kms of where I live. The only way to get games here is to travel over 800kms (round trip), or order on-line. And also have the option when ordering on-line to be able to get a back-up copy of the game on CD (with all the nice pretty manuals). ~ Twisties34
- I can't imagine ANet wouldn't give you the chance to pre-order GW2. --Jette 08:10, 14 September 2008 (UTC)
- Could we also have the option to pre-order GW2 when it is finally available. Either pre-order through our existing accounts with NC Soft, or via the offical Guild Wars website. This is mainly for selfish reasons as there are no game shops within 400kms of where I live. The only way to get games here is to travel over 800kms (round trip), or order on-line. And also have the option when ordering on-line to be able to get a back-up copy of the game on CD (with all the nice pretty manuals). ~ Twisties34
- After I bought my husband the game of the year upgrade and a couple others, I noticed that he didn't have some of the bonus items I have, which in turn, has made it a lot more challenging for me when I play his account. I'm not too sure I'd like to dish out another lump sum of money just to get an hourglass staff (I really like that staff) for him, but I do like the option of getting one for his account should I take the easy route. And I can't get his Ithas Bow even if I wanted it. I think it's more interesting to see him with weapons I can't have and vice versa. I'm all for the option of purchasing that, though.--Aila2 02:13, 12 August 2008 (UTC)
- I would love to be abel to get some of the continent exclusive stuff, like Hogs glutony from Japan-pre-order (i think it was), the system has been pretty unfair in terms of what countries have had access to witch items... this idea could sort it and A-net could make more money! Toastisimo 12:23, 6 August 2008 (UTC)
- (I fixed your indent) I'm especially keen on getting the Nightfall and EotN items myself. 79.115.183.252 15:42, 1 August 2008 (UTC) <- larry
- It was done with the Million edition items, and no everyone had a chance to get al Prophecies pre-order items, since each one was exclusive from a region. That would be an update tat I would buy right away as soon as I see it added to the shop. MithTalk 13:52, 1 August 2008 (UTC)
Level Cap Raise
Well, we all know that the Level cap in Guild Wars is 20, right? But doesn't that seem just a little low? I understand NCsoft's and ArenaNet's foundations for keeping the level cap low, but why keep us limited to 200,000 exp? What would make the game so much MORE fun would be to increase the level cap, AND tamper down the rates of Expeirience gain. Initally, I thought that a level 10 in Guild Wars would be equal to say a level 45 in World of Warcraft, with basically the same amount of time, and work involved. Yet, I was dismayed to find out that I could level from 1-4 in the course of one hour, even in Pre-Searing Ascalon! So, I present you all with two solutions to this:
One: Increase the Base Max Level by +10/+15/+20, slower the rate of XP Gain, and/or higher the amount of XP required to Level Up.
Pros: Gives everyone the chance to get to level 30+, aswell as giving even more depth to this great game. Monsters could be designed for higher leveled players, and it would give so much more interest to take part in leveling up. Cons: Level 20's would have to have their levels lowered if the last part of the suggestion was created.
Two: Increase the Base Max Level by 10/+15/+20, and give players who have purchased Eye of the North another +10, while also Slowing XP Gain/Raising XP.
Pros: Gives NCSoft and ArenaNet better Marketing, with more players wanting to buy EotN. Cons: Same as above, and there would be some ranting involved for players who are unable to buy EotN. Although, with the high Level Cap increase for the Base Max level, most people would be content.
Level 10 is about 40k exp. If its not, whatever. It's an example of increasing the Exp required to level up.
Level 5: 11k Currently
Level 10: 40k Currently
Level 15: 82k Currently
Level 20: 140600k Currently
With the increase:
o Level 5: 25k
o Level 10: 50k
o Level 15: 100k
o Level 20: 200k
So every 5 levels is x2 of the last. This would rack up fast and give more depth to the game.
Level 25: 400k
Level 30: 800k
Level 35: 1.6m
Level 40: 3.2m
Level 45: 6.4m
You might think that that is way too much xp. Well, its really not. Take level 25 to level 30. Also, there would be greater attribute gains than the ones now. Possibly -15 of the current level once you are past 20? The below XPs aren't set.
o Level 25: 400k
o Level 26: 480k
o Level 27: 575k
o Level 28: 650k
o Level 29: 730k
o Level 30: 800k
--The preceding unsigned comment was added by User:ProfileIcon (talk).
- What do you think ANets reply to this would be? Its NO! Its to big a change for GW1. Besides, it would look so much more like WoW. --Treasure Boy Talk 14:17, 1 August 2008 (UTC)
- The chances that the level cap is going to change at this late date are slim to none, for one thing it would mean completely reworking the entire game dynamics in both normal mode and hard mode. Since foe levels are tied to the difficulty level of the game in each mode, increasing the player character levels would mean making proportional adjustments to foes. I think you are better off waiting for GW2 to be released than to imagine that a change of this magnitude will be implemented into Guild Wars.-- Wyn 14:19, 1 August 2008 (UTC)
- I lol'd like a maniac when I read this. The level cap is fine. --Jette 14:54, 1 August 2008 (UTC)
- There are also scaling issues. Weapon damage scales with level and weapon mastery rank, armor respecting skill damage scales with level and armor ignoring damage doesn't scale at all. They would need to change the damage calculation system (or raise the professions' base armor rating cap to cancel out the damage bonus) and rebalance every skill, monster and zone, which would divert limited resources from Guild Wars 2. Furthermore, increasing the level cap would make it harder to obtain skill points. -- Gordon Ecker 07:55, 2 August 2008 (UTC)
- Guild Wars is not World of Warcraft
- Have you considered that some games are different? Do you want a level 60 cap in Counter Strike? ~Shard 00:56, 4 August 2008 (UTC)
- Guild Wars isn't Guild Wars 2 either. -- Gordon Ecker 02:23, 4 August 2008 (UTC)
- Since there are lvl 30 monsters in the gw-world, 10 more lvls wouldnt be to bad, but i rather they worked on some other suggestions from this page first... Toastisimo 08:26, 6 August 2008 (UTC)
- Guild Wars isn't Guild Wars 2 either. -- Gordon Ecker 02:23, 4 August 2008 (UTC)
- There are also scaling issues. Weapon damage scales with level and weapon mastery rank, armor respecting skill damage scales with level and armor ignoring damage doesn't scale at all. They would need to change the damage calculation system (or raise the professions' base armor rating cap to cancel out the damage bonus) and rebalance every skill, monster and zone, which would divert limited resources from Guild Wars 2. Furthermore, increasing the level cap would make it harder to obtain skill points. -- Gordon Ecker 07:55, 2 August 2008 (UTC)
- I lol'd like a maniac when I read this. The level cap is fine. --Jette 14:54, 1 August 2008 (UTC)
- The chances that the level cap is going to change at this late date are slim to none, for one thing it would mean completely reworking the entire game dynamics in both normal mode and hard mode. Since foe levels are tied to the difficulty level of the game in each mode, increasing the player character levels would mean making proportional adjustments to foes. I think you are better off waiting for GW2 to be released than to imagine that a change of this magnitude will be implemented into Guild Wars.-- Wyn 14:19, 1 August 2008 (UTC)
- Even D&D had epic levels, but they worked in a different way than the previous 20 levels. I would agree with more levels if they worked in a different way than the previous ones, for example, if they added a 'PvE skills' attribute, and each level earned some points to apply to that rank. But not more normal attribute points or anything like that. And of course, only for PvE. MithTalk 14:18, 6 August 2008 (UTC)
- This suggestion is crap. First one = Grind Wars, second one = WoW ripoff. "Increase the level cap from 20(60) to 30(70) for anyone who has purchased EotN(Burning Crusade).
- might be a ripoff, but i doubt wow came up with the idea, been plenty of Mmo´s before wow, everquest is one! tired of wow getting credit for every unoriginal idea. ^^ Toastisimo 21:06, 6 August 2008 (UTC)
- I read somewhere that you deal less damage to foes with a higher level and more damage to those with a lower one. So basically farming with a lvl 45... would make the game too easy. And, the HP system, too. And PvP-if you want to pvp with your PvE char but can't reach lvl 45, you have to waste your slots on pvp chars. Which is stupid. And, GW isn't like all other MMO's, where you got 80k HP, do 70000 gadzillion damage and the graphix are utter shit. Ninjas In The Sky 08:56, 8 August 2008 (UTC)
- Target level does not affect damage, only attacker / caster level, however higher level monsters generally have higher armor ratings. -- Gordon Ecker 10:05, 8 August 2008 (UTC)
- I read somewhere that you deal less damage to foes with a higher level and more damage to those with a lower one. So basically farming with a lvl 45... would make the game too easy. And, the HP system, too. And PvP-if you want to pvp with your PvE char but can't reach lvl 45, you have to waste your slots on pvp chars. Which is stupid. And, GW isn't like all other MMO's, where you got 80k HP, do 70000 gadzillion damage and the graphix are utter shit. Ninjas In The Sky 08:56, 8 August 2008 (UTC)
- might be a ripoff, but i doubt wow came up with the idea, been plenty of Mmo´s before wow, everquest is one! tired of wow getting credit for every unoriginal idea. ^^ Toastisimo 21:06, 6 August 2008 (UTC)
- This suggestion is crap. First one = Grind Wars, second one = WoW ripoff. "Increase the level cap from 20(60) to 30(70) for anyone who has purchased EotN(Burning Crusade).
- Even D&D had epic levels, but they worked in a different way than the previous 20 levels. I would agree with more levels if they worked in a different way than the previous ones, for example, if they added a 'PvE skills' attribute, and each level earned some points to apply to that rank. But not more normal attribute points or anything like that. And of course, only for PvE. MithTalk 14:18, 6 August 2008 (UTC)
- I'm pretty sure it's safe to say the game is too far along to raise the level cap. I like that you spend less time in this game trying to get to max level and acquire max items. Frankly I would rather someone make a "Massively Multiplayer Adventure" where you never gain levels at all and it plays more like Drakan, Oni, Heavy Metal, that sort of thing. Raising the level cap would just make people raise the level of monsters, the damage range of weapons, the armor level of armor and so on. As one number goes up, all the others would go up with it. But if one number stays the same, all the other numbers can use it as a benchmark and then you just choose which areas are easy based on that figure, which areas are average, challenging, or insane. Guild Wars gets you to level 20 so fast that it may as well do away with the level-up system altogether. But I doubt they're that radical and forward-thinking over at NC. Conformists! :-P Painted Bird 21:36, 22 August 2008 (UTC)
Max level is max level whether it's 20 or 2 million. When you are at max level you are at max level, I don't see the point in raising the max level. If the argument is there are uglies that are level 30, I should be level 30, then that makes the whole point of the level 30 ugly moot. Let me guess we want it to be "If I hit for 25 as a level 20, then I should hit for 25000 as a level 200", right? /Flush, this just ends up having to up the numbers on everything else, then you have bows that do 14500-96800 damage... --The preceding unsigned comment was added by User:65.5.80.98 (talk).
Great way to WOWafy the game... I like the 20lvl system because it allows players to play every profetion and still have a life. IMO WoW is a total failiure and imitating it is a recipie for disaster. 67.55.22.162 19:27, 10 November 2008 (UTC)
player shop
- If Anet would make it possible for players to sell their items by being afk and opening a private shop, where other players come and see what they have rather than people shouting every now and then to buy and sell stuff, that would be 'great'
- We call those auction houses. Anet was working on one, looks like they failed or it got delayed 8 months like ATs. ~Shard 00:05, 3 August 2008 (UTC)
- No, anet was working on an auction house. IDK why you'd prefer a shop where you can only sell stuff while in towns...oh wait, that's how it is today. ~Shard 01:00, 4 August 2008 (UTC)
- We all have seen the in-game tets in the GW.dat. Descriptions specified that there would be no auctions. It would be a 'bazaar' a world shop where people set fixed prices. That's not an auction house. They are three different things:
- Stalls: People set a shop and your character must 'talk' to the other character shop to start a transaction. The number of items is quite limited (usually same or less than character's inventory) and prices are fixed.
- Auction house: People set minimun, maximum and instant sell prices and time to sell, the one bidding higher before the time expires or paying the instant sell prices gets the item. You can access the auction house from a certain place or talking to certain NPCs. The richest get the item.
- Bazaar: Like the Auction house, you talk to certain NPCs or go to certain places to buy, but you don't need to talk to the seller directly. But like the Shop stalls, prices are fixed and there are no auctions. If you put an item to sell for 1k, 1k is enough. The fastest get the item.
- So, what I say, is that both shop stalls and auction houses are bad, and what we need is a Bazaar: The Xunlai Marketplace. MithTalk 09:23, 4 August 2008 (UTC)
- We all have seen the in-game tets in the GW.dat. Descriptions specified that there would be no auctions. It would be a 'bazaar' a world shop where people set fixed prices. That's not an auction house. They are three different things:
About the STALL (player shop) in games like silkroad and KnightOnline you also have stalls makes towns over full sometimes you have just have to stall with may take 2 days to sell something so alot less playing time Suggest make a npc who stores the goods for the price you want to sell it. other people can find your items in the list (add filters else chaos ^^ ) -This gives more playing time -no boring stalling hours -less spam in town to sell stuff -easy way to get rid of your items --The preceding unsigned comment was added by User:80.100.74.52 (talk).
(regular) Defender of Ascalon
To go along with the whole normal/legendary title thing (ie: Vanquisher/Legendary Vanquisher) I think there should be a normal Defender of Ascalon reached at lvl 16, and still keep the Legendary at lvl 20. Farlo 09:08, 2 August 2008 (UTC)
- Yes, and put HardMode in pre so deathleveling isnt the only way of reaching 20.. ^^ Toastisimo 09:03, 5 August 2008 (UTC)
- And how exactly would you "complete the Pre-Searing campaign"? Besides, HM is available only to level 20 characters so what would be the point? And again, it would make LDoA worthless. — Poki#3 15:30, 6 August 2008 (UTC)
- Again, I think the whole idea of DL is worthless, i guess im not a big fan of titles at all, but still I feel forced to chase em if i dont wanna quit playing gw. 21:09, 6 August 2008 (UTC)
- Actually, this makes sense to me. Not everyone can spend years of their lives death-leveling for level 20 in pre-searing, but it's a nice souvenir for those that spent a significant amount of time in pre-searing anyway. And it would not make LDoA worthless AT ALL...anyone that knows how to read will instantly see the difference between "Defender of Ascalon" and "Legendary Defender of Ascalon", and the former wouldn't even be a max title. I don't see you complaining that people are allowed to display "Sunspear Castellan" even though it's not max rank. Flettir 02:20, 13 November 2008 (UTC)
- Again, I think the whole idea of DL is worthless, i guess im not a big fan of titles at all, but still I feel forced to chase em if i dont wanna quit playing gw. 21:09, 6 August 2008 (UTC)
- And how exactly would you "complete the Pre-Searing campaign"? Besides, HM is available only to level 20 characters so what would be the point? And again, it would make LDoA worthless. — Poki#3 15:30, 6 August 2008 (UTC)
- Yes, and put HardMode in pre so deathleveling isnt the only way of reaching 20.. ^^ Toastisimo 09:03, 5 August 2008 (UTC)
Canthan Elite Missions: "The Deep" and "Urgoz's Warren"
The overall number of players available to form a team for these missions is quite dismal. Was thinking a "Canthan Elite Mission Bonus Weekend," with double drops or something might entice more players to try these missions. Or a more permanent solution might be to change how players are allowed to gain access to the outposts. Perhaps it could be more like Nightfall with infinite access after completion of the primary quests?
- I understood a long time ago the real "efficiency" of weekend bonus. However there are scrolls that grant access to these missions, and seeing the pletora of ursan teams heavy loaded with consumables, it shouldnt be a challenge for them to pick a scroll or 2. What could really help to open minds would be an enlightening demonstration on how these missions were originally intended to be played. Now that GW1 is almost dead, the devs could publish some articles on the completion of these missions but I'm not sure the b/p teams or w/a would appreciate to see what they have missed for so long. Yseron - 90.9.123.178 21:17, 2 August 2008 (UTC)
- Just so you know, there are far less ppl doing Tombs or Sorrow's Furnace. Both of them really need a buff or to be reworked like a dungeon.
- I fail to understand. Yseron - 86.209.64.205 08:56, 6 August 2008 (UTC)
- All the mentioned areas need some tweaks, some a lot and some a few. Here is what I suggest:
- Sorrow's Furnace- Have a chest appear at the end, when the Golem is defeated, with greenies. Give foes special items that can be traded to a new weapon skin which can be traded at Deldrimor War Camp. Make those new weapon addable to the HoM. (Something like DoA). Make it harder so to scale with the other elite missions. Make it so that one has to restart the quests of the area from the beginning and not from Final Assault upon completing once.
- Tomb of the Primeval Kings- Nothing to be done, except a Statue in the HoM.
- Urgoz Warren/The Deep- Stop the Zodiac Weapons from dropping. Give the Zodiac Weapons to a collector in the Mission Outposts. Give foes from those missions a small percentage of dropping items that can be traded for those weapons. Make the new zodiac addable to the HoM. Make the chest that appears at the end, drop a greenie for all the professions rather than for Ranger and Warrior only.
- Domain of Anguish- Nothing to be changed
- Slaver's Exile- Give a statue to those who complete the dungeon. Make it that the statue can be added to those only who completed the Dungeon after the update, because a lot of ppl killed Duncan without completing the other areas in the past.
- There now every campaign & Expansion in the game has their own Statue and weapons that can be added in the HoM. --MageMontu 09:13, 6 August 2008 (UTC)
- I would be OK with Urgoz/Deep/DoA/SE, althought I wont bother if we do not end up having statues for these, but I wonder if sorrow and tombs can really be considered to be "achievments". Yseron - 86.209.64.205 09:26, 6 August 2008 (UTC)
- Well Sorrow's already has a statue, and it is considered the elite area of Prophecies. Although it is in desperate need of an update, I H/H, it with no ursan, in 2 Hours, with only minimal deaths (Died only once while luring the djinns) --MageMontu 09:36, 6 August 2008 (UTC)
- Verified: after cycling through statues the hom was showing the giant golem of the furnace. Yseron - 86.209.64.205 09:42, 6 August 2008 (UTC)
- Tombs could also use an end-chest, so one person will always get a green. — Poki#3 15:32, 6 August 2008 (UTC)
- Verified: after cycling through statues the hom was showing the giant golem of the furnace. Yseron - 86.209.64.205 09:42, 6 August 2008 (UTC)
- Well Sorrow's already has a statue, and it is considered the elite area of Prophecies. Although it is in desperate need of an update, I H/H, it with no ursan, in 2 Hours, with only minimal deaths (Died only once while luring the djinns) --MageMontu 09:36, 6 August 2008 (UTC)
- I would be OK with Urgoz/Deep/DoA/SE, althought I wont bother if we do not end up having statues for these, but I wonder if sorrow and tombs can really be considered to be "achievments". Yseron - 86.209.64.205 09:26, 6 August 2008 (UTC)
- All the mentioned areas need some tweaks, some a lot and some a few. Here is what I suggest:
- I fail to understand. Yseron - 86.209.64.205 08:56, 6 August 2008 (UTC)
- Just so you know, there are far less ppl doing Tombs or Sorrow's Furnace. Both of them really need a buff or to be reworked like a dungeon.
- >MageMontu, you reminded me of this idea of mine: ArenaNet:Guild_Wars_suggestions#Elite_Area_Tweaks, it's less than it looks, thought. What I'd do for Urgoz/Deep is also there. MithTalk 17:12, 6 August 2008 (UTC)
Elite Area Tweaks
From MageMontu's suggestions at: ArenaNet:Guild_Wars_suggestions#Canthan_Elite_Missions:_.22The_Deep.22_and_.22Urgoz.27s_Warren.22
- Sorrow's Furnace:
- It has the Black Moa Chicken, lots of fun repeatable quests, green drops and a statue. But it's not really an 'elite' area it's way more about fun, an average Dungeon filled with quests. It doesn't need more green or unique weapon sets. Maybe a Dungeon icon, a reward chest that drops the Stone Summit weapon set golds and maybe unique PvE skills that are not linked to any attribute as rewards, or adding Hero Skill traders to Prophecies and making this quests give 1 Hero Skill Point for each time you finish all 6 repeatable quests, but nothing else.
- Tomb of the Primeval Kings:
- Remove henchmen from the outposts.
- Complete the Spiritual weapon set (Chaos, Eternal, Ghostly) and make all occurrences of the set drop there. We already have Eternal Blade, Chaos Axe, Eternal Shield(Tactics, Strength and Command), Ghostly Staff(most attrbiutes) and Eternal Bow(Recurved bow). Add the remaining items of the set:
- Ghostly Maul
- Ghostly Shield (for Tactics and Motivation, the other one would be used for Strength and Command)
- Eternal Bow (same skin, but Simple and Long bows)
- Ghostly Bow (For)
- Ghostly Staff (all attributes)
- Chaos Wand
- Eternal Focus
- Ghostly Scythe
- Chaos Spear.
- Additionally, make also all ghosts and spirits in the Game equip this set instead of physical weapons they equip now.
- Add a repeatable quest given by Commander Kuro. Make it require to have beaten Prophecies like the Titan quests.
- Add a reward chest. Move all drops from the Darknesses to that chest. After clearing the last area, the chest can be opened by each party member.
- Add a statue, and done. First Prophecies Elite Area.
- Titan Quests:
- Make them repeatable. Tons of Experience will be given the first time, following times only few exp and some gold would be given.
- Make them mini-missions, starting by talking to Vision of Glint, and going back to Droknar's Forge a timer, once they are finished. That means they would be for parties of 8 players.
- Change the difficulty for parties of 8 players.
- Do not allow Henchmen in.
- Make the last one harder, with an additional HUGE boss-like Armageddon Lord with unique boss skills added to the last party, and add a Reward chest that appears after killing that boss-like Armageddon Lord.
- Create a Titan weapon set. This set can be added to the Monument of Valor.
- Add a way to get Titan weapons by making this reborn "Titan Elite Missions".
- Add a Statue for making them and done, the second Titan Elite Area.
- Urgoz's Warren/The Deep:
- Make the outposts appear always in the Canthan Map.
- Turn the scrolls into the way to start the missions instead the way to get to the outposts. Town holders start the mission for free. The rest needs scrolls or Faction points.
- Make them give 5k faction for the respective side after successfully beating them. 10k in Hard mode.
- Complete the set of greens that drops from the chests to match all professions in both sides.
- Create a Shiro'ken weapon set. This set can be added to the Monument of Valor.
- Add two NPCs in each side:
- One of them trades rare/gold Zodiac Weapons of any kind and any requirement for Imperial Tokens.
- The other one trades Imperial tokens for Shiro'ken Weapons.
- Anguish:
- Nothing to be done. They are the way to go.
- Slaver's Exile:
- Change the First area into an Outpost. No henchmen there, of course.
- Add a statue after completing the 4 areas.
- NERF The Skill Cry Of Pain because of the UNREAL ammount of Voltaic Spear farming going on!!! VS Farming has ruined the reason for the Slavers Exile dungeon. Cant find a gruop of ADULTS in Umbral Grotto for your life, its full of a bunch of rude children looking to profit off of others, lots of BS going on, get with it Anet!!!!
This would make them be more equitable. Why not using Zodiac weapons as Factions elite? Because they drop quite easily and a lot of people already have them, and the other two are named after the last type of enemy you fight in the last mission before the last Boss: Titans, Shiro'ken, Torment creatures and Destroyers are the names, and Titan and Shiro'ken sets do not exist yet. MithTalk 17:10, 6 August 2008 (UTC)
- sob* Where are my Chaos Daggers? *Cries*. Anyway, don't you think that making Eternals and Chaos' common will kind of ruin it a bit? — Poki#3 23:01, 6 August 2008 (UTC)
- They won't be 'common', they would just be complete. That is, they will drop as rarely (or even more rarely) but instead just the existing ones, the missing parts of the set will drop too. Hey, they completed the dwarven set with the Raven scythe, for example. Look at all those Sunspear Scouts having to spoil the 'ghost feel' by holding physical spears! MithTalk 16:22, 7 August 2008 (UTC)
- This all sounds wonderful, but it'll take a lot of developer work to implement, work that they'd rather waste on GW2. Also, Titan weapons will be nearly identical to Destroyer ones. I'm all for it but it'll never happen. --Jette 20:04, 7 August 2008 (UTC)
- I get you, I really do. I suggested a change of SF and TotPK (was during may i think) to attract more player. 3 Months later and they still haven't done anything. TBH, I don't think they care about the suggestions we make here. Its only a way for the dev team to keep idiot suggestions of their talk page. Sorry to say mate, but you just wasted alot of time on nothing. --Treasure Boy Talk 11:53, 18 August 2008 (UTC)
- This all sounds wonderful, but it'll take a lot of developer work to implement, work that they'd rather waste on GW2. Also, Titan weapons will be nearly identical to Destroyer ones. I'm all for it but it'll never happen. --Jette 20:04, 7 August 2008 (UTC)
Added hero list
For $9.99 a player could choose to have the henchmen from one campaign put into a account wide hero list.(Kinda like the skill package ,but with heros)
Mind you I only have very basic programing/modding skills ,but I don't see how this would be a huge deal since the skins are already made. No problems for guild wars 2 due to the fact that these heros would not have armor upgrades.
I play PvE ,but I like the kurzicks aswell. It would be nice if I could still feel like apart of the faction while in other areas.
I'd be happy with just a luxon & kurzick option.
Your thoughts?
- No one but you would use it because $9.99 is more money than most players are willing to spend on henchmen. And this would require significant effort. --Jette 19:55, 7 August 2008 (UTC)
- I just used $9.99 since it seems to be the magic number in the in-game store, but I'm fine with the number aswell since the last time I checked how the in game's ingame money converted into real money (Some time last year) It would cost about the same as a set of Eye of The North armor.
- On the programing side of things I just mostly see replicating AIs, replacing the image data,replaceing mannerisms(If need be),UI tweaking and making armor icons for the paper doll system .
Thanks for the responce Jette ---Larkum 19:58, 9 August 2008 (UTC)
- >replicating AIs, replacing the image data,replaceing mannerisms(If need be),UI tweaking and making armor icons for the paper doll system .
- Yeah, believe it or not, that's actually a lot of work. And again, nobody will buy it because henchmen SUCK. Implement a system to use henchmen as punching bags between fights, and you might have some takers. --Jette 02:49, 10 August 2008 (UTC)
- I would never pay for that and I can't imagine many people would, but if they stakes were upped to the account-wide ability to use 7 heroes instead of just 3, then maybe... Oh, who am I kidding? I would definitely pay $10 for that because I'm a fool. --Amazing Goat 23:18, 9 October 2008 (UTC)
Beyond Vanquishing : Sightseeing
As a Vanquisher, I have a suggestion. Once a player has Vanquished an area, I think it would be nice to allow this player to be able to explore the area WITHOUT any foe.
- The advantages I see :
- logical... the game already acknowledges you "cleansed" the area, so showing the actual result would make sense
- synergy with cartographer title... there is already a kind of synergy between the two titles, and this would strengthen it without making it easier. The difficulty for Cartography is usually not the ennemies... they are just an annoyance.
- rewarding... I think a lot of Vanquishers will tell they enjoy staying a bit in an area after they Vanquished it. A lot of areas are pleasant sightseeing places (they were designed this way), but a player is always bothered by ennemies. The current Vanquishing reward is essentially the title (although the added cash is nice), but this would allow some relaxed sightseeing, to enjoy the well-deserved peace earned by tough battles.
- Restrictions that must be applied :
- no chest/treasure of any kind
- all human members of the party must have Vanquished this area
- no human members of the party should have an active quest in the area
Adding NPCs and animals will add to the "peace has been restored" feeling when visiting. Perhaps even giving them special dialogs for this case ? Adding friendlies would actually make the area more lively. And it would be logical, since the danger is gone. Vanquishers have already finished the campaign, after all. How to do this ? I am not sure... a dialog box when the party leader enters any area in Hard Mode while all conditions are met by the players in the party seems like a good idea to me. The biggest difference compared to Hard Mode is that you can go from one Vanquished area to an unvanquished one, so there may be some other issues to solve. But I do believe it would make for a more enjoyable Guild Wars experience !
58.5.245.251 10:59, 4 August 2008 (UTC)Aliabastre
- Although it's a nice idea, I don't want it to happen, cause if all of a sudden I feel like fighting but I vanquished all the areas, what am I suposed to do? take it against the animals? :P If they add an option to choose either the empty or the normal area, then yes. --MageMontu 11:12, 4 August 2008 (UTC)
- Maybe I wasn't clear, but that was the idea behind the "dialog box" thing... to choose between Hard Mode or Sightseeing...58.5.245.251 11:21, 4 August 2008 (UTC)Aliabastre
- Ah that's better, I like th idea in that case --MageMontu 11:22, 4 August 2008 (UTC)
- It would come in handy for Roleplaying. People will no longer have to kill monsters and make bosses follow them to have a clear are free of corpses. But if you remove monsters, you have to remove collectors, artisans, plot and quest-related NPCs too. MithTalk 16:12, 4 August 2008 (UTC)
- I was solving this issue by authorizing it only if nobody has a quest active and everybody has vanquished the area... Changing all NPCs may be simpler depending on how it's coded though. But you still need to allow it only to Vanquishers, otherwise it becomes a free run highway 58.5.245.251 04:56, 5 August 2008 (UTC)Aliabastre
- This would be cool. It'd be easier to implement by letting players use /.unspawn after they vanquish, if you ask me, since that involves very little coding. However, there are some inherent problems with that that I can only assume would be just as difficult. Wouldn't it be nice if companies could actually, you know, trust players not to abuse something? If people would stop being such assholes, they could just give everybody some special commands like that. It's funny that people are limiting themselves just by being jerks. Oh, well, story of the world, I guess. --Jette 20:12, 7 August 2008 (UTC)
- snigger* says you. Spawnlegacy 08:40, 12 August 2008 (UTC)
- This would be cool. It'd be easier to implement by letting players use /.unspawn after they vanquish, if you ask me, since that involves very little coding. However, there are some inherent problems with that that I can only assume would be just as difficult. Wouldn't it be nice if companies could actually, you know, trust players not to abuse something? If people would stop being such assholes, they could just give everybody some special commands like that. It's funny that people are limiting themselves just by being jerks. Oh, well, story of the world, I guess. --Jette 20:12, 7 August 2008 (UTC)
- I was solving this issue by authorizing it only if nobody has a quest active and everybody has vanquished the area... Changing all NPCs may be simpler depending on how it's coded though. But you still need to allow it only to Vanquishers, otherwise it becomes a free run highway 58.5.245.251 04:56, 5 August 2008 (UTC)Aliabastre
- It would come in handy for Roleplaying. People will no longer have to kill monsters and make bosses follow them to have a clear are free of corpses. But if you remove monsters, you have to remove collectors, artisans, plot and quest-related NPCs too. MithTalk 16:12, 4 August 2008 (UTC)
- I think you should be able to turn sightseeing mode on and off by using your vanquisher title. If you display it and zone into an area you've vanquished, you go into sightseeing mode. If you don't display it, even if the area has been vanquished, the enemies still spawn. Only the party leader has to remember to display the title. But all party members have to have vanquished it (but if they forget to turn the title on it's ok). Painted Bird 17:45, 20 August 2008 (UTC)
- This is a very cool idea! I like it, and the requirements are perfect IMO. One thing, Painted Bird, it would be impossible to do it the way you say it, displaying the title in order to access Sightseeing Mode; if you haven't Vanquished all of the areas, there is no title to be displayed, thus making it impossible to access Sightseeing Mode. Large 00:03, 9 September 2008 (UTC)
- Hmmm you got a point there. You should be able to sight-see an area as soon as you've vanquished it. Doing it my way would force you to wait until you've vanquished all the other areas, too. *headbonk* Painted Bird 02:58, 9 September 2008 (UTC)
- This is a very cool idea! I like it, and the requirements are perfect IMO. One thing, Painted Bird, it would be impossible to do it the way you say it, displaying the title in order to access Sightseeing Mode; if you haven't Vanquished all of the areas, there is no title to be displayed, thus making it impossible to access Sightseeing Mode. Large 00:03, 9 September 2008 (UTC)
- Ah that's better, I like th idea in that case --MageMontu 11:22, 4 August 2008 (UTC)
- Maybe I wasn't clear, but that was the idea behind the "dialog box" thing... to choose between Hard Mode or Sightseeing...58.5.245.251 11:21, 4 August 2008 (UTC)Aliabastre
-Fantastic Idea! But keep it simple! Normal Mode is Default Setting. Hard Mode is unlocked upon completing Campaign End-game Mission. Free Mode (blank slate free of annoyances) is unlock upon vanquishing all HM-explorable areas for specified Campaign. -- With this setup, it should be simple for Anet to implement using existing game mechanics... and an excellent incentive for 100% completion in addition to Titles -- Falconeye
Nice idea, but if you're going to require that you only have vanquished the area, then I also say you must have also mapped that entire area completely. To say that "oh I vanquished it, and now I can map it anytime I want without the annoyance of foes" is ridiculous and insulting to those players who either mapped as they vanquished or mapped portions of the same map within different instances. --24.92.116.83 06:40, 8 November 2008 (UTC)
- ON A RELATED TOPIC, I BELIEVE THAT MOST FORMS OF WILDLIFE SHOULD NOT ATTACK UNLESS PROVOKED. EXAMPLE: SENTIENT PLANTS, GENERIC (IF SOMEWHAT LARGE) INSECTS, AND OTHER FLORA AND FAUNA THAT ARE TRADITIONALLY NOT HOSTILE TO AND/OR FEARFUL OF HUMANS SHOULD BE LABELED AS RED FOR HOSTILE, BUT NOT ATTACK UNLESS PROVOKED (IN WHICH CASE THEIR ENTIRE GROUP WOULD RESPOND). OBVIOUSLY, THIS SHOULD NOT APPLY TO ANYTHING THAT WOULD LOOK UPON A HUMAN AS A MEAL (DINOSAURS) OR CREATURES BELONGING TO ENEMY ORGANIZATIONS (SHIR'OKEN, MARGONITES, KOURNANS, STONE SUMMIT, ETC). --Jette 01:09, 9 November 2008 (UTC)
EOTN in Hall of Monuments
Great Game by the way. I've recently been talking with other guildies, and we all agree that if you're going to finish Guild Wars and finalize the last expansion (EOTN), that maybe we should be seeing a statue for that in the Hall of Monuments. It is the last expansion to GW for now and it would make an interesting addition to our accomplishments (as being lvl 20, you know you want to see all the accomplishments you can ha). Just a thought. Silenced 16:29, 4 August 2008 (UTC)
- Maybe it's me, but what are you suggesting here? 151.209.112.137 16:38, 4 August 2008 (UTC)
- Think he means a basic "I've finished EOTN" statue. I don't think there is one at the moment before the Legendary Master of the North. Sadie2k 21:31, 4 August 2008 (UTC)
- Yeah! Make it a Great Destroyer Statue...but with Real Red Spots unlike Mallyx. btw, Can you give The Mallyx staute Margo Annimation. it should'nt be that hard really. you made one 4 times a normal NCP's size already. why not make one smaller than my leg?
- Think he means a basic "I've finished EOTN" statue. I don't think there is one at the moment before the Legendary Master of the North. Sadie2k 21:31, 4 August 2008 (UTC)
Hall of Monuments should be located in the guild hall of the guild for a number of reasons: the peeps who want to see them are most likely members of your guild and your buds, peeps shouldn't have to purchase EOTN just to access the Hall, and guests can given access to the Hall. Thanks!24.115.7.193 20:40, 14 September 2008 (UTC)
- I agree that it would have been nice to have the HoM be an extension of the Guild Hall, but I don't think changing it now would make since. Perhaps adding an Asura gate inside the guild hall leading to the EOTN or directly to the HoM would help.--FlipSide 17:39, 4 October 2008 (UTC)
I'd like to see Candy Cane Weapons added to the Valor Monument. Granted I also wish that monument could be used to store the weapons... like the festival hat maker perhaps. Either way it get them out of my inventory.--FlipSide 17:39, 4 October 2008 (UTC)
Phoenix Pet
I think the Phoenix is one of the sweetest ideas for a pet. The only thing I would suggest, is that at lvl 20 it had the ability to use a skill to change itself into fire (for like 60 seconds) and cause fire dmg. Just a thought. Even just becoming firey at lvl 20... now that would really bring out the Phoenix. Silenced 16:29, 4 August 2008 (UTC)
- Oooh yeah... me likes. 151.209.112.137 16:40, 4 August 2008 (UTC)
- What? A skill to turn into fire? Which Phoenix? Iris? Imperial? Nah...
- I think this one thing is better:
- Give Prophecies a Level 5 Fire Phoenix that appears in Droknar's Forge (explorable area) once you have made all Prophecies Primary quests.
- Give Nightfall a Level 5 Ghostly Phoenix that appears in the Throne of Secrets after you get all Nightfall heroes.
- Allow to add any of the four Phoenixes to the Monument of Companionship.
- And done! Every campaign has its own Phoenix which is basically the same one with different skins (Fire, Imperial, Ghostly, Rainbow). MithTalk 21:04, 4 August 2008 (UTC)
- =O me like Mith's Idea. --MageMontu 08:43, 6 August 2008 (UTC)
- Then every pet would need a special ability, and that's too much work to implement and balance. --Jette 19:53, 7 August 2008 (UTC)
- That would make no sense as the game is right now. Pets have no special abilities. The only thing needed about that is to REMOVE the mauling from the black bears. PvP characters can't choose pets. MithTalk 20:07, 7 August 2008 (UTC)
- Ohh.. i really like the idea for a Fire Phoenix. How about it turn into fire at lvl 20? No special ability, just looks. --Treasure Boy Talk 11:56, 18 August 2008 (UTC)
- That would make no sense as the game is right now. Pets have no special abilities. The only thing needed about that is to REMOVE the mauling from the black bears. PvP characters can't choose pets. MithTalk 20:07, 7 August 2008 (UTC)
- Then every pet would need a special ability, and that's too much work to implement and balance. --Jette 19:53, 7 August 2008 (UTC)
- =O me like Mith's Idea. --MageMontu 08:43, 6 August 2008 (UTC)
Party reordering
Probably not easy to do but whatever... It would be nice if the party leader had the option to chance the order of players in the party window, without having to kick and re-invite them. An additional idea: make it so that the party leader can be anyone, not just the 1st person on the list. — Poki#3 17:11, 4 August 2008 (UTC)
- I agree, not so much with re-ordering in general, but a command like /makeleader would make things alot smoother. It's hard enough choosing the leader when its 2 people trying to invite in the correct order to make the right person leader. Silenced 19:39, 4 August 2008 (UTC)
- Good idea! and another thing, I know alot of runners out there would like to be abel to kick out people that tries to scam a free run, but i guess beeing abel to kick people out of groups mid mission would lead to lots of new problems!? so perhaps that pandoras-box better remain unopened? Toastisimo 08:19, 7 August 2008 (UTC)
- No, give us the option of booting the scammers. What're they going to do when we boot them? "Yell" at us? Pff. That's what "Do Not Disturb" is for. If they have an option to leave the group mid-mission, we should be able to boot mid-mission. Open pandora's box, what've we got to lose?--Aila2 14:31, 11 August 2008 (UTC)
- You have much more faith in players than I do, apparently. People will abuse this to kick legitimate players. Observe the following transcript:
- No, give us the option of booting the scammers. What're they going to do when we boot them? "Yell" at us? Pff. That's what "Do Not Disturb" is for. If they have an option to leave the group mid-mission, we should be able to boot mid-mission. Open pandora's box, what've we got to lose?--Aila2 14:31, 11 August 2008 (UTC)
- Good idea! and another thing, I know alot of runners out there would like to be abel to kick out people that tries to scam a free run, but i guess beeing abel to kick people out of groups mid mission would lead to lots of new problems!? so perhaps that pandoras-box better remain unopened? Toastisimo 08:19, 7 August 2008 (UTC)
Player A is a legitimate player running a solid Searing Flames build in the Fissure with a group of seven other players. Player B is a fairly competent, but down-on-his-luck and susceptible-to-jealousy healer. Player C is a goddammed wammo with Mending who's holding the group back, overaggroing everything and is justifiably poor.
A: [receives an Obsidian Shard drop in the middle of a battle. As he knows it would be a bad idea to run up and get it, he chooses to stay back until everything is dead]
C: omg u n00b thats ur 3th 1 lol
A: Uh, thanks.
C: OMFG
C: he must be h4cking to git so mny
A: No, I'm really not. ANet's servers are secure, they'd notice if there was an external intereference.
C: [C, being an asshole, chooses to report player A for leeching]
C: haha reported u fuker injoy ur b& LOLOLOL
A: I'm sure that the other members of the group, being reasonable and intelligent people, will surely realizes that this is a travesty of justice and I'll be permitted to stay.
B: hey hes right, u must be hacking 2 get so many
B: [reports player A in the hopes he can pick up his shard once he is booted]
A: [automatically booted by the game and returned to the temple of ages, frustrated and alone]
C: [picks up player A's shard]
C: [private messages player A] lol jew, i got ur shard
A: [much later] In '87, Huey released this: Fore, their most accomplished album. I think their undisputed masterpiece is "Hip To Be Square." A song so catchy, most people probably don't listen to the lyrics. But they should, because it's not just about the pleasures of conformity and the importance of trends, it's also a personal statement about the band itself. Hey, Paul!
- As clearly demonstrated above, the leeching report system is the cause of many serial killings. --Jette 17:06, 11 August 2008 (UTC)
- Faith in players? Nah, none whatsoever. That's why I don't play with them except once in four blue moons (every now and again, I need to play with people to "fill my hump of hate", if you will). Can't stand the way they talk, the way they act, and the way they shit on you for helping them out. That's why I advocated the Booting system, but your point was well received. I didn't take into account the ability to excessively and obnoxiously /report. Maybe they should revamp the /report system to where it requires three or more /reports from different players in the group towards the one problem player within a certain time period (i.e., players A, C, D, E, & G report player B within five minutes). That way, instead of one kid abusing the system, they'd get a better consensus as to who's really the troublemaker in the group/game...or maybe I'll just butt out of this discussion. ;)--Aila2 01:41, 12 August 2008 (UTC)
- Nobody ever gets my references. ;_; --Jette 01:54, 12 August 2008 (UTC)
- As far as singleplayer goes i belive there are better games out there? like Oblivion? Toastisimo 18:02, 12 August 2008 (UTC)
- I played Oblivion, and beat it in about a week. And by "beat," I mean everything, not just the main story. Every, single, quest. Explored everything. You simple can not make a single-player game that lasts like an MMO does. Also, what does that have to do with anything? --Jette 21:04, 12 August 2008 (UTC)
- Um......yeah...listen...You can't report for leaching in PvE areas,
- It is never a good idea to have a vote-based kicking system, it always results in misuse. Suppose you're in Jade Quarry with 3 of your guildmates, there is someone on your team that you don't like, so you and your guildmates all report him hor leeching. Doesn't matter if he was leeching or not, he still loses his reward at the end of the match. In PvE, this would be worse. How about this-- You're in the Fissure of Woe with 3 guildmates and 4 random people, 2 shards in a row drop for someone. You and your guildmates kick him, grab the shards, sell them later, and split the gold. I have absolutely no faith in any online game community for that matter, and it even shows in the builds I make-I always have a self heal and usually an additional defensive skill(blinding/blocking/kiting/interrupting) Oh, and forgive me if this is off topic, but the point of Oblivion is modding. If you aren't going to mod it, forget it. --The preceding unsigned comment was added by User:72.71.230.18 (talk).
- Um......yeah...listen...You can't report for leaching in PvE areas,
- I played Oblivion, and beat it in about a week. And by "beat," I mean everything, not just the main story. Every, single, quest. Explored everything. You simple can not make a single-player game that lasts like an MMO does. Also, what does that have to do with anything? --Jette 21:04, 12 August 2008 (UTC)
- As far as singleplayer goes i belive there are better games out there? like Oblivion? Toastisimo 18:02, 12 August 2008 (UTC)
- Nobody ever gets my references. ;_; --Jette 01:54, 12 August 2008 (UTC)
- Faith in players? Nah, none whatsoever. That's why I don't play with them except once in four blue moons (every now and again, I need to play with people to "fill my hump of hate", if you will). Can't stand the way they talk, the way they act, and the way they shit on you for helping them out. That's why I advocated the Booting system, but your point was well received. I didn't take into account the ability to excessively and obnoxiously /report. Maybe they should revamp the /report system to where it requires three or more /reports from different players in the group towards the one problem player within a certain time period (i.e., players A, C, D, E, & G report player B within five minutes). That way, instead of one kid abusing the system, they'd get a better consensus as to who's really the troublemaker in the group/game...or maybe I'll just butt out of this discussion. ;)--Aila2 01:41, 12 August 2008 (UTC)
- As clearly demonstrated above, the leeching report system is the cause of many serial killings. --Jette 17:06, 11 August 2008 (UTC)
(Reset indent) You basically just made the exact same point I did, but in a somewhat less amusing manner. And I tried modding it for a while, but most of the mods suck. --Jette 01:48, 14 September 2008 (UTC)
- Because you're not modding correctly. Anyway, enough of that and let's get back on topic before someone puts a delete tag on this.
Option to force high texture models
GW currently forces all other players armor to render in low quality even with graphics settings as high as they can go. many players are using KSmod to force high textures, but it dosnt work very well. We shouldnt have to use a third-party program to view the game to it's fullest potential. the functionality is obviously already in the game, I cant see any reason not to have a checkbox to force high textures.--24.183.42.77 04:43, 6 August 2008 (UTC)
- great idea really, most of us who give a rats ass about graphics have computers that can handle high res textures anyway. would make the game more appealing without causing any problems and the coding of it would be simply the addition of a button that disables a big long mostly-unneeded-by-todays-gamers block of code that forces low res textures in the first place. Zero4549 11:10, 22 August 2008 (UTC)
- I (and everyone else I know) would die for this update. Though you should have the options be sliding scale so towns don't flood the computer. Like.. High-res in: Explorable Areas Only, Towns Only, Everything But PvP Areans, All The Time. Julian 01:33, 25 August 2008 (UTC)
- I don't see why they couldn't just make the highest graphics setting also make NEARBY users' armor in highest quality settings.70.152.250.154 00:40, 16 September 2008 (UTC)
- I (and everyone else I know) would die for this update. Though you should have the options be sliding scale so towns don't flood the computer. Like.. High-res in: Explorable Areas Only, Towns Only, Everything But PvP Areans, All The Time. Julian 01:33, 25 August 2008 (UTC)
- great idea really, most of us who give a rats ass about graphics have computers that can handle high res textures anyway. would make the game more appealing without causing any problems and the coding of it would be simply the addition of a button that disables a big long mostly-unneeded-by-todays-gamers block of code that forces low res textures in the first place. Zero4549 11:10, 22 August 2008 (UTC)
New Core Hero
Something I believe wouldn't be much work to Anet to do and could be a nice addition to GW is a new hero. This hero could be gained by a quest or a chain of quests in all campaigns, and in Prophecies it could be gained in pre and post-searing. This would be a complete personalized hero, in the way that you name the hero, and choose his primary profession. So it can be easy to implement it in any of the campaigns the species could be like the hero Razah, from the mist or implement one species that was suppose to enter Utopia, a chronomancer. In both cases the hero could be gained after you got a certain artifact, and when your character activated it, the new hero would star to appear, and a dialog box could be used to choose sex, profession, etc, something in the lines of: "A humanoid form is staring to appear in front of you it's taking the shape of... [Male] or [Female]. In fear of you it uses a spell to protect itself... (if you choose necromancer for example the spell could be raising a minion)". If it were from the mist, the back story could be that something or someone trapped the hero in the artifact for some reason, if it was a chronomancer it could be that the artifact was a kind of time travel artifact that was used by the chronomancer in the future and transported him in time (think Harry Potter portkeys, but instead of location it was time or both.) The hero would star at level 1 and with the basic skills of the profession you chose.
What do you think? Snowstone 15:56, 6 August 2008 (UTC)
- You have a twisted concept of "not much work". — Poki#3 16:51, 6 August 2008 (UTC)
- Lol.. this would require more work than at least 80% of the suggestions on this page... (and it starts with 'wouldn't be much work').151.209.112.137 17:18, 6 August 2008 (UTC)
- Hm... what about the Doppelganger? After Beating Augury Rock, and if you have both Nightfall and Eye of the North, you could receive a quest, in which you have to kill a party of 10 bosses, one of each profession, with gimmick builds somewhere in the Arid Sea. Beat them, and you get a Warrior male Doppleganger and a Elementalist Female Doppleganger. The armors would be simple reskins:
- Default armor: Current black armor with red flames.
- One with white armor and green flames acquired in the Tombs.
- One with golden armor and blue flames acquired in Sorrow's Furnace or by making the Titan quests.
- That would be much less work, since the doppelganger models already exist and reskins are easier than making new models. MithTalk 17:38, 6 August 2008 (UTC)
- That seems to be a very cool idea. I also thought that you could save this hero in the Hall of Monuments and get it in GW2.Snowstone 22:14, 6 August 2008 (UTC)
- M.O.X. the Golem – jos?ph 02:49, 12 August 2008 (UTC)
- That seems to be a very cool idea. I also thought that you could save this hero in the Hall of Monuments and get it in GW2.Snowstone 22:14, 6 August 2008 (UTC)
- Hm... what about the Doppelganger? After Beating Augury Rock, and if you have both Nightfall and Eye of the North, you could receive a quest, in which you have to kill a party of 10 bosses, one of each profession, with gimmick builds somewhere in the Arid Sea. Beat them, and you get a Warrior male Doppleganger and a Elementalist Female Doppleganger. The armors would be simple reskins:
- Lol.. this would require more work than at least 80% of the suggestions on this page... (and it starts with 'wouldn't be much work').151.209.112.137 17:18, 6 August 2008 (UTC)
Right I was thinking about the heroes and the fact that some professions only have two. They have recently added M.O.X. which puts another dervish in so i was thinking why not put the others in. i also had a thought and i would love to see a tengu hero, and they have Xandra a luxon so why not add a kurzick hero, and i also thought about a stone dwarf hero aswell.
Add new content!!
For us that have been playing GW since day 1, there is nothing left to do. We have already done everything 100 times and its starting to bore us. Guild Wars needs some new content, like a few new elite areas (My suggestion about reworking Tombs of the Primeval Kings and Sorrow's Furnace seemed to have been appreciated). If nothing new is added, more and more players are going to leave the game and go to other games, like World of Warcraft. --Treasure Boy Talk 20:53, 6 August 2008 (UTC)
- Can't you wait until TOMORROW? MithTalk 21:07, 6 August 2008 (UTC)
- Guild Wars 2 comes in 2009-2010. The beta will be a short periode before that. Does that mean we can't have new concent for more than a year?!?!?! Let's hope not. If guild wars players have to wait untill guild wars 2 for new content many of them will probably leave the game because we've done everything 100 times.84.24.164.244 13:23, 7 October 2008 (UTC)
- I agree, Ive played for 3 years now. I have quit. I have done everything been everywhere and gotten most all titles. GW has become very boring without the prospect of no noew expansions for the next year or so. There is nothing to look forward too. I liked his above suggestions of revamp. But why not make a new mission storyline useing the ones that already exsist. Make it an elite mission set going back through the already exsisting areas make it "elite" Allow groups of 10-12 make them epic! could be like an expansion across all the worlds but without all the new extra content. Just use whats there and script and stat.Make it "ELITE MODE" or something. lol IDK but its definatly a bleak outlook. 71.85.134.57 19:39, 7 October 2008 (UTC)
- Guild Wars 2 comes in 2009-2010. The beta will be a short periode before that. Does that mean we can't have new concent for more than a year?!?!?! Let's hope not. If guild wars players have to wait untill guild wars 2 for new content many of them will probably leave the game because we've done everything 100 times.84.24.164.244 13:23, 7 October 2008 (UTC)
Alliance Ranks
Many of guild have strong alliances. I was think of an idea for alliance that share the responiblites(50/50) alliance ship. were not one guild sat at the top of the list but u chould have two or three. The only problem is u cant have two guild at the top. So jsut like teh guild were u can have ranks(member,officer,leader) why not have for alliance(Leader 1,Leader 2, Primarys,Guild) something like that
This way it wou;ld be like
Leader 1 Leader 2 (both the leaders have equal right)
Primary Guilds
Guilds
Hero monk and henchmen healing minions
Everytime i go out with my heros the npc monks are always wasting tehre energy healing
minions. they never have full energy when u have minions and minions can save the day sometimes. If there was a way taht u could stop all heros and henchmen monks from healing the minons it would be great the only thing that should heal a minion would be the mm itself
- Yeah, I think it'd be nice for healers to stop wasting their time on minions. But I've never had a big problem with it: anywhere monsters are strong enough to overcome my heroes and henchmen's healing, minions are too weak to bring anyway. Consider it a sacrifice for bringing an army of ten extra damage-dealers. --Jette 19:52, 7 August 2008 (UTC)
- I agree at a certain point; don't make it hero and hench will not heal minions, but only the hero who is controlling the minions will heal them. This will also fix some problems with other npcs, like Mhenlo in factions, especially in Vizunah Square. --MageMontu 19:58, 7 August 2008 (UTC)
- Ever done arborstone with a MM? It takes 2 mins for Shit-nika to heal the little buggers with 10 degen. Ninjas In The Sky 08:52, 8 August 2008 (UTC)
- That's a poor choice of insult, you know. For a minute there I thought you were talking about Nika and had no idea what you meant. --Jette 10:20, 8 August 2008 (UTC)
- Personally, I like that H&H heal the minions. It makes it easier to maintain them. Probably the best would be to have a setting somewhere where you can control that to your liking. -- Alaris 15:16, 8 August 2008 (UTC)
- That's a poor choice of insult, you know. For a minute there I thought you were talking about Nika and had no idea what you meant. --Jette 10:20, 8 August 2008 (UTC)
- Ever done arborstone with a MM? It takes 2 mins for Shit-nika to heal the little buggers with 10 degen. Ninjas In The Sky 08:52, 8 August 2008 (UTC)
- I agree at a certain point; don't make it hero and hench will not heal minions, but only the hero who is controlling the minions will heal them. This will also fix some problems with other npcs, like Mhenlo in factions, especially in Vizunah Square. --MageMontu 19:58, 7 August 2008 (UTC)
Get a new skill balancer
The previous skill imbalance fails badly, there are plenty of skills that are now overpowered while other elites(like Melandru's Shot) are now useless! There were no notes on the update until after the update which is bad communication on Anet's part.
Get a new skill balancer or make Guild Wars offline. I have had enough of the epic fail coming from Anet as it is. I'm definitely NOT getting Guild Wars 2 as it's likely to be managed badly as well.
There are plenty of non-elite skills that need a buff as well. It's not hard to figure out.
- Yes, I think everyone is aware a mentally deficient chimpanzee with a keyboard stuck in his teeth could handle Guild Wars better than most of ANet currently is. Unfortunately, unless you have a few million dollars to buy the company, there's really nothing anyone can do about it. --Jette 14:41, 8 August 2008 (UTC)
- I don't agree. I have some concerns about the update, specifically how 2-3 skills open up for being abused, but overall this is a great update. They actually reduced the grind, reduced the OP'ed-ness of Ursan but not killed it, introduced a few new ways to play elites. Nice job. -- Alaris 15:13, 8 August 2008 (UTC)
- This update was largely pretty good. It's the past three years' worth I was referring to. --Jette 21:32, 8 August 2008 (UTC)
- Nah, the update sucked. Melandru's Arrows, Quick Shot, and Double Dragon still suck.
- Yes, because those three skills are the only ones that matter. DD sucks, yes... it should just be a carbon copy of fireball that hits twice. MA is actually pretty good under certain circumstances, and Quick Shot... meh, I never liked it, but I remember there was a time a lot of people used it, so it can't be that bad. --Jette 16:34, 9 August 2008 (UTC)
- That's because it's overshadowed by other elites, so it needs a buff. All elites should be equal(roughly, or as equal as they can be made)
- Yes, because those three skills are the only ones that matter. DD sucks, yes... it should just be a carbon copy of fireball that hits twice. MA is actually pretty good under certain circumstances, and Quick Shot... meh, I never liked it, but I remember there was a time a lot of people used it, so it can't be that bad. --Jette 16:34, 9 August 2008 (UTC)
- Nah, the update sucked. Melandru's Arrows, Quick Shot, and Double Dragon still suck.
- This update was largely pretty good. It's the past three years' worth I was referring to. --Jette 21:32, 8 August 2008 (UTC)
- I don't agree. I have some concerns about the update, specifically how 2-3 skills open up for being abused, but overall this is a great update. They actually reduced the grind, reduced the OP'ed-ness of Ursan but not killed it, introduced a few new ways to play elites. Nice job. -- Alaris 15:13, 8 August 2008 (UTC)
- The last update was bad. It didn't fix or change anything in pvp, except turning a balanced skill into the worst skill in the game. Anet needs to lose izzy, or at least get someone to focus on GW1 balance issues while izzy ensures GW2 fails during the public beta like Fury did. How can I put this in a way anet will understand it... Izzy is not doing his job. I should apply for game balancer at anet, then not do my job for 3 years, but get money and benefits anyway. Izzy's making money off of arenanet's ignorance lol. Capitalism ftw I guess.
- Someone else said this before the suggestion was rudely deleted, "It's not that some people don't like his changes, NOBODY likes his changes." Honestly, I'm surprised he's been employed this long. Maybe arenanet hasn't fired him because of their "delay all major game improvements by 8 months" policy. ~Shard 06:30, 24 August 2008 (UTC)
- I don't like calling for blood over skill updates. All I can say is there's a consistent rhythm of fixing one thing and breaking another. I really hope they change the beat. I think Quick Shot can stand a buff, but I don't have any ideas myself. As for Double Dragon though, I think it should be like an elite version of Phoenix, where it damages adjacent targets and then flies at your target (which could also be close to you). -Painted Bird
- Before he starts buffing skills, he needs to fix the imba bullshit flying around. How is 11v8 balanced? How is an aoe hammer balanced? How is dancing dagger/assassacaster balanced? I could go on but I might break wiki with the very long list of things that shouldn't exist. ~Shard 09:13, 1 September 2008 (UTC)
- Shard I think the stuff you just mentioned is all worth rebalancing. The only thing I dislike about it is that it punishes style along with numbers. I like seeing people use offbeat and interesting/creative builds. The thing is, the only time I ever see it is when they do it for exploits (like the ones you're talking about). I want to see the exploits fixed as much as anyone, but I worry about sloppy nerfs that will kill the builds altogether and just discourage creative playstyles for the sake of keeping the game balance. *shrug* I dunno. I'm frustrated as hell with the skill balancing and I wish they would hit the mark more often, but at the same time when you think about it, it's harder than it sounds. That's a razor's edge they gotta walk. Still. They made their bed, they should sleep in it. So in the end, I guess you're right. Just pains me to think that the only way to make the game balanced would be to make it boring. :-( Painted Bird 07:07, 8 September 2008 (UTC)
- Before he starts buffing skills, he needs to fix the imba bullshit flying around. How is 11v8 balanced? How is an aoe hammer balanced? How is dancing dagger/assassacaster balanced? I could go on but I might break wiki with the very long list of things that shouldn't exist. ~Shard 09:13, 1 September 2008 (UTC)
- I don't like calling for blood over skill updates. All I can say is there's a consistent rhythm of fixing one thing and breaking another. I really hope they change the beat. I think Quick Shot can stand a buff, but I don't have any ideas myself. As for Double Dragon though, I think it should be like an elite version of Phoenix, where it damages adjacent targets and then flies at your target (which could also be close to you). -Painted Bird
Balancing is not hard, and this article I made proves it.
- *cough* Little shameless self-promotion here, I have a skill balancing mini-essay on my userpage. Covers the basics and common sense. --Jette 01:32, 12 September 2008 (UTC)
- You both understand some of the concepts, but lack the depth and complexity needed for the job. It doesn't help that you're opiniated. Working in a team, you need to learn to respect differences of opinions, and be open to different ideas about gameplay. Some of the implementations you suggested would kill GW for a lot of people... not just those abusing the mechanics (for whom I have no pity), but also the players just having fun. I wouldn't hire either of you as skill balancers, at least, not based on what I read. -- Alaris 01:47, 12 September 2008 (UTC)
- Did you even read mine? --The preceding unsigned comment was added by User:72.71.230.18 (talk).
- No company would dare hand me administrative powers in an online game, I'd have half the community banned within a week with the other half refusing to play on the basis that I might ban them, too. My point is that, regardless of whether or not I'd actually be good at skill balancing, the current guy isn't. --Jette 04:35, 12 September 2008 (UTC)
- I'm opinionated? Have you seen my nerf lists? I change EVERYTHING people run. I run some of that crap and I still want to see it nerfed. Considering this game is supposed to be a competitive game, balance is a fucking joke. You can literally farm every pvp arena in the game.
- I want to see creative fun builds too, but how many have we seen in the past 2 years? Zero. Izzy, for one thing, doesn't even play the game. He has no idea what will make pvp balanced or fun, and he has very limited imagination when it comes to new skill functionality (or he's very inventive and arenanet just has the laziest programmers in human history. Actually, considering how half-baked most of their content updates are, there's a better chance of the latter).
- Izzy's just one of many problems. IMO anet's too deep in their hole to come out of it, which is why they abandoned their game and started working on Build Wars 2, with the same game balancer no less. Guys, if you fail the first time, and do the exact same thing again, why are you expecting a change? ~Shard 08:05, 16 September 2008 (UTC)
- I agree with Shard. 25/90 is LAME and LAZY.71.174.21.32 12:12, 16 September 2008 (UTC)
- You both understand some of the concepts, but lack the depth and complexity needed for the job. It doesn't help that you're opiniated. Working in a team, you need to learn to respect differences of opinions, and be open to different ideas about gameplay. Some of the implementations you suggested would kill GW for a lot of people... not just those abusing the mechanics (for whom I have no pity), but also the players just having fun. I wouldn't hire either of you as skill balancers, at least, not based on what I read. -- Alaris 01:47, 12 September 2008 (UTC)
I completly disagree. Balence is very hard to acheive and maintain, I beleve that the current staff Is doing just fine sure they've made mistakes but then the "new skill balencer" would most likely be much worse having alot less experience balencing Guild Wars. Balencing looks easy until you have 1050+ skills that can interact to make some pretty nasty combos. I'd suggest that you watch what your saying seeing as you've most likely never balenced a game in your life. Black Lurker 21:00, 10 November 2008 (UTC)
Heroes for first 2 chapters
No one does the missions in the first two chapters any more. If you go to the Great Northern Wall or Fort Ranik and yell "Running mission for free" no one will offer to join your group.
I suggest giving heroes to all chapters before more people quit for WoW.
- I think nobody does those missions anymore because they've all done it. You can't expect old content to remain fresh forever. -- Alaris 18:29, 8 August 2008 (UTC)
- Why would they do that when they could add more heroes to new expansions in the future and actually get money for them? --Jette 21:33, 8 August 2008 (UTC)
- Because Anet announced a long time ago that EotN was the last expansion.
- ANet has not announced it was the last expansion, or if they did, they have rescinded that information... however, I believe it will be the last expansion because ANet no longer gives a shit about GW1. I'll laugh in their faces when GW2 totally bombs. Then sigh deeply, and for a very long time, as they unplug GW1's servers as they go bankrupt. If there's an ounce of justice on this earth they'll at least release the source code for the game so players can run their own servers without having to do nasty, illegal things like reverse-engineer it. But they'll never do that, and I'll get censored because comments like the one just hidden can get a person in trouble. --Jette 00:38, 9 August 2008 (UTC)
- Please tone your language down, but I agree that Anet is completely stupid. Guild Wars 2 looks more and more like a WoW clone. The problem with that is that old Guild Wars fans will ragequit because they don't want WoW, and new players will jump to WoW because WoW has better management. Guess what? No new players + no old players = Out of business. The best Anet can do is release the server program or make it an offline game.
- I only do the missions to get the -50 grim cesta to sell when I need extra cash. As far as GW2 turning into WoW, I've never played that (I'm more of a starcraft fan), but I'm gathering that WoW is just like EQ with a 10% difference. I'm not going to play GW2 for the sole reason of the zones going "persistant." Hated that in EQ, not gonna like it in GW2, so I'm not gonna play it. Golly, if they would make GW1 an offline game, I'd be thrilled!!--Aila2 14:25, 11 August 2008 (UTC)
- Please keep in mind that a lot of the changes made from GW1 to GW2 actually are commonly requested features by current GW1 players. If ANet keeps solving problems of run-of-the-mill MMORPGs, then GW2 will gain the best of those games while not gaining the worse of those games. If they pull it off (which I think they will), GW2 will be a lot of fun. -- Alaris 14:35, 11 August 2008 (UTC)
- Hey, more power to them. I'm just not a people person, and I hated the fact that in EQ, when I'd be happier than a pig in shit leveling, some nard would come by and bother me. I couldn't put myself on "Do Not Disturb" in that game; the only thing I could do was go anonymous, shut off every single zone chat I could and run like hell when someone would bother me. If more GW players want persistant zones, hey, great. I won't see you there.--Aila2 14:53, 11 August 2008 (UTC)
- No one has ever asked for persistent zones. Really, run a search, you won't find them. This was completely random. I'm with you, Aila, I hate the people who play this game at large. I swear there's probably at least one serial killer out there who does what he does because he lost his faith in humanity listening to people online. Living proof of the Greater Internet Fuckwad Theory. What we need in the game is spiteful, misanthropic, heartless, neo-Nazi game masters that ban anyone who speaks in 1337, pretends to know what they're doing, displays a title no-one gives a shit about, or otherwise makes an ass of themselves in public. --Jette 16:47, 11 August 2008 (UTC)
- Isn't it funny (not in a "L-O-L-ing out loud" sort of way) how we always get off the topic of the original suggestion/idea and get immersed in these tangents? Love it! /agree with Jette (and thanks for clearing that up about the persistant zone thing - still new to this stuff...). As far as the original suggestion goes, I do think that the missions are insanely boring and do need a little picker-upper. I'm wondering if implimenting more random spawn points and monsters into some of the missions with, I don't know, mediocre to good drops (even for low levels, like in Factions. The bosses dropped greens and such on Shing Jea), extra bonus drops for repeating the missions, etc. Throw a little OOMPH!! in there somewhere to get people excited about it again. But, this has already been suggested numerous times, A-Net has read it and set it aside... *sigh* I'm gonna go do some FoW Forest Runs now.--Aila2 01:57, 12 August 2008 (UTC)
- I agree with the original suggestion. I made a "middle ground" suggestion to the hero problem a few spots up (Added heros list). Having some heros account wide would solve your problem. As for the GW2 talk...I'm sensing it will be a "flavor of the week" type of game. People will try out the new expansions from time to time ,but they really won't stick with it. I'm hoping (but dout it)after GW2 is done they will split the team and restart Utopia.Larkum 03:04, 12 August 2008 (UTC)
- Isn't it funny (not in a "L-O-L-ing out loud" sort of way) how we always get off the topic of the original suggestion/idea and get immersed in these tangents? Love it! /agree with Jette (and thanks for clearing that up about the persistant zone thing - still new to this stuff...). As far as the original suggestion goes, I do think that the missions are insanely boring and do need a little picker-upper. I'm wondering if implimenting more random spawn points and monsters into some of the missions with, I don't know, mediocre to good drops (even for low levels, like in Factions. The bosses dropped greens and such on Shing Jea), extra bonus drops for repeating the missions, etc. Throw a little OOMPH!! in there somewhere to get people excited about it again. But, this has already been suggested numerous times, A-Net has read it and set it aside... *sigh* I'm gonna go do some FoW Forest Runs now.--Aila2 01:57, 12 August 2008 (UTC)
- No one has ever asked for persistent zones. Really, run a search, you won't find them. This was completely random. I'm with you, Aila, I hate the people who play this game at large. I swear there's probably at least one serial killer out there who does what he does because he lost his faith in humanity listening to people online. Living proof of the Greater Internet Fuckwad Theory. What we need in the game is spiteful, misanthropic, heartless, neo-Nazi game masters that ban anyone who speaks in 1337, pretends to know what they're doing, displays a title no-one gives a shit about, or otherwise makes an ass of themselves in public. --Jette 16:47, 11 August 2008 (UTC)
- I only do the missions to get the -50 grim cesta to sell when I need extra cash. As far as GW2 turning into WoW, I've never played that (I'm more of a starcraft fan), but I'm gathering that WoW is just like EQ with a 10% difference. I'm not going to play GW2 for the sole reason of the zones going "persistant." Hated that in EQ, not gonna like it in GW2, so I'm not gonna play it. Golly, if they would make GW1 an offline game, I'd be thrilled!!--Aila2 14:25, 11 August 2008 (UTC)
- Please tone your language down, but I agree that Anet is completely stupid. Guild Wars 2 looks more and more like a WoW clone. The problem with that is that old Guild Wars fans will ragequit because they don't want WoW, and new players will jump to WoW because WoW has better management. Guess what? No new players + no old players = Out of business. The best Anet can do is release the server program or make it an offline game.
- ANet has not announced it was the last expansion, or if they did, they have rescinded that information... however, I believe it will be the last expansion because ANet no longer gives a shit about GW1. I'll laugh in their faces when GW2 totally bombs. Then sigh deeply, and for a very long time, as they unplug GW1's servers as they go bankrupt. If there's an ounce of justice on this earth they'll at least release the source code for the game so players can run their own servers without having to do nasty, illegal things like reverse-engineer it. But they'll never do that, and I'll get censored because comments like the one just hidden can get a person in trouble. --Jette 00:38, 9 August 2008 (UTC)
- Because Anet announced a long time ago that EotN was the last expansion.
- Why would they do that when they could add more heroes to new expansions in the future and actually get money for them? --Jette 21:33, 8 August 2008 (UTC)
- Since EotN has heroes, and there are heroes from both Tyria an Cantha, they stopped being something Nightfall only. Nightfall still has Treasures and many reaches, while Factions has lots of XP and Prophecies lots of... a lot to explore... ah, and many free skills. I won't mind a few more heroes from there, as long as they 'fill' the gaps. Let's see... we hav 3 heroes of all professions but Ritualist, Assassin and Paragon. Ah, and Warriors and Elementalists have 5 attributes, not 4. Also, we don't have a female human elementalist. MithTalk 14:50, 21 August 2008 (UTC)
- Maybe that's a good thing. Less idiots pl0x.
- Since EotN has heroes, and there are heroes from both Tyria an Cantha, they stopped being something Nightfall only. Nightfall still has Treasures and many reaches, while Factions has lots of XP and Prophecies lots of... a lot to explore... ah, and many free skills. I won't mind a few more heroes from there, as long as they 'fill' the gaps. Let's see... we hav 3 heroes of all professions but Ritualist, Assassin and Paragon. Ah, and Warriors and Elementalists have 5 attributes, not 4. Also, we don't have a female human elementalist. MithTalk 14:50, 21 August 2008 (UTC)
- I haven't read everyone's comments here but I disagree 100% with the idea of more heroes. I think there are too many, and I think that you can add too many of your own to the party as is. Heroes discourage cooperative play, even moreso than henchmen, which I also think should be limitted in max number. The problem is, there's no encounter balancing in the game, so you *have* to have a full party in a lot of cases. And with so many places with better rewards to draw players, good luck finding a pal to go crush heads with in the older areas. So there's that problem to deal with.
- Anyway. My overall approach is this: they need to make more incentives/appeal/rewards for doing and re-doing the campaigns than there currently are. Currently, there's nill, nada, zip, zilch jack friggin squat incentives for people to repeat the campaigns, or help other players out at all. And that's why there's a need for heroes/henchmen in the first place. With all the good players, and even just the average players, all off doing some other bunch of stuff that gives a better reward, they have no reason to help out others. There are too many things to do in the game, but too few reasons to do each one of them, much less the older stuff. If they don't do something to change that, the game is going to fizzle out and die, and that will in no way help their efforts for Guild Wars 2. Painted Bird 07:17, 8 September 2008 (UTC)
- We dont need more heroes, we just need to beable to have the option to use all heroes. After all, they have givenus plenty of em, and we outfit them pay for their weapons and runes ect. we should beable to carry them in any quanity we want especially since there are areas of the game like a mourge. but I dont think stubborness will allow them to do it.. 71.85.134.57 19:55, 7 October 2008 (UTC)
- Nightfall lost its exclusivity over Heroes a long time ago. What could be kept is the AMOUNT of heroes you get in Nightfall. They could add the remaining Heroes as a reward for having Prophecies or Factions plus Eye of the North. 3 heroes for each campaign:
- 1 female human Warrior (Jora is not human).
- 1 female human Elementalist.
- 1 non-human Mesmer (My choice: Forgotten One)
- 1 non-human Ritualist (My choice: Dredge. Razah is not human, but looks exactly like a male human)
- 1 non-human Assassin (My choice: Aerie Tengu)
- 1 non-human Paragon (My choice: Diamon Djinn)
- Then add 3 for those that have Prophecies + Eye of the North and another 3 for those that have Factions + Eye of the North. And we'll have 1 hero for each non-primary attribute of each profession, and we'll be able to set Armor Upgrades so we only have to switch heroes instead having to change the whole set of upgrades of the heroes we have. MithTalk 16:54, 8 October 2008 (UTC)
- Nightfall lost its exclusivity over Heroes a long time ago. What could be kept is the AMOUNT of heroes you get in Nightfall. They could add the remaining Heroes as a reward for having Prophecies or Factions plus Eye of the North. 3 heroes for each campaign:
(Reset indent) I'd just like a second hero elementalist with a bearable personality. Preferably human. Gender is irrelevant. That's really it. I hate Vekk and Zhed with a burning passion. More heroes would be nice in some areas, especially for people like me who find them more intelligent and more fun to talk to than ordinary humans. However I can see the point that it would make the game too easy. Oh, wait, nevermind. --Jette 22:25, 8 October 2008 (UTC)
Dwarven armor
This may already have been suggested, is there the possibility of allowing the dwarven armors to be added to hall of monuments?
- Yeah, you should be able to add it. Also, you should hire someone to add the remaining pieces. Having random bits of armor missing just seems downright tacky and makes the game seem very unpolished. --Jette 21:34, 8 August 2008 (UTC)
- Why, if they don't look anything alike? They're not even named the same for gods sake. Simply: There is not "Dwarven" armor set, it's just an npc that had a bunch of UNRELATED armor pieces. Stop calling it "Dwarven armor". — Poki#3 06:53, 9 August 2008 (UTC)
- The only dwarven armor is the Warrior Eagle armor. There are no Dwarven armor sets for the rest of professions. Maybe one day there will be an End-game armor set in Prophecies(Deldrimor) and a complete set of Dwarven armors in EotN (Eagle W, Lynx R, Crane Mo, Lizard N, etc...) but the pieces you are talking about are separate spare ones, like the spare headgear or the spare gauntles seen in other places of EotN. MithTalk 08:35, 9 August 2008 (UTC)
- All correct information. Which raises the interesting question: Why is there only one Dwarven armor? You get a bunch of entirely unrelated armor pieces thrown together onto a single merchant with only one complete piece for a single profession, and from my point of view, it just seems downright tacky, especially since warriors also get the four totally unrelated pieces, leaving the impression that there was supposed to be armor for the other professions, but it got cut out for random reasons. I really don't give a crap if you can put it in the hall of monuments, but it seems like there should be armors for other professions as well. --Jette 13:20, 9 August 2008 (UTC)
- It's not Dwarven armor. No one has Dwarven armor. Warriors have Silver Eagle. I can't link you, since I'm unsure where the comment is at this point in time, but I remember a developer writing that they ran out of time when doing one of the armor sets, but the Warrior one was already done, so they decided to leave it in instead of scraping it. — Poki#3 15:54, 9 August 2008 (UTC)
- It seems that Eagle was never designed as Dwarven armor. Like the Labyrinthine armor, it was made for something else, and did not get it. And since it was a shame to discard it once done, they just slipped it in as the only Dwarven armor set. It was probably a design for Norn or Charr theme, like the Labyrinthine seems to fit the Asuran theme. MithTalk 16:17, 9 August 2008 (UTC)
- It's not Dwarven armor. No one has Dwarven armor. Warriors have Silver Eagle. I can't link you, since I'm unsure where the comment is at this point in time, but I remember a developer writing that they ran out of time when doing one of the armor sets, but the Warrior one was already done, so they decided to leave it in instead of scraping it. — Poki#3 15:54, 9 August 2008 (UTC)
- All correct information. Which raises the interesting question: Why is there only one Dwarven armor? You get a bunch of entirely unrelated armor pieces thrown together onto a single merchant with only one complete piece for a single profession, and from my point of view, it just seems downright tacky, especially since warriors also get the four totally unrelated pieces, leaving the impression that there was supposed to be armor for the other professions, but it got cut out for random reasons. I really don't give a crap if you can put it in the hall of monuments, but it seems like there should be armors for other professions as well. --Jette 13:20, 9 August 2008 (UTC)
- The only dwarven armor is the Warrior Eagle armor. There are no Dwarven armor sets for the rest of professions. Maybe one day there will be an End-game armor set in Prophecies(Deldrimor) and a complete set of Dwarven armors in EotN (Eagle W, Lynx R, Crane Mo, Lizard N, etc...) but the pieces you are talking about are separate spare ones, like the spare headgear or the spare gauntles seen in other places of EotN. MithTalk 08:35, 9 August 2008 (UTC)
- Why, if they don't look anything alike? They're not even named the same for gods sake. Simply: There is not "Dwarven" armor set, it's just an npc that had a bunch of UNRELATED armor pieces. Stop calling it "Dwarven armor". — Poki#3 06:53, 9 August 2008 (UTC)
Way of The Assassin
This may or may not have been adressed, is there a possibility of nerfing Way of The Assassin(WOTA) again so that it is more flexible to the rules. I understand that previous A/D Scythe users can no longer use WOTA as their elite and as a Assassin user myself I would like to suggest that the description or use of the skill be as follows: Elite Stance (20seconds)While wielding daggers you attack 5%...17%...25% faster. +5...29%...35% chance to land a critical hit. My reasoning behind this is the fact that most of the slower speed buffs like Whirling Charge,Weapon of Aggression, and others.. Allow you to attack with a 25% speed buff. It would seem only fair to allow WOTA to also reach the 25% limit. I understand from first hand use that 33% faster is unfair to other characters that lack the armor to stand up to a sin spike. But it would only be fair to at the very least make WOTA 25% speed limit instead of 20%. It might not sound like much but it does help. Personally I think you should have left it at 33% killing was so easy :D.
- >Killing was so easy
- And you don't think maybe that has something to do with why it was nerfed? Assassin skills don't cause pressure; at 7-17, they can't. They can only spike. I think assassins don't need a PvP-permissible IAS at all. For that matter, I also think assassins should be removed or reworked entirely on the basis that they promote gimmicky, spike-oriented, 12345-smash play. Of course, I think that about at least half the professions, so perhaps I'm just misguided. Anyway, my point here is that it would make spiking too fricking easy if the IAS is any higher. --Jette 13:16, 9 August 2008 (UTC)
- I agree with Jette, assassins are the most "borked" class because they cause the most balancing issues. Nerf their skills and they're useless, but buff them a bit and they're OP.
- Sins can be given pressure-oriented builds. People just don't use them. And a lot of pressure-sin builds aren't worth it since it puts the assassin at risk longer. As for re-buffing Way of the Assassin, I think a 25% attack speed boost at 15 crit strikes wouldn't be the end of the world, but if you did that you should decrease the critical chance bonus to level out with it. Maybe make both 25% at 15. Personally I'd rather they made the skill help the assassin's survivability instead of their firepower. There's already a zillion ways to make a high-damage sin, but not nearly as many ways to make one that can stay in a fight. Course I guess if you want a melee that can stay in a fight longer, you'd just use a Warrior anyway... -Painted Bird
- So you want to reinforce the Glass Cannon with some metal? As far as pressure builds, Shattering Assault was ok last time I checked. Can't remember much more though. — Poki#3 01:52, 29 August 2008 (UTC)
- Nah. I mostly just want to reinforce the glass cannon with some tempered glass. That oughta do the trick. Painted Bird 07:23, 8 September 2008 (UTC)
- So you want to reinforce the Glass Cannon with some metal? As far as pressure builds, Shattering Assault was ok last time I checked. Can't remember much more though. — Poki#3 01:52, 29 August 2008 (UTC)
- Sins can be given pressure-oriented builds. People just don't use them. And a lot of pressure-sin builds aren't worth it since it puts the assassin at risk longer. As for re-buffing Way of the Assassin, I think a 25% attack speed boost at 15 crit strikes wouldn't be the end of the world, but if you did that you should decrease the critical chance bonus to level out with it. Maybe make both 25% at 15. Personally I'd rather they made the skill help the assassin's survivability instead of their firepower. There's already a zillion ways to make a high-damage sin, but not nearly as many ways to make one that can stay in a fight. Course I guess if you want a melee that can stay in a fight longer, you'd just use a Warrior anyway... -Painted Bird
- I agree with Jette, assassins are the most "borked" class because they cause the most balancing issues. Nerf their skills and they're useless, but buff them a bit and they're OP.
Zaishen Blessing for Tyria
We have a great diversity of blessings all around the game. With the introduction of the title track for Zaishen people can buy zaishen keys to raise this title. A great way to stimulate playing in Tyria and killing all kind of foes in the different area´s is to introduce a NPC at the resurection shrines at every entrance of a outpost in Tyria. Just like in Cantha, Elona and GWEN people can earn balthazar faction. Let´s say 10 or 15 points per kill and 25 to 50 points for killing a boss. In hard mode the points are 1,5 times higher. This will introduce a way for cooperative play and additional goals for PVE-players who dont like to play PVP. No harm is done...people have fun...or the goal is to keep the ecomic value of zaishen keys high... Didis 09:09, 9 August 2008 (UTC)
- You realize that the Zaishen are Canthan? And Balthazar doesn't like PvE. — Poki#3 09:20, 9 August 2008 (UTC)
- The only available 'allied factions' in Prophecies are: Ascalon Vanguard, Deldrimor Dwarves, Lionguard, Shinning Blade and Forgotten Ones.
- From those, the title for Ascalon exist already as the 'Ebon Vanguard', same goes for Deldrimor title. The Forgotten ones are tied to the Lightbringer title. Lionguard would be reduced to Kryta and Shinning Blade for Maguuma and most parts of Kryta. That only leaves the Shinning Blade as a decent choice. But I seriously doubt they would be adding a reputation title, PvE skills or Heroes in Prophecies. And, needless to say, they would never make that 'earn Zaishen points' thing you ask. And nobody earns Balthazar faction in PvE.MithTalk 16:06, 9 August 2008 (UTC)
- Yeah. The Zaishen are reclusive Canthan warmongers who exist to fight, basically. On the other hand, they were responsible for holding down the fort at the tomb of primeval kings when it was overrun with those cute grasping things (I still want one as a minipet). Still, Balthazar Faction is basically the one universal aspect of PvP, so making it PvE as well seems odd. I believe Zaishen Keys were implemented so that PvP-only players could get some income without relying on the HoH chest. Now, if anybody would like to tell me why in the bloody hell they put that emote in the game, I'd love it, because I'm tired of getting spears shoved where the sun don't shine. Better to figure out how to implement a better way of earning Tournament Reward Points so I can get a fire magic Willcrusher. --Jette 01:47, 10 August 2008 (UTC)
- Too bad you guys don't get my point...indeed it's a fair income for PVP players...on the other hand...everyone with a large amount of cash can buy this title...and then again typically the meaning of the game is not enabling the opportunity for everyone to get this title by actually playing the game... So farming ecto's repeatable is the only stupid way for people to get this title...when they don't like PVP. If you want to get from title 26 to 30 you have to buy the title...if you don't want to farm HFFF as an morron, but actually wanna play with others in PVE. And straight out of my heart....stimulating farming, grinding and arguments discussion of pve vs pvp kills the game. So stop the negative reactions on suggestions, but give creative idea's to Anet so they can decide whether it's a good idea to implement or not. Didis 10:34, 19 August 2008 (UTC)
- You are a personal attack that cannot accept the fact that your idea makes no sense. --Jette 14:15, 19 August 2008 (UTC)
- You did kinda go off there, Didis. I don't like how anti-social the game is getting either, but if you let people piss you off to the point where you start acting kinda like them, you shoot yourself in the foot. And then any idea you have in the future, good or not, is gonna be met with a poor response. As an alternative to your idea, I think that changing the rez shrines in Tyria to mimic those in Cantha and Elona, so that in some areas people can buy a blessing to buff their character, would be a nice start. As for adding 'factions' to gain points in, I'm not so sure about that approach. Personally I dislike the idea of 'kill stuff and this number goes up' as a way to gain any title. But seeing how that's basically how it works in the other campaigns, adding a similar feature to Tyria wouldn't be so bad. The developers can change the specifics I guess. But either way, I agree that Tyria should entice more people to play it. This might not be the best way to do it, but it'd be something at least. Really, all the campaigns need a reason for people to play them more, so even more than this should be done, but we'll see. Painted Bird 07:40, 8 September 2008 (UTC)
- You are a personal attack that cannot accept the fact that your idea makes no sense. --Jette 14:15, 19 August 2008 (UTC)
- Too bad you guys don't get my point...indeed it's a fair income for PVP players...on the other hand...everyone with a large amount of cash can buy this title...and then again typically the meaning of the game is not enabling the opportunity for everyone to get this title by actually playing the game... So farming ecto's repeatable is the only stupid way for people to get this title...when they don't like PVP. If you want to get from title 26 to 30 you have to buy the title...if you don't want to farm HFFF as an morron, but actually wanna play with others in PVE. And straight out of my heart....stimulating farming, grinding and arguments discussion of pve vs pvp kills the game. So stop the negative reactions on suggestions, but give creative idea's to Anet so they can decide whether it's a good idea to implement or not. Didis 10:34, 19 August 2008 (UTC)
- Yeah. The Zaishen are reclusive Canthan warmongers who exist to fight, basically. On the other hand, they were responsible for holding down the fort at the tomb of primeval kings when it was overrun with those cute grasping things (I still want one as a minipet). Still, Balthazar Faction is basically the one universal aspect of PvP, so making it PvE as well seems odd. I believe Zaishen Keys were implemented so that PvP-only players could get some income without relying on the HoH chest. Now, if anybody would like to tell me why in the bloody hell they put that emote in the game, I'd love it, because I'm tired of getting spears shoved where the sun don't shine. Better to figure out how to implement a better way of earning Tournament Reward Points so I can get a fire magic Willcrusher. --Jette 01:47, 10 August 2008 (UTC)
Order of Undeath
I have grown deeply fond of my one super-minion, and would like to name him. Please let us target a minion and name it. --Jette 13:51, 9 August 2008 (UTC)
- What a stupid waste of Anet's time.
I like this new state of it... First, everyone cryed that its underpowered compared to Golem. (I disagree with this btw) Now you can make a random minion pretty powerful. (Animate ONE minion, use OoU and everything is OK - Flesh Golem for NF) Gelei 14:36, 13 August 2008 (UTC)
- This skill sucks now. Damage is to low, HP regen is unnecessarily high (reduce HP regen and increase armor would be more useful). A minion master has more DPS using 10 minions (Don't even need Flesh Golem) than using this skill. --Treasure Boy Talk 12:07, 18 August 2008 (UTC)
Observer Mode for PvE Guild doing Elite Area
I just want to ask if an Observer Mode for elite areas could be a future possibility. Something where a PvE guild could post when they are doing an elite area and people could watch them in action. Elite areas have a high learning curve and few players are showing new players how to do them correctly. I also think a large number of PuGs are failing because players just don’t know what to do next and a text walk through just doesn’t show the fine details. I can think of several positive side effects:
- Serves as a training tool.
- Serve as PvE guild recruiter.
- Players get to see how a guild performs before joining them.
Sorry if this has been suggested before, search did not come up with anything and my lack of knowledge of wiki code(something I am trying to fix) means I can't find anything. --Shayne123 15:18, 9 August 2008 (UTC)
- Ask someone in a guild doing the area to put the run on YouTube. Easier, less work for everyone. --Jette 02:53, 10 August 2008 (UTC)
- Some of the youtube video are really good, I have used them to learn how to run farming builds, but the videos I have found on youtube concerning elite areas are terrible and no one could learn what to do in these areas watching these videos. It took me multiply tries and about four hours my first time in the underworld but that is not a problem because I like most posting here are hardcore players meaning we will keep doing something until we get it. I just want a way to lesson the learning curve needed in these areas so more customers can enjoy them.--Shayne123 14:59, 11 August 2008 (UTC)
- Well, there has to be a high learning curve for elite areas, otherwise they're easy and, therefore, not elite. Now, I will point out that some areas -- the original Domain of Anguish, for example -- were simply not possible to play realistically, you had to bring your OF tank, bonders, and play a weird, gimmicky team build that felt like it was taking advantage of AI problems, not overcoming the area through perseverance, skill, and possibly a lot of candy canes (though, ironically, Mallyx was impossible to do that with: as I recall, he involved a lot of wards and shouts and spirits and weapons and running like hell, and required a lot of skill and usually luck to beat). Anyway, those areas could use rebalancing so that you can actually, you know, play them (without Ursan), rather than squealing like a bunch of little girls as you get chased by minions the size of combine harvesters. Areas like Urgoz's Warren, the Deep, the Tombs, the UW, and the FoW have a bit of a learning curve for players who haven't played them before, but that's part of the fun, getting surprised by monsters and having to adapt. Believe me, after you literally have the Underworld and Fissure memorized, they aren't fun anymore, they're just farm zones and timekillers. The longer you struggle, the longer you have before you get bored and stop having fun. --Jette 16:38, 11 August 2008 (UTC)
- Some of the youtube video are really good, I have used them to learn how to run farming builds, but the videos I have found on youtube concerning elite areas are terrible and no one could learn what to do in these areas watching these videos. It took me multiply tries and about four hours my first time in the underworld but that is not a problem because I like most posting here are hardcore players meaning we will keep doing something until we get it. I just want a way to lesson the learning curve needed in these areas so more customers can enjoy them.--Shayne123 14:59, 11 August 2008 (UTC)
/disagree There aren't enough teams in elite areas. And btw, who the hell is going to watch the same run so many times?? Gelei 14:37, 13 August 2008 (UTC)
Automated HvH Tournaments
Ok first off im new to this whole wiki thing and how to edit it and submit new content. Anyways i would like to implament the idea of setting a max rank limit to join the hero vs. hero tournaments. The reason i would like this to be put into effect is for the fact that people are purposly (tanking)messing up their rank. Doing so when you face a person who was previously rank 12 in hero battles who is now rank 28k loses you 30-50 rating. I of course know this is part of the game but simply implamenting a minor change would make many happy.
A new dire pet
Like Columbo's ferocious dog but in a little less asleep version. Yseron - 90.28.211.38 15:07, 10 August 2008 (UTC)
- What? No! A Hellhound! Spawning at level 20 in Fissure of Woe after beating each quest! Pick the Hyena, reskin it, use Bear and Wolf voices with it, and done! MithTalk 15:33, 10 August 2008 (UTC)
- I prefer spiders, but a hellhound would be cool. I never use pets, though. I wish you could choose to take your pet as a non-hostile, non-attacking NPC when you don't have charm animal -- or aren't even a ranger -- so it'd feel more like a "pet" and less like a "war beast." I like my spider, but I never get to see her. --Jette 16:20, 10 August 2008 (UTC)
- The only pet I ever charm is a pig named "Dinner." I never use them, and though it's cute to see a little warthog running around, ferociously goring things for 1 point of damage, it's a waste of spell slots. Speaking of which, I'd like to see every single character, upon creation, automatically get a rez sig. Not one you'd put in your spell bar, but an extra button or bar on the spellbar. I HATE that "Adventure With Ally" quest in Pre-Searing. I think it's a waste, if I don't take that quest, to spend a skill point & 50g on that in Post-Searing, and I have a lot of spell combinations that need that 8th slot.--Aila2 14:48, 11 August 2008 (UTC)
- I like the hellhound idea ,and would very much like to see Jette's idea put in game. I miss my raven.Larkum 03:30, 12 August 2008 (UTC)
- The hellhound idea seems cool. However, for noises, I think the voices of the Hellhounds would be better. --Ezekial Riddle 14:57, 13 August 2008 (UTC)
- Oh, it's true... there are already Hellhounds... hm... maybe they could be renamed to 'Undead Hellhounds' of the one I suggest as 'Blazehounds' instead Hellhounds. Hm... and yeah, voices could be Wolf/Hellhound. MithTalk 15:32, 13 August 2008 (UTC)
- I think that R/N should be able to tame a Hellhound , like have an elite skill that requires a combination of the two professions, and is mutually exclusive with charm animal, so you can only have either (Charm Minion) or Charm Animal on your skill bar. (whoops forgot to sign it) estoldt 01:23, 25 August 2008 (UTC)
- Oh, it's true... there are already Hellhounds... hm... maybe they could be renamed to 'Undead Hellhounds' of the one I suggest as 'Blazehounds' instead Hellhounds. Hm... and yeah, voices could be Wolf/Hellhound. MithTalk 15:32, 13 August 2008 (UTC)
- The hellhound idea seems cool. However, for noises, I think the voices of the Hellhounds would be better. --Ezekial Riddle 14:57, 13 August 2008 (UTC)
- I like the hellhound idea ,and would very much like to see Jette's idea put in game. I miss my raven.Larkum 03:30, 12 August 2008 (UTC)
- The only pet I ever charm is a pig named "Dinner." I never use them, and though it's cute to see a little warthog running around, ferociously goring things for 1 point of damage, it's a waste of spell slots. Speaking of which, I'd like to see every single character, upon creation, automatically get a rez sig. Not one you'd put in your spell bar, but an extra button or bar on the spellbar. I HATE that "Adventure With Ally" quest in Pre-Searing. I think it's a waste, if I don't take that quest, to spend a skill point & 50g on that in Post-Searing, and I have a lot of spell combinations that need that 8th slot.--Aila2 14:48, 11 August 2008 (UTC)
- I prefer spiders, but a hellhound would be cool. I never use pets, though. I wish you could choose to take your pet as a non-hostile, non-attacking NPC when you don't have charm animal -- or aren't even a ranger -- so it'd feel more like a "pet" and less like a "war beast." I like my spider, but I never get to see her. --Jette 16:20, 10 August 2008 (UTC)
Destroyer and Tormented armor
Can u plz make destroyer and tormented armor.For example destroyer armor could glow like lava and tormented armor wold give a purplish lightning colur,and bee a bit cthrough.Simpaklimp 09:12, 11 August 2008 (UTC)
- That'd be really cool, but it'll never happen. Armor is a lot of work, and I imagine all of the artists and other developers needed for armor are working on GW2. Still, you've got my support... --Jette 13:49, 11 August 2008 (UTC)
- Great Idea. For GW2 since they do have some time reserved for armor in that game. I wish it was possible for GW but the lack of time......--Silverleaf 18:30, 11 August 2008 (UTC)
Enhanced dye preview window
This would make me and a lot of others who like to take images and make dye charts, etc for the wiki very very happy:
- Enhanced dye preview window:
- Option to expand to a fullscreen view from the current restricted size
- Option to lock the zoom so it won't resize with new dyes but will still allow for rotation of the character
- Option to freeze character movement so they are not bobbing up and down
- Option to have a cloudless background
- Option to have a plain, white, cloudless background for all colors and black if possible
- All that would be nice, but I think fixing the problems with actual dye colors is more important right now. --Jette 13:49, 11 August 2008 (UTC)
- It doesn't have much to do with dye colors, just a request to have a place where we could take extremely good quality images with neutral lighting easily, it'll save Emily some work. Jennalee 07:07, 12 August 2008 (UTC)
- All that would be nice, but I think fixing the problems with actual dye colors is more important right now. --Jette 13:49, 11 August 2008 (UTC)
Reconnect
Hey anet people :)! First of all excuse my english i try my best to not make many spell errors but english isn't one of my strong points. It happes many times to me when i lose connection for 5 s (probobly IP change from my ISP or something) and i try to connect back, if i am to soon i get disconected again and i can reconect again. It would be nice if there wore three chances to connect for us triger happy :P. Ty for youre time :) cya
- This isn't a valid suggestion, use PlayNC support page for further assistance. Gelei 14:40, 13 August 2008 (UTC)
low level pets in pvp
make it if u have charm animal equiped and the pet is less then level 20 u or your team can not enter 2 u take it off your bar
- reason sick of pve players bringing there low lvel pets 2 ab and ra just to level them up
also if u could make it that if u have charm animal on your bar u must have atleast 8 beast mastery to enter sick of poeple wasting slots on there bar for there pets just for show
- People are retarded, learn to live with it or start picking them off one by one. Pets can be useful at lower levels of BM anyway. --Jette 20:29, 11 August 2008 (UTC)
but i shouldnt have to! if u think about low level pets in pvp should of been sorted out a long time ago
- People will be useless idiots whether pets are changed or not. Therefore, implementing your suggestion would be a waste of time. --Jette 00:14, 12 August 2008 (UTC)
- Is it anoying to have a "decoy" target around? That what you seem to say. Then the charm animal skill isent a waste. It effectiveness can be discuss, but it not to you to decide what tactics other players chose in random match. Personaly if i had a free slot and no need for second profession i would bring a pet. It draw fire from the undead minions and shrine npcs. --Bob 01:33, 13 August 2008 (UTC)
nope lol its not fact that i have lv 7 pet atacking me doing no dmg that anoys me its the fact that guy has wasted 2 skill slots for doing 3 dmg? also even if they put points in beast mastery so it would do dmg the dmg would be reduced cause of its lv im pretty sure so why not stop wasting skill slots to look cool and use some useful skills eg another stanceor more dmg anover atack skill all im saying it anoys me when i face dumb poeple who rather waste poeples time lving up there pet in pvp weakoning there team or poeple bring cool looking pets in to places with no atributes in beast mastery and just to tell i have no problem with pets if they are lv 20 and have a dcent spec in beastmastery about 9--92.11.46.53 17:13, 23 August 2008 (UTC)
Alternate means of recruiting M.O.X. the Golem
Ideally, I'd like M.O.X. to be available for any account with all three campaigns and Eye of the North. Another option would be a Complete Collection upgrade similar to the Game of the Year Edition and One Million Edition upgrades could be available in the online store. -- Gordon Ecker 01:41, 12 August 2008 (UTC)
- I knew there was a page where I could ask the same question/make the same suggestion. I don't fancy paying £25 (GBP) just for one hero, so if I could buy it separately from the PlayNC store I think I'd be the happiest I've been with Anet for a long time. – jos?ph 02:16, 12 August 2008 (UTC)
- I certainly hope they have an upgrade option for this hero.Kinda odd that I'm unable to find much infomation about the collection on U.S websites.Larkum 04:13, 12 August 2008 (UTC)
- Should be a free content update update for anybody owning all the campaigns/GW:EN, imo. Underated Skill 13:32, 12 August 2008 (UTC)
- I certainly hope they have an upgrade option for this hero.Kinda odd that I'm unable to find much infomation about the collection on U.S websites.Larkum 04:13, 12 August 2008 (UTC)
Tolkano [Tournament] in Alliance Battles outposts
It would be a good idea to have the "Tolkano [Tournament]" NPC in the AB outposts, so we could exchange our Balthazar Faction without having to leave our team to return to the Guild Hall and do this. (I cannot spend Balthazar Faction in the AB outposts as I have unlocked everything now, as I'm sure a lot of other players have too) Thanks. – jos?ph 02:25, 12 August 2008 (UTC)
Agreed, i hate PVP in RA or things like that(cuz i suck at it) and all i really use balt fac for is Zkeys. (Ixillius)
End-of-game Statistics
It would be neat if at the end of an instance (PvE or PvP, but especially PvP) it would show player statistics. For example, it might have a list of players with damage done, healing done, enchants cast, etc. This could also be integrated into the already-existing status (that just shows team morale or team health) so that it would display player-specific statistics. This could be very useful for testing builds, seeing what character classes are useful, etc.
- It sounds like a scoreboard. I think it's a waste of time, personally. --Jette 03:08, 12 August 2008 (UTC)
- Agree with Jette. This isn't a good idea really Gelei 14:42, 13 August 2008 (UTC)
- Aw but keeping score is fun :D
- Still, this would be kinda complicated and wouldn't necessarily yield useful information. When you factor in effects like degen, regen, damage reduction, armor buffs, speed boosts/penalties, I think it'd make for a misleading way to guage combat effectiveness and just have a whole ton of information without really showing what it means. A novel idea, though. Painted Bird 21:25, 22 August 2008 (UTC)
Option to deactivate others popup windows
A few days ago, i was in AB luxon outpost and someone asked if there was a way so that there wouldn't be a popup to show a description when he hover his mouse on the weapon selection bar. So i said to him that i would post a suggestion to Anet but at that time i didn't even know this page existed. Lol. TulipVorlax 09:17, 12 August 2008 (UTC)
- If I correctly understand your idea, actually there IS a way to disable popups, it's called the Panel Of Guild Wars Magic also known as the options window Gelei 14:45, 13 August 2008 (UTC)
Ordering caracters by birth
On the caracter selection screen, i would really like to be able to order them base on the date i created them. I have the game since a few weeks after Prophecies camme out. Many times my caracter got all « mixed up » ; their orginal placement was lost and many times they have been reordered alphabetically without my consent. So now when i choose "None" for the Sort option, my first caracter lie in third position and i have a Factions caracter in second position.
Maybe it's not a so big deal but i would be really please to see this come true. Thanks. TulipVorlax 09:17, 12 August 2008 (UTC)
- Good idea. Would also be nice to have "date of creation" in the description too. I don't think both of these things is too much to ask. – jos?ph 10:01, 12 August 2008 (UTC)
- This sounds exceedingly useless... but on the other hand, it sounds exceedingly simple to program. If it's something that can be done in 5 minutes like it sounds, then I have no objections. --Jette 10:31, 12 August 2008 (UTC)
Perhaps you could have a drag and drop sort of thing going on? Maybe it's to hard to program, but it would be great if you could have them in any order you wanted. 88.104.123.235 10:57, 28 August 2008 (UTC)
- Excellent idea, especially the Date of Creation. Seeing you can at present only get the month of creation(roughly) by using \age emoteMystiLefemEle 08:25, 3 September 2008 (UTC)
- I might just be hallucinating, but I thought in that little window in the top-left when you select a character, it also shows the date they were created. Hm. Probably hallucinating :-P Anyway. I think I would have to file this under the same category as the "change the login screen theme" argument. Yes this would be a very nice feature to have. Yes I would like the option. Yes a lot of people would also like it. But unfortunately, no, after all this time, I wouldn't get my hopes up that they would do it. :-( That's pecimistic I know, and I hate to shoot you down, but I would say the best thing to do is just grit your teeth and tough it out. Because they probably won't change it. *crosses feathers* Hopefully I'm wrong, though :D Painted Bird 07:47, 8 September 2008 (UTC)
- Nope nothing as to that there Bird, but as I said it would be nice to have ^_^ MystiLefemEle 07:49, 15 September 2008 (UTC)
Tolkano [Tournament]: exchange 5 Tournament Tokens for 1 Zaishen Key
Can we get this option at Tolkano, please? I have many Tokens from before Zaishen Keys' era and would like to exchange them for Zaishen Keys. I think it is fair trade to exchange 5 TTokens = 1 ZKey because 1 TToken = 1k FB and 1 ZKey = 5k FB. Lex Luxor 15:33, 12 August 2008 (UTC)
- I would like this option too. --79.64.39.6 19:05, 12 August 2008 (UTC)
- Sounds fair, I suppose. --Jette 20:57, 12 August 2008 (UTC)
I do not suggest. Tournament tokens are for tournaments. Just because you wasted your faction, doesn't necessarily mean you should be refunded. I would have several thousand zkeys, if that were the case :/. --Readem 01:35, 13 August 2008 (UTC)
- Wasted storage space, rather. People either bought tokens they'd never use, or sat at max faction. No reason to reward the former. 24.179.144.91 01:50, 13 August 2008 (UTC)
Allow henchmen in all elite areas
Henchmen should be allowed in the Fissure of Woe, the Underworld, Urgoz's Warren, The Deep and the Domain of Anguish. -- Gordon Ecker 04:06, 13 August 2008 (UTC)
- While I will admit that they would be almost if not completely useless in those areas, I suppose this makes sense. --Jette 10:56, 13 August 2008 (UTC)
- /disagree. Henchmen are actually useless there. Go alone with empty skillbar, you have the same chance Gelei 14:46, 13 August 2008 (UTC)
- You underestimate henchmen. If your cautious and learn how to use the AI you can Hero/Hench pretty much anything. I'd love to try that in DoA. — Poki#3 15:07, 13 August 2008 (UTC)
- I would say the opposite: Remove henchmen from the Tombs, turn the first chamber of slaver's int an outposts without Henchmen, etc... MithTalk 15:24, 13 August 2008 (UTC)
- Agreed, henchmen are better than 90% of players. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
- Yeah but that 90% rarely pose a threat to UW, FOW, Urgoz's, Deep etc creatures :) Gelei 21:24, 16 August 2008 (UTC)
- Hench have bad AI. Currently their only use is to distract the enemy long enough while you and your heroes do the mission/quest the way you want to. Why? Because they are set to "Fight" as opposed to "Guard" mode. The sooner we are allowed 7 heroes in our team, the better. Having said all that, I can still use all hero/hench better than human PUG teams. (I love it when you try to pull mobs apart in the realm of torment and some Dervish with AoB goes rushing in like Leeroy Jenkins, not) – jos?ph 04:53, 18 August 2008 (UTC)
- One word....no.70.121.168.43 00:22, 24 August 2008 (UTC)
- Even if we were able to use 7 heros it would not solve the problem of beeing denied UW entrance if you are not a perma sin, terra or necro foc because there are quests with split situations. I spent 4 hours trying to find a grp ( my alliance is not much interested in UW ). And if I quit my guild to find mates interested in UW they will ask me to be perma sin, terra or necro foc. I think that if murder was not punished by law some anet employees would already be dead. Yseron - 90.15.53.147 00:34, 24 August 2008 (UTC)
- I'm inclined to disagree. Making AI-controlled party members available to more areas would just encourage more of the selfish, anti-social, non-cooperative gameplay that is slowly strangling the game as is. The necessity for AI is partially due to the lack of live players to come help, but the over-use and abundance of AI is also contributing to the lack of available players (it's more productive to hero/hench most areas than it is to help someone else learn how to do it). I think that's a fundamental flaw in the whole approach to the game. I also think, it's yet another contributing factor to the decline of available players, since it drives the newcomers away before they have a chance to get good. A-Net is going to have to come up with a way to provide better incentives for players to cooperate together and work together BEFORE the elite areas so they are prepared for them, otherwise the PvE element of the game is going to eventually starve to death. Painted Bird 07:56, 8 September 2008 (UTC)
- Still think this is a great idea, especially in DOA. Didis 12:27, 10 January 2009 (UTC)
- I'm inclined to disagree. Making AI-controlled party members available to more areas would just encourage more of the selfish, anti-social, non-cooperative gameplay that is slowly strangling the game as is. The necessity for AI is partially due to the lack of live players to come help, but the over-use and abundance of AI is also contributing to the lack of available players (it's more productive to hero/hench most areas than it is to help someone else learn how to do it). I think that's a fundamental flaw in the whole approach to the game. I also think, it's yet another contributing factor to the decline of available players, since it drives the newcomers away before they have a chance to get good. A-Net is going to have to come up with a way to provide better incentives for players to cooperate together and work together BEFORE the elite areas so they are prepared for them, otherwise the PvE element of the game is going to eventually starve to death. Painted Bird 07:56, 8 September 2008 (UTC)
- Even if we were able to use 7 heros it would not solve the problem of beeing denied UW entrance if you are not a perma sin, terra or necro foc because there are quests with split situations. I spent 4 hours trying to find a grp ( my alliance is not much interested in UW ). And if I quit my guild to find mates interested in UW they will ask me to be perma sin, terra or necro foc. I think that if murder was not punished by law some anet employees would already be dead. Yseron - 90.15.53.147 00:34, 24 August 2008 (UTC)
- One word....no.70.121.168.43 00:22, 24 August 2008 (UTC)
- Hench have bad AI. Currently their only use is to distract the enemy long enough while you and your heroes do the mission/quest the way you want to. Why? Because they are set to "Fight" as opposed to "Guard" mode. The sooner we are allowed 7 heroes in our team, the better. Having said all that, I can still use all hero/hench better than human PUG teams. (I love it when you try to pull mobs apart in the realm of torment and some Dervish with AoB goes rushing in like Leeroy Jenkins, not) – jos?ph 04:53, 18 August 2008 (UTC)
- Yeah but that 90% rarely pose a threat to UW, FOW, Urgoz's, Deep etc creatures :) Gelei 21:24, 16 August 2008 (UTC)
- Agreed, henchmen are better than 90% of players. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
- I would say the opposite: Remove henchmen from the Tombs, turn the first chamber of slaver's int an outposts without Henchmen, etc... MithTalk 15:24, 13 August 2008 (UTC)
- You underestimate henchmen. If your cautious and learn how to use the AI you can Hero/Hench pretty much anything. I'd love to try that in DoA. — Poki#3 15:07, 13 August 2008 (UTC)
Explicitly mention armor ignoring damage in skill descriptions
Currently, only Obsidian Flame explicitly states that it ignores armour, and only does so in its' verbose description. I think that skills which deals armor ignoring damage should explicitly mention that fact in both their verbose and concise descriptions. Alternately, skills could only indicate that they ignore or respect armour when they deviate from the norm (in other words armor respecting skills which deal holy, shadow or untyped damage and attack skills with damage bonuses would mention that they respect armour and armour ignoring skills with other damage types would mention that they ignore armour). -- Gordon Ecker 03:30, 14 August 2008 (UTC)
- Yeah, there are 'earth' skills that ignore armor, and holy skills that do not. They should be noted. Same goes for cooldown and exhaustion. They should be noted, bu in that case like Sacrifice was: with an icon. MithTalk 13:48, 14 August 2008 (UTC)
- They are noted... sort of. It's from the text: "Lose health" means non-sacrifice, everything-including-enchantments ignoring damage like Spoil Victor's. "Takes damage" means armor-ignoring, whereas "takes X damage" means "damage of that type." "Steal" obviously means life-stealing, which is essentially the same thing as "lose health" except you get to keep what's lost. I will agree, however, that that's a very ambiguous system that isn't always 100% accurate. --Jette 18:22, 14 August 2008 (UTC)
- I agree with this suggestion. I've grown accustomed to the language of skill descriptions to where I can usually tell if something does or does not respect armor. And on top of that, post-armor damage reduction. Still. The descriptions are overly ambiguos as Jette said and require too much 'research' for people to discover just how the damage output works. I believe in a learning curve, but as misleading as the current system is, it's more like a learning squiggly pretzel spaghetti-o than a curve. If they want their game to survive and attact new players, they should make clearer descriptions. Painted Bird 08:01, 8 September 2008 (UTC)
- They are noted... sort of. It's from the text: "Lose health" means non-sacrifice, everything-including-enchantments ignoring damage like Spoil Victor's. "Takes damage" means armor-ignoring, whereas "takes X damage" means "damage of that type." "Steal" obviously means life-stealing, which is essentially the same thing as "lose health" except you get to keep what's lost. I will agree, however, that that's a very ambiguous system that isn't always 100% accurate. --Jette 18:22, 14 August 2008 (UTC)
Guild Hall Add-ons
How about arranging the npc's in the Guild Hall more like a town. Adding a custimizeable Marketplace that makes it guild points to add other services and abilities for the hall.You sould have to buy it like all other services.
- It would be cute to have your very own thriving little town in your guild hall. Unfortunately, it would take a lot of work to implement and it wouldn't really make the game any better. More immersive, sure, but since when has GW been immersive? *sigh* --Jette 16:34, 14 August 2008 (UTC)
- When I was talking about "arranging the npc's in the Guild Hall more like a town.". I'm talking about using all the wasted space and empty builds that Guild Halls already have. An example is the Isle of Meditation. ^_^ But I do see your point.
Reworking AB system
I've discussed this with quite a few people in GW, and they seem to think this idea is pretty decent. Heres a short list of changes I'd like to see:
- Remove 12v12 instances; replace them with each district (from the time you walk in) being, basically, a huge free-for-all. I think a maximum of ... maybe 32v32 for each district would be about the right size.
- Switch warzones once every 5 days or so, depending on who gets the most kills. No map switch if even, or if either side is in the other's territory and has the lion's share of kills.
- You only receive faction for a kill if you within radar range of the kill and have been inactive for no longer than 15 minutes.
- Killing an "inactive" or AFK player does not grant faction.
I think this would help alleviate some of the boredom that comes out of waiting for AB battles to start. Then again, it might make it like the Monastery during DragonFest; having 100, if not more, districts to choose from. Another upside from this is that it would make leeching less profitable overall, by removing the "victory faction" and "universal kill faction," while allowing people to go AFK to grab something to eat, or use the facilities, and would prevent bastards from farming AFKers to get easy faction. RavynousHunter 22:53, 14 August 2008 (UTC)
- No, this is dumb. AB is fine, and this would require *monstrous* amounts of programming to work. --Jette 01:13, 15 August 2008 (UTC)
- If you want to be able to go in and out as you please, then sorry, but GW can't to that, at all. It would require reprogramming the very core of the game. No one's gonna do that. Furthermore, GW isn't balanced for such things. ranger characters would decimate everything, as well as any AoE. AB is fine and provides other objectives then killing everything you see. — Poki#3 04:54, 15 August 2008 (UTC)
showing of weapons
I apologize if im adding my suggestion in incorrectly, if so would someone please edit this, and show me the proper way to do so (i just clicked edit at the top of the page)...anyways..I would like to suggest (if possible) if weapons may been seen in the character log in screen and in towns and outposts (by choice) similar to how one has the option to show or hide their cape. --99.251.34.130 04:51, 15 August 2008 (UTC)
- With the number of people in a town, loading everyones weapons would probably be to resource intensive. Besides no one should be walking with weapons in a town, unless it's a guard. — Poki#3 04:56, 15 August 2008 (UTC)
some weapons have special effects though, effects that cannot be seen while trying to sell an item, such as how a feiry dragon sword flames. It would also be very cool to see ones weapon and cape at the "log in" screen --99.251.34.130 05:01, 15 August 2008 (UTC)
- What about allowing people to preview weapons in the trade window by right clicking on them? The preview feature could also be usable at crafters and collectors. -- Gordon Ecker 05:28, 15 August 2008 (UTC)
Would be something for GW2 and i'd be all for it in GW2. --Treasure Boy Talk 16:29, 24 August 2008 (UTC)
buying/selling items
after having played the game for just over 2 years now, buying and selling items has become more and more of a hassal. I would like to propose the suggestion to integrate an NPC where players can place items up for sale at their leisure price, where other players may go to buy them, (similar to the NPC found in world of warcraft). This would eliminate spammers, increase game time, and allow the best possible deal to be found within seconds.
--99.251.34.130 05:17, 15 August 2008 (UTC)
- Do you know how many times this has been requested? It's not going to happen because ANet is being stubborn and bitchy. --Jette 12:09, 15 August 2008 (UTC)
if its been requested so much why does Anet not integrate this feature into the game. I believe if they took the time and effort to add this feature they would ultimatly increase sales. Players get bored of the game quickly by having to yell to buy/sell items, and just puts guildwars at a higher competition with WoW (whom have this feature) --76.68.122.236 15:34, 15 August 2008 (UTC)
- Because, they are stubborn and bitchy. --Jette 11:40, 16 August 2008 (UTC)
- I think that this would be a great idea. I have a lot of friends that left GW for WoW and this is definitely one of the nicer things that WoW has to offer. In Anet's defense, this would require a lot more server space for databases that will be housing the items that are sitting in the Xunlai Marketplace (I like that term), which they may not have the money for. Unindal 20:55, 24 September 2008 (UTC)
Charmable Wintersday Moa
I love the moas and have all 3 as pets on my main character & 2 heroes. The black moa is special, i.e. has the spiked neckband etc and u can get it only from a quest. So why not also have the wintersday moa as a charmable pet? Mel 08:15, 15 August 2008 (UTC)
- I belive Wintersday Moa are same as White Moa except for the name. You can charm the White Moa.. /petname Wintersday Moa :) --Bob 14:31, 15 August 2008 (UTC)
- Not so. They are reddish in color, much like the strider, but also have ornaments like bells around the next and collars on the feet. -- Alaris 14:44, 15 August 2008 (UTC)
- Cool, then i suport this idea :) They could be charmable only on winterday event, that would make it more interesting to keep them all year around. --Bob 15:18, 15 August 2008 (UTC)
- Only if they allow to charm also the Wintersday bear and the raindeers. MithTalk 15:03, 15 August 2008 (UTC)
- I don't really see why they're not charmable. I think that if someone wants to make them charmable, have them spawn at the very end of the Secret Lair of the Snowmen, after you beat it. That way they'll be somewhere it makes sense for them to be, year-round. --Jette 17:41, 15 August 2008 (UTC)
- Wintersday bear? Anyway, I think raindeers & wintersday moas should be charmable, with no change needed to where they are found or how they spawn. There are plenty of pets that are easier to get. -- Alaris 17:56, 15 August 2008 (UTC)
- I don't really see why they're not charmable. I think that if someone wants to make them charmable, have them spawn at the very end of the Secret Lair of the Snowmen, after you beat it. That way they'll be somewhere it makes sense for them to be, year-round. --Jette 17:41, 15 August 2008 (UTC)
- Only if they allow to charm also the Wintersday bear and the raindeers. MithTalk 15:03, 15 August 2008 (UTC)
- Cool, then i suport this idea :) They could be charmable only on winterday event, that would make it more interesting to keep them all year around. --Bob 15:18, 15 August 2008 (UTC)
- Not so. They are reddish in color, much like the strider, but also have ornaments like bells around the next and collars on the feet. -- Alaris 14:44, 15 August 2008 (UTC)
- Ah! And the moss spider! Once you beat Prophecies, Shadow should give you a mission in the credits area, to go to some areas in Kryta and Maguuma where people do not usually have to go because there are no quests sending people there, also kill Rotscale, and finally go to the last corner in The Falls, where the huge fall is, to find three level 20 Moss Spiders, one for each evolution. MithTalk 19:41, 15 August 2008 (UTC)
- I agree in the fullest... I feel like the rangers need more eyecandy, and the best way to do this is pets. Wrriors have all that cool armor, monks and necros get tattoos and scars, so why not some more pets... just endgame pets... or a place where you can display your pet achievments, like once you evolve a pet to lv 20, you can enter it into a diary or something where you can see the name, an image of your pet, and its evolution. estoldt 19:48, 23 August 2008 (UTC)
- I Love the diary idea too, perhaps in our HOM for the charmables; Wolf, bear, lion, etc.MystiLefemEle 08:41, 3 September 2008 (UTC)
- There was a suggestion ages ago for a menagerie. Where Rangers could collect pets and swap between them. I don't know whether anyone has recommended it in the wiki, but I think the forums had it listed. --Thrashed 23:39, 13 November 2008 (UTC)
- I Love the diary idea too, perhaps in our HOM for the charmables; Wolf, bear, lion, etc.MystiLefemEle 08:41, 3 September 2008 (UTC)
- I agree in the fullest... I feel like the rangers need more eyecandy, and the best way to do this is pets. Wrriors have all that cool armor, monks and necros get tattoos and scars, so why not some more pets... just endgame pets... or a place where you can display your pet achievments, like once you evolve a pet to lv 20, you can enter it into a diary or something where you can see the name, an image of your pet, and its evolution. estoldt 19:48, 23 August 2008 (UTC)
- Ah! And the moss spider! Once you beat Prophecies, Shadow should give you a mission in the credits area, to go to some areas in Kryta and Maguuma where people do not usually have to go because there are no quests sending people there, also kill Rotscale, and finally go to the last corner in The Falls, where the huge fall is, to find three level 20 Moss Spiders, one for each evolution. MithTalk 19:41, 15 August 2008 (UTC)
Pre-searing Ascalon accessible for 1 weekend for level 20 toons (possible weekend event idea ?)
Heyas, i have no idea if it's been suggested yet ; if yes, my apologizes and i'll change my spectacles. If not, i got that idea, probably stupid one but heh. Imagine if, for 1 weekend or more but for a limited period, all players who owns a copy of Prophecies and/or having a character born there, could acces... Pre-searing Ascalon ! Nostalgy ftw, maybe a few quests for level 20 toons and to get Back to the Future ? :P Davor Belegnaur 11:53, 15 August 2008 (UTC)
- I think you mean nostalgia, nostalgy is some sort of jungle rot. And, as fond as I am of pre-searing -- believe me, I am -- this seems kind of dumb. Not as dumb as pulling the EotN and GW2 races out of their asses were, but still dumb. Time travel seems a little bit much for people who have yet to develop working firearms. And if there was a way to do it magically, whoever found it would have used it to take over the world anyway. So, no. --Jette 12:14, 15 August 2008 (UTC)
- This idea is FUBAR. — Poki#3 14:20, 15 August 2008 (UTC)
- Please stop with the 'not yet developed' firearm stuff, not specificly you but everyone that use that argument before. When you can shot fire ball and explode on impact with only the power of your mind you do no need to developed firearms. With the gods interacting with the world thru there avatars anything is posible; time travel, mirror universe, .. For a world full of magics and wonders, i dont see why suggestion should be dismiss right away because you like firearm and think its a essentiel step in developement of culture in fictive world. --Bob 14:30, 15 August 2008 (UTC)
- Time travel? How about history books? -- Alaris 14:48, 15 August 2008 (UTC)
- Well, between the Tranfer chamber to Ascalon city there are SIX years. Between old ascalon and ascalon city there are 2. So, time trvel thing is discarded as an argument to discard the idea. The only thing left against this would be to allow certain items to there, or people getting the LDoA after leaving pre-Searing. Prevent that too, and there would be no problems. ~~
- Okay, well that just an idea... just a change from the usual things we know for the PvE weekends events. Davor Belegnaur 15:56, 15 August 2008 (UTC)
- That would ruin the economy of Pre-Searing dude. People would come back and just trade max weapons to people and gold runes/insignias. — ? Eloc ? 16:26, 15 August 2008 (UTC)
- Assuming that "regular pres" can't mix with "weekend-only pres", and that "weekend-only pres" can't get LDoA. -- Alaris 17:01, 15 August 2008 (UTC)
- Look, I have about twenty reasons why this is dumb. I'm not going to list one of them because it should be blatantly obvious to anyone. Now, if you suggested, "why hasn't Ascalon started to regrow?" and said for ANet to maybe put a few green spots in after you beat the game, then I might see your point. But this is... idiotic. --Jette 17:39, 15 August 2008 (UTC)
- No he means as an event for only level 20 characters... completely separate from the REAL pre-sering ascalon... But just to let them fool around and get a little nostalgic feel, maybe change everything's levels in this new weekend Pre-Searing to level 18 or 20, and have them replay the events of their past? estoldt 19:55, 23 August 2008 (UTC)
- Look, I have about twenty reasons why this is dumb. I'm not going to list one of them because it should be blatantly obvious to anyone. Now, if you suggested, "why hasn't Ascalon started to regrow?" and said for ANet to maybe put a few green spots in after you beat the game, then I might see your point. But this is... idiotic. --Jette 17:39, 15 August 2008 (UTC)
- Assuming that "regular pres" can't mix with "weekend-only pres", and that "weekend-only pres" can't get LDoA. -- Alaris 17:01, 15 August 2008 (UTC)
I think its a lovely nostalgic idea, for all of us that went out of the kindergarden. As all of the Ldoa and trade issues, it can be resoloved simply by not allowing trade between accounts during the event.Kali Morr 19:23, 24 August 2008 (UTC)
- i thought it would just be a pre searing geared only toward lv 20's.... so a completeley separate district that is 20's only. estoldt 01:20, 25 August 2008 (UTC)
A 'copy' of Factions basic tutorial area is visited on holydays. Why not do the same for Nightfall and Prophecies? OF course, since they would be just copies, people won't be able to interact with characters in pre-Searing. Just visit the areas again. MithTalk 18:05, 25 August 2008 (UTC)
- I love nostalgia, and unfortunately, it's virtually the only reason to repeat anything in the older campaigns. Yet, in the case of Prophecies, pre searing, my favorite part of the game to this day, I can't go back with any character that I progressed passed there. I agree 100% that I should be able to access those old areas, even if I can only do it with other people who're doing it for nostalgia. I disagree about making it an event though. I would rather it be like the NPC's in the other campaigns where you can tell them "I wish to re-live events as they were before the Searing". How they do it exactly is up to them, but I do wish the developers would let me take my oldies back to my ultranoob stomping grounds. *sigh* Ahh the memories :D Painted Bird 08:06, 8 September 2008 (UTC)
- Why couldn't they take it the route used for the authorized stories? Little solo missions that put you in a scenario or story but in your own skin and not another character. They can adjust your stats like they did for the solo missions, so you can be "little" again. Though, I don't know what kind of reward you could get from it other than enjoying scenery using the old map layouts.--Thrashed 23:45, 13 November 2008 (UTC)
- That would be even better. Hide inventory, set a fixed build depending on primary and secondary professions, and allow to enter only with a certain weapon depending on profession... then disguise players with fixed models that use the armors available in pre-Searing, make sure they don't get the LDoA, and done, older players can get to pre-Searing again. This could be a 'visit the past' disguise effect. MithTalk 14:31, 14 November 2008 (UTC)
- Why couldn't they take it the route used for the authorized stories? Little solo missions that put you in a scenario or story but in your own skin and not another character. They can adjust your stats like they did for the solo missions, so you can be "little" again. Though, I don't know what kind of reward you could get from it other than enjoying scenery using the old map layouts.--Thrashed 23:45, 13 November 2008 (UTC)
Pets & Evolution
Ok so you've heard this before, but we really do not have an effective way to insure evolution of pets, never mind which evolution your pet receives. I for one have leveled my Rainbow Phoenix three times and have yet to have it evolve.
while others have suggested giving pets various armors, runes, insignias and weapons instead of evolution, this seams quite silly... How on earth would a mountain eagle don a suit of plate mail and an axe?
My suggestion is quite a bit simpler and more practical. Replace the skill "Charm Animal" With the following 7 skills:
- Animal Companion: Skill. Equipping this skill allows your animal companion to travel with you.
- Charm Animal: Skill. 5 energy cost, 5 second activation. Charm target animal. This animal will not evolve.
- Charm Elder Animal: Skill. 10 energy cost, 10 second activation. Charm target animal. This animal will evolve into an elder animal upon reaching level 20.
- Charm Playful Animal: Skill. 10 energy cost, 10 second activation. Charm target animal. This animal will evolve into a playful animal upon reaching level 20.
- Charm Hearty Animal: Skill. 10 energy cost, 10 second activation. Charm target animal. This animal will evolve into a hearty animal upon reaching level 20.
- Charm Aggressive Animal: Skill. 10 energy cost, 10 second activation. Charm target animal. This animal will evolve into an aggressive animal upon reaching level 20.
- Charm Dire Animal: Skill. 10 energy cost, 10 second activation. Charm target animal. This animal will evolve into a dire animal upon reaching level 20.
This would solve the evolution problem without changing game play at all. Zero4549 00:41, 16 August 2008 (UTC)
- Ill rather see the tamer npc having a trainer menu, using this menu you can change the training of the pet to any evolution. --Bob 00:56, 16 August 2008 (UTC)
- Honestly Bob, I'd like that too but it doesn't make any sense. How does an animal magically change its evolution? I hate to be a killjoy but unless they changed "evolution" to "behavior" and changed the current "behavior" to "command", that just wouldn't work.
- Charm animals should magicaly create a collar/harness/ribbon for the animal. That would appear as an armor slot in the right side of the pet panel, it would be much like the hero armor. The armor would appear with two empty slots: one for insignia and one for runes, it would also show the current armor of the animal (23..80 depending on level, like paragon hero armor). Then make the insignia for that armor drop normally in enemy armors like any other isignia, make them appear under the Ranger tab in traders and Blthazar Priests, and done. Youll have:
- A way to see the current armor of you animal.
- A way to change evolution temporarily without affecting the evolution your pet took: Remove insignia from the armor and et goes back to its natural evolution.
- A way for PvP characters to change their wolves evolution and damage.
- A way for PvE characters to change their pets without having to lose them.
- More runes to trade.
- I absolutely think that would work better. MithTalk 10:41, 16 August 2008 (UTC)
- Charm animals should magicaly create a collar/harness/ribbon for the animal. That would appear as an armor slot in the right side of the pet panel, it would be much like the hero armor. The armor would appear with two empty slots: one for insignia and one for runes, it would also show the current armor of the animal (23..80 depending on level, like paragon hero armor). Then make the insignia for that armor drop normally in enemy armors like any other isignia, make them appear under the Ranger tab in traders and Blthazar Priests, and done. Youll have:
What exactly would the second slot do? assuming the insignia dictates the evolution what does the rune do? your adding something new into the game that would completely change how pets work.... or your just making a bunch of useless runes. I also don't actually see what part of "more runes to trade" is a good thing. The economy is broken enough without adding another 2k rune and 5 10g runes to the trader... cause we all know everyone will buy dire. That said, your idea still beats the current evolution method by far and I'd like to see it implemented if nothing else is... you know, since it would apparently kill anet to just tell us how the current evolution actually works *rolleyes*. Zero4549 08:39, 18 August 2008 (UTC)
- What makes different pets are damage and evolution. Phoenixes, spiders and reptiles do piercing damage. The evolution would go in the insignia, the damage type in the rune. This won't comnpletely change how pets work, just override the evolution and damage. Remove the upgrades, and the pet goes back to normal, put the upgrades, and the pet does not become better, just changes one thing to another. And no, not everyone would buy dire. People now tend to evolve to dire because it's the most used, but since this would allow quick changes, people would pick the one fitting what they are going to do. Somtimes you want your pet to tank a little instead doing damage, for example. MithTalk 14:31, 18 August 2008 (UTC)
- Ah the damage type, now its starting to make sense. That said I still don't entirely agree with that idea considering it would mean everyone in the game will charm one of the 3 "cool" looking pets since they can just instantly change it into whatever the heck they want it to be. Would also be a bit of a pain to have to carry around 15 runes/insignias so you can get the right pet with the right build especially with anet's refusal to give us even minimally reasonable storage space. Still, BY FAR better than what currently exists in game. Zero4549 00:57, 23 August 2008 (UTC)
- Actually the number of insignias would be 3 (Dire Hearty and Elder) and the number of runes 2(piercing and slashing). And people can already capture the cool looking ones, and they do so already, the difference would be that you won't have to lose the pet you have in order to get a different evolution. I was lucky and made in my ranger my first charmed pet Dire (Melandru's Stalker!), but sometimes I'd like it to be Hearty. It just takes way too much tie to make the change. MithTalk 11:32, 23 August 2008 (UTC)
- Dude, this would change the game alot. Now people don't have to work to get an elder pet they can just use the cheapo way. why not make it so you can have 2 pets at once.70.121.168.43 00:26, 24 August 2008 (UTC)
- Because, random unsigned post, pet mechanics wouldn't allow for that, and more importantly, it still would have the same problem that its damn near impossible to get the evolution you want unless you want hearty. Oh and mith, you can get a playful or aggressive or completely unevolved per to level 20, and therefor need insignias for those as well. Zero4549 03:16, 24 August 2008 (UTC)
dungeons and towers
i think that in GW2 there should be underground dungeons which contain up to 5 floors as they do now but i think there should be towers aswell which have higher amounts such as 20 but it starts more easily and gets just as hard because if it lasts longer it would be more fun in my opinion
Preview Window for Armor and Weapon Crafters
Simple, add a preview window much like the dye preview window so you can see what the armor or weapon would look like before you buy. 000.00.00.00 01:03, 16 August 2008 (UTC)
- I agree, thats a great suggestion. --99.251.34.130 14:27, 16 August 2008 (UTC)
- I agree too. It would be even more interesting if you want to mix different armors and be sure it will look nice before to do it. Sigruhn 18:01, 26 August 2008 (UTC)
- Me too, seeing that the current way and tedious as to the armor is to review the galleries of your profession and get a somewhat idea to the pieces.MystiLefemEle 08:57, 3 September 2008 (UTC)
- I agree as well, it is annoying having to go on the wiki just to get some idea of what my armour will look like before I guy it. --Matt 17:47, 9 October 2008 (UTC)
- It would be nice. Also nice would be the ability to preview dyes without having to buy them. A lot of my dye combos use multiple blacks to get darker shades, and having to pay 20K for each preview when I might not even use it is annoying. --Jette 19:14, 9 October 2008 (UTC)
- I agree as well, it is annoying having to go on the wiki just to get some idea of what my armour will look like before I guy it. --Matt 17:47, 9 October 2008 (UTC)
- Me too, seeing that the current way and tedious as to the armor is to review the galleries of your profession and get a somewhat idea to the pieces.MystiLefemEle 08:57, 3 September 2008 (UTC)
- I agree too. It would be even more interesting if you want to mix different armors and be sure it will look nice before to do it. Sigruhn 18:01, 26 August 2008 (UTC)
PvP Character Skill Points
If you could trade skill points on your pvp characters for something like faction or a skill it would be very helpful. Since you don't get very much experience it takes a considerable amount of time to get skill points so this feature wouldn't be able to be abused very easily. Even farming Zaishen won't get you experience quickly, so it would just be a little bonus to those who stick with a character long enough to complete a "level". Duxrwing66 15:32, 18 August 2008 (UTC)Duxrwing66
- Nope, achieving the needed XP after 20th level isn't so much type. AB/Zaishen and it's not so much time. Gelei 17:52, 20 August 2008 (UTC)
/Binge emote
The drunkard title, being based on a timer, requires a lot of in-game attention. If you start drinking, I think you should be able to make it automatically keep you drunk until you run out of alcohol instead of having to constantly remember to open your inventory screen and doubleclick your ale. Plus the current system makes it a very boring and time-consuming title to get unless you remember to drink while in explorables.
I would do it like this: A character drinks enough to get their "buzz" going, then hits /Binge or /Drink or whatever. While this emote is active, your character will automatically drink one drink every minute, even if you're afk or you're in an explorable area fighting. This will continue until you either type /Sober or /Rehab or something like that to stop it, or of course, you run out of booze.
People can already effectively farm the Lucky and Unlucky titles just by buying a ton of tickets and standing in 9 rings while they go mow the lawn. The Sweet tooth title has no time constraints, so you can just eat a whole ton of sugar at one time. But the drunkard title goes very slow and requires you to kinda micro-manage it. And I see no reason for that.
There's really no forseeable exploit for this since there are pve-only skills that give you a benefit while drunk. This will just make it easier to stay drunk, which to me doesn't really hurt these skills' function any.
Or is this command already in the game and I just don't know about it? :-P
--- Painted Bird 17:57, 20 August 2008 (UTC)
- Would make drunkard title a hell of a lot easier. I agree with this suggestion. --Treasure Boy Talk 05:47, 21 August 2008 (UTC)
- Currently the "Drunkenness" status has 5 levels. 2 not drunk and 3 drunk. They should change it so 4 are not drunk and 21 are drunk. That way you'll be able to spend 20 minutes drunk instead of 3 before taking more drinks. That would be a lot easier. MithTalk 14:53, 21 August 2008 (UTC)
- Being drunk was never that complicated in real life. /binge sounds good, or just let any drink above level 5 count directly towards the title, so you can gulp them down. -- Alaris 16:05, 21 August 2008 (UTC)
- (vael ninja's in a small rant) Note no one bugs you when you say you get drunk, which is way more harmful to yourself than any drugs smart people would do. Vael Victus 00:07, 27 August 2008 (UTC)
- I like these other ideas, too. In fact, why not all of the above? I think a very viable suggestion is the second one where you can keep your buzz going up to 20 or 30 minutes. I mean honestly, who sobers up in 60 seconds after downing a 6-pack? If they do just one thing to make the drunkard title less of a drag, that should be it. Painted Bird 22:37, 21 August 2008 (UTC)
- Use a bot. Seriously. Just stand near the computer so if somebody whispers you, you can respond. Not complicated. Make a script to double-click a stack of 250 alcohols once a minute. --Jette Fix GW 00:50, 22 August 2008 (UTC)
- I shouldn't have to. And bots violate the EULA. Even the 'harmless' ones. Painted Bird 14:40, 22 August 2008 (UTC)
- I shouldn't have to spend an hour on a wiki site every day bitching about how the game sucks now, yet here I am, in some vain, half-mad hope that they'll listen to me or anybody else without someone calling them and making a bomb threat or something (whether or not any actual bombs would be involved in said threat is largely irrelevant). Also, bots only violate the EULA if you're actually caught. Anyone stupid enough to use an obvious bot deserves to get banned. Anyway, this is a waste of ANet's time: you're asking for help with a title that involves nothing more than farming a metric crapton of gold to pay for enough booze to get NYC drunk off their asses for a week. It would actually take a few minutes of precious time they spend on Guild Wars (about 10 minutes a week, or so I'm told) to implement this, taking away from valuable time to do things like, oh, say, FIX THE GAME. --Jette 15:43, 22 August 2008 (UTC)
- This is something that's broken, and can be fixed very easily. If doing it with an emote is too hard, just raise the point system as in the second suggestion. All titles require a ton of time and/or a ton of gold to obtain, but not all require a very boring micro-management session that forces you to babysit your character every minute like this one does. There are plenty of other things wrong with the game, some requiring more effort than others to fix. This one would require very little effort and time and should have been done a long time ago. Painted Bird 20:31, 22 August 2008 (UTC)
- However, players who have already achieved this title would complain that it has been made easier to get, and therefore their efforts would have been wasted. Not that I care; IMO the less grind the better. But those concerns would rise, and they are something Arena Net would have to deal with if this idea were implemented. Erasculio 20:49, 22 August 2008 (UTC)
- This is something that's broken, and can be fixed very easily. If doing it with an emote is too hard, just raise the point system as in the second suggestion. All titles require a ton of time and/or a ton of gold to obtain, but not all require a very boring micro-management session that forces you to babysit your character every minute like this one does. There are plenty of other things wrong with the game, some requiring more effort than others to fix. This one would require very little effort and time and should have been done a long time ago. Painted Bird 20:31, 22 August 2008 (UTC)
- I shouldn't have to spend an hour on a wiki site every day bitching about how the game sucks now, yet here I am, in some vain, half-mad hope that they'll listen to me or anybody else without someone calling them and making a bomb threat or something (whether or not any actual bombs would be involved in said threat is largely irrelevant). Also, bots only violate the EULA if you're actually caught. Anyone stupid enough to use an obvious bot deserves to get banned. Anyway, this is a waste of ANet's time: you're asking for help with a title that involves nothing more than farming a metric crapton of gold to pay for enough booze to get NYC drunk off their asses for a week. It would actually take a few minutes of precious time they spend on Guild Wars (about 10 minutes a week, or so I'm told) to implement this, taking away from valuable time to do things like, oh, say, FIX THE GAME. --Jette 15:43, 22 August 2008 (UTC)
- I shouldn't have to. And bots violate the EULA. Even the 'harmless' ones. Painted Bird 14:40, 22 August 2008 (UTC)
- Use a bot. Seriously. Just stand near the computer so if somebody whispers you, you can respond. Not complicated. Make a script to double-click a stack of 250 alcohols once a minute. --Jette Fix GW 00:50, 22 August 2008 (UTC)
- I like these other ideas, too. In fact, why not all of the above? I think a very viable suggestion is the second one where you can keep your buzz going up to 20 or 30 minutes. I mean honestly, who sobers up in 60 seconds after downing a 6-pack? If they do just one thing to make the drunkard title less of a drag, that should be it. Painted Bird 22:37, 21 August 2008 (UTC)
- Currently the "Drunkenness" status has 5 levels. 2 not drunk and 3 drunk. They should change it so 4 are not drunk and 21 are drunk. That way you'll be able to spend 20 minutes drunk instead of 3 before taking more drinks. That would be a lot easier. MithTalk 14:53, 21 August 2008 (UTC)
- True. But that's already happened. There used to be no titles at all in Guild Wars, and people went about playing along and whatever. Then they added Survivor. All those people whose characters had died multiple times before there was even a survivor title wouldn't be able to get it unless they restarted. But if they never added any titles for fear of people complaining about not having them to start with, there would never be anything added to the game at all. But if they're going to add something, they should do a good job of it. Titles in general have a lot of flaws, incidentally, Survivor is one of them (a lot of people think it should never have existed), but I just used it as an example is all. Every change made to the game is going to yield some kind of backlash, even if its the greatest thing that ever happened to the game, people will find a reason to complain about it. This is one of those little hole-in-the-wall issues that should be fixed, but if people have a problem with it they can just get over it, which they will, because it's not a huge deal. Besides, why complain about a title you already have just because now it's easier for someone else to get it? PvE is supposed to be about cooperative play after all.
- Believe me though, there's a lot more people out there who'll be (and already are/still are) pissed about getting their Fissure of Woe armor when it was actually really hard to get, but now anyone who had EotN and a weekend to kill also has it. I think that'll continue to overshadow making it easier to stay permanently shitfaced :-P Painted Bird 21:11, 22 August 2008 (UTC)
- There's no room for 'Now is easier' complains. Just look at Survivor. With Factions, Eye of the North and farming builds using all skills, it's a Joke compared with how it was when there was only Prophecies. And people use TexMod to make Cartographer just a long walk. And what about those that made more than one fissure set to have different properties? Insignia and Perfect kits!! And lockpicks for lucky! And the change in Faction points! And double and triple weekends! Changes like that are a lot, and will keep coming. People should care less about how hard are titles they have for other people, and more about how annoying is to stay drunk while using drunk-benefited skills. MithTalk 22:01, 22 August 2008 (UTC)
- While I agree, people are likely going to complain about anything they may complain about (take a look here - Arena Net plans to reduce the grind on title acquisition and that discussion is about some ways to do so, but even then we have one player complaining that suddenly everything would be easier now). IMO, those players ought to be ignored, since frustrating them would be a price to pay for improving the game, but feedback-wise it may be better to wait a bit between the incoming title changes and the change proposed in this section, just to avoid all the complains arriving at the same time. Erasculio 01:30, 23 August 2008 (UTC)
- I agree. Those players are weenies and should be ignored. Let's start by not giving a damn what they'll have to say right now. :-P Painted Bird 15:16, 23 August 2008 (UTC)
Focus on PvE more and ditch PvP
After 3 years of imbalancing the metagame is still crap and retardedly imbalanced. Guild Wars PvP fails, it's become Build Wars.
How about forgetting about PvP? People who like PvP will just get an FPS or an RTS. MMOs in general are a bad choice for PvP.
Instead, Anet should focus on massive PvE updates with new missions/content for each chapter each month. --The preceding unsigned comment was added by User:72.64.2.87 (talk).
- Although I agree that PvE needs more attention, particularly from the balance team, I don't think that PvP should be neglected. Also, ArenaNet doesn't have the resources for sizeable monthly content updates, they're busy working on Guild Wars 2. World of Warcraft is subscription-based and they generallly only release about 3 to 6 major content patches a year. -- Gordon Ecker 02:19, 21 August 2008 (UTC)
- This isn't WoW, quit comparing them please.
- PvP should be neglected because it's a failure. Anet recently ruined GvG.
- PvP and PvE have already been ditched in favor of GW2. --Jette 14:44, 21 August 2008 (UTC)
- PvP Guild Wars is also PvP. You may not visit it much, but many other people does. And you can leave behind those that bought the PvP only packs. MithTalk 14:51, 21 August 2008 (UTC)
- I originally bought Guild Wars specifically because it focussed so much on PvP and making it a better system than other RPG's, MMO or otherwise. It did just that, and as far as RPG's go, is still better than 95% of them in terms of PvP mechanics. That having been said, has PvP deteriorated to the point of overly-technical build obsession? Yes. Absolutely. And that's a drag. But don't forget a lot of PvE has also suffered in this regard.
- I don't see them being able to fix this now that the game is this far into its life cycle, especially when you consider so much of PvP only revolves around your character's skillbar and equipment, and not so much the decisions you make or how you interact with the arena you're currently in. GvG had a very good dynamic, as did HoH, and the competitive tombs missions, but these have gotten progressively worse as new expansions and builds have been added, changed, nerfed, re-nerfed, and re-re-re-nerfed. A primary cause for so much nerfing is the variety of builds and skills available and the variety of arenas and rulesets. Dividing skills into a PvE version and PvP version was a fair attempt to have the best of both worlds in that they would nerf a skill for PvP while not butchering its use in co-op play, but there are so many different forms of PvP that even with that approach, one skill may be beautifully balanced in GvG and HoH, but be insanely overpowered in TA, RA, AB, or tombs or take your pick. So how would they address that problem? Make a PvE version of the skill, a GvG version, a TA version, an AB version, so on and so forth? That would take an insane amount of time and overcomplicate the already overcomplicated game. If there's a way to save certain modes of PvP without throwing certain builds and skills out the window, I think we're past the point where we can see it deployed.
- As far as PvP goes, AB, HoH, and GvG are never going to be as good as they were when they first started out, but are still better modes of competitive play than most RPG's out there, where it's always the higher level character with the biggest sword who wins not the better player or the one with the best idea(s). I think it's fair to say the PvE experience has also deteriorated to the point where it will never be as fun as it once was, but is still better than *some* RPG's out there (I won't say most, because that might be too generous). I wish the PvP could be streamlined and simplified in a way that skillsets and builds became less significant and player activity took more precedence, but even if that doesn't take place, I will say this about the current state of GW PvP: It may not be as good as it used to be, but I'd rather have Build Wars than Level Wars or Gold Wars. A lot of RPG's only have these modes of competitive play, and they sure as hell ain't fun. Painted Bird 20:56, 22 August 2008 (UTC)
- It really is a shame that such a brilliant game engine was combined with terrible game updates/balances. When you mix greatness with crap, you get crap. 72.253.129.142 08:33, 23 August 2008 (UTC)
- I believe the saying is "If you mix mud and water, you still get mud." I completely agree, the game engine and concepts are great, but the management and implementation suck.
- I think you could sum the current condition of the game in one word: 'bloated'. The game has gotten so big and so many new things have been added to it that it's too much trouble to keep everything in good shape. So when one problem gets fixed, three others break. I think the problem was the approach to adding new content. If instead of adding Hero battles in Nightfall, we instead got 20 new RA maps, 10 new Guild Halls, and whole bunch of other stuff, would we have to nerf AI and PvP skills as much? Or if instead of adding new classes and a start-to-finish campaign for PvE in Nightfall and Factions, we just expanded on the function of the core classes and made a whole ton of new content for existing characters, would those campaigns have suffered much? Sure it'd be different, but that doesn't necessarily make it bad. I think they screwed up when they started adding new tools to the game instead of adding more jobs to do with the existing tools. What would be better, having ten classes, thirty different forms of PvP, and about 7 maps each? Or having 6 classes, ten different forms of PvP, and about 20 maps each, with more skills for each class? That might not be the best way to illustrate my point but...eh you get the idea. Painted Bird 15:27, 23 August 2008 (UTC)
- And that's why there's GW2... — Poki#3 01:16, 24 August 2008 (UTC)
- But the management still sucks
- Yeah there's GW2 but it still hurts to remember how good GW1 was and to see how far it fell from its good standing. No one wants to see GW1 die out for GW2, especially if we can salvage if not repair the shortcomings of GW1. There was so much unrealized potential in GW1. Also so much that actually *was* realized. But somewhere along the lines the train got de-railed. It just doesn't seem right to leave it to burn and just start building a new one. Painted Bird 08:11, 8 September 2008 (UTC)
- But the management still sucks
- And that's why there's GW2... — Poki#3 01:16, 24 August 2008 (UTC)
- I think you could sum the current condition of the game in one word: 'bloated'. The game has gotten so big and so many new things have been added to it that it's too much trouble to keep everything in good shape. So when one problem gets fixed, three others break. I think the problem was the approach to adding new content. If instead of adding Hero battles in Nightfall, we instead got 20 new RA maps, 10 new Guild Halls, and whole bunch of other stuff, would we have to nerf AI and PvP skills as much? Or if instead of adding new classes and a start-to-finish campaign for PvE in Nightfall and Factions, we just expanded on the function of the core classes and made a whole ton of new content for existing characters, would those campaigns have suffered much? Sure it'd be different, but that doesn't necessarily make it bad. I think they screwed up when they started adding new tools to the game instead of adding more jobs to do with the existing tools. What would be better, having ten classes, thirty different forms of PvP, and about 7 maps each? Or having 6 classes, ten different forms of PvP, and about 20 maps each, with more skills for each class? That might not be the best way to illustrate my point but...eh you get the idea. Painted Bird 15:27, 23 August 2008 (UTC)
- I believe the saying is "If you mix mud and water, you still get mud." I completely agree, the game engine and concepts are great, but the management and implementation suck.
- It really is a shame that such a brilliant game engine was combined with terrible game updates/balances. When you mix greatness with crap, you get crap. 72.253.129.142 08:33, 23 August 2008 (UTC)
- As far as PvP goes, AB, HoH, and GvG are never going to be as good as they were when they first started out, but are still better modes of competitive play than most RPG's out there, where it's always the higher level character with the biggest sword who wins not the better player or the one with the best idea(s). I think it's fair to say the PvE experience has also deteriorated to the point where it will never be as fun as it once was, but is still better than *some* RPG's out there (I won't say most, because that might be too generous). I wish the PvP could be streamlined and simplified in a way that skillsets and builds became less significant and player activity took more precedence, but even if that doesn't take place, I will say this about the current state of GW PvP: It may not be as good as it used to be, but I'd rather have Build Wars than Level Wars or Gold Wars. A lot of RPG's only have these modes of competitive play, and they sure as hell ain't fun. Painted Bird 20:56, 22 August 2008 (UTC)
Combat modes for henchmen
It would be useful if attack, guard and avoid combat buttons were added to the party window for henchmen, allowing the party leader to set henchmen's combat modes. The interface could also be used to more easily switch combat modes for heroes. -- Gordon Ecker 02:19, 21 August 2008 (UTC)
- I agree that henchmen should have a button to toggle their sentry mode. But more importantly I think the Hero/Hench AI needs to follow the existing instructions better. Specifically flagging. I'm tired of setting a flag to make my heroes hold position at an area, only to see them run out to heal me when I don't need it. Even worse is setting a flag to make them SIT STILL. The casters will still run around in circles like idiots if a melee gets in their face. If I set a flag, I expect them to use it. Running around in circles from a melee can stay on when no flag is present. But when the flag is there, please make them sit still. At the very least, make this the case when I flag them individually. If I flag the entire group to an area, this AI can stay on. But if I tell one guy to sit still behind a wall so he doesn't catch a dozen arrows, I'd like it if he didn't run out in the open and get bombarded because one measly melee starts swinging at him. To be honest this AI rarely if ever actually saves the caster in distress. All it ever really does is spread out the aggro to more casters, who in turn, scatter some more. I'd really like the option to make them STOP that when I need them to. Painted Bird 14:52, 21 August 2008 (UTC)
- I agree too. I have often had a problem with melee henchmen, who start to run to the target, when I try to pull one enemy from a large group, ruining my pulling attempts; flag cannot prevent this. Because of such misbehaviour, I try in most cases to make a party without melee henchmen, which is often not well. I think it would be enough to have a switched option for all henchmen at once, no need to make an individual choice like heroes have. --Slavic 19:43, 27 October 2008 (UTC)
Remove PvE's hero cap, allow heroes to use PvE skills, provide alternate incentives for party play
The main arguement against removing the hero cap in PvE seems to be that it would remove the incentive for party play. There's also the arguement related to UI complexity, however that could be resolved by only allowing full control over the first three heroes, with the remaining heroes functioning as henchmen (perhaps their combat mode could be set in the party window, see the previous suggestion). There would still be problems in The Deep, which could be resolved by either expanding the flag system or adding switches to allow the gates behind the first four aspects to be opened from behind. Anyway, one possible incentive for party play would be increasing monster drop rates based on the number of actual players in the party with diminishing returns (for example scaling from +20% with two players to +50% with a full party, with the exact formula varying with maximum party size), additionally, dungeon and elite area reward chests could have a chance of giving a double drop. A similar bonus could be applied to bounty rewards, with values rounded up. -- Gordon Ecker 02:19, 21 August 2008 (UTC)
- I agree with you, and i hope they listen to ur suggestion, but i dont think that at this time they change the hero cap :(. I will be happy even if they only allow us to give equipement to henchies (not access to builds or atributtes, just insignias, weapons and runes) so they dont suck that much in HM. --FunnyUsername 13:42, 21 August 2008 (UTC)
- I disagree there, Funny. My main reason for supporting the removal of the hero cap is because the Henchmen buils are seriously outdated. While players have the luxury of adjusting their build after every balancing act, and tweaking the builds of their heroes, henchmen are stuck with the exact same builds they were given at the time of the game's release. Alesia was never a very clever henchman, and her build was always mediocre at best, but 3 years after the release of Prophecies her build is pretty inane. Mhenlo was given a makeover after player demand, but most henchmen have to make do with the stuff they've had for ages. If nothing else, I think we should be given the option of altering the henchmen skill bars to be more effective. I would suggest giving lower level henchmen less skills to choose from (so as to not make them overpowered for the area you are playing in) as well as limited attribute points skilled in similar fashion to heroes. For level 20 heroes (and low-level heroes set for Hard Mode), it should be possible to access all skills of their primary profession (rather than those unlocked on the account), but not possible to take a secondary profession. Something like that, anyway. Promoting party play is all well and good, but if there's really no one else around (which happens more often nowadays) to do a mission with / to vanquish with, it's not entirely fair to punish players by giving them bad henchmen. -- Elv 13:56, 21 August 2008 (UTC)
- Its not like i dont want the hero cap gone, or the capability to customize the build of the henchies as u suggested, its just that im conformist :P. Having a Mhenlo with 600+ hp, 14 healing prayers and 13 divine favor for HM would be nice ^^. --FunnyUsername 16:33, 21 August 2008 (UTC)
- (EC) It would increase the complexity of the game too much. For a new player, learning that he's capable of changing the henchmen's attributes and skills, despite having no idea what two thirds of those do, would be too overwhelming. If this idea is accepted, make it available only to those who have finished one campaign, so it would not be a problem for new players. Erasculio 16:37, 21 August 2008 (UTC)
- Fair enough, requiring campaign completion isn't a bad idea. It would give new people a taste of the "original" challenge of the game while they slowly learn the mechanics, whereas the veterans can avoid the hassle. I'm really curious if Guild Wars is still getting a lot of new players though. :) -- Elv 16:51, 21 August 2008 (UTC)
- Heroes are retarded, henchmen are worse, actual players are even worse. Run a shadow form build and just solo the game, it's much more satisfying; honest. --Jette Fix GW 00:52, 22 August 2008 (UTC)
- The entire game, including the parts which aren't henchable? If you have a Shadow Form build that lets you solo an elite mission, I'd like to see it. -- Gordon Ecker 02:24, 22 August 2008 (UTC)
- I meant the actual campaigns, meaning missions, and obviously I was exaggerating... slightly. Look, I don't give a rat's ass if you let people take more heroes, it just seems like it'll send the game even further down the shitter. --Jette 03:00, 22 August 2008 (UTC)
- Honestly Jette the only thing still keeping GW alive are the heroes. PvP is a joke with current balance, you just pick one of the top 5 rated builds on pvx and hit 1 2 3 4 5 6 as rapidly as possible. PvE is even more of a joke with shadow form, consumables and pve-skills. The economy is you even consider it to still exist, is entirely centered around a few items that players can either buy 600 of at once or will never be able to buy one during their entire time on gw. The only thing any serious gw player is doing these days is farming some titles alone or with a friend or two for their hall of monuments. In the event they get bored of such farming, they simply leave guild wars and play something else for a while since there's nothing fun and challenging to do in gw any more. Don't tell me that letting heroes fill an entire party would kill the game, everyone with access to heros just hero/henches alone anyway or groups with a friend or two and fills the rest of the party with heroes. Guild Wars isn't like WoW or any other mmo where you can just go run off on your own and have fun, you need a team for everything, so whats wrong with giving people an option with a few semi-useful npcs? It might even bring some places like urgoz warren back to life when you and your bud can actually get a party of 12 instead of waiting around for 6 hours scraping up 7 people 3 of which are level 2 or something stupid like that. Zero4549 03:08, 25 August 2008 (UTC)
- I think allowing full parties of 7 heroes would just be yet another step in the direction of anti-social gameplay. Solo Farming is more lucrative than questing, and Hero-Henching is faster and easier than partying. Having complete control over the entire party's skillbars would just take away even more incentive for people to work together. Ever wonder why you can't get a party together even when the town is full of people? It's because they're all H/H-ing their way right out the front door. Ever wonder why so many outposts/missions are ghost towns? It's because people can throw in 3 heroes and 4 henchmen and hit "begin mission" in about 5 seconds, whereas getting together with other players takes more like 5 minutes. Heroes aren't what's keeping the game alive, they're the biggest reason it's dying in the first place. Why should a new player stay interested in the game when they have no one to play with because everyone's off H/H-ing? If I had my way, this game would have no heroes and no henchmen, and instead use encounter-scaling. But oh well.
- The most important thing for the game isn't to make solo play even MORE effective by lifting the hero cap, and it isn't to FORCE people to play together either. It's to provide reasons for people to WANT to play together and give people reasons to go BACK to areas they've already been and help others. Basically, Leave the hero cap, leave their skill restrictions, and just provide more incentive to work with others. Old players are either leaving the game or soloing all the time, and new players are turning away because they've no one to play with or help them learn. Maybe *AFTER* the extra incentives to play cooperatively are put in place it would be safe to lift the hero cap. But if they do it first, Jette's right. You may as well flush the game down the toilet. Incentives first, then lift the hero cap, or just don't lift the hero cap at all. Painted Bird 21:05, 8 September 2008 (UTC)
- Honestly Jette the only thing still keeping GW alive are the heroes. PvP is a joke with current balance, you just pick one of the top 5 rated builds on pvx and hit 1 2 3 4 5 6 as rapidly as possible. PvE is even more of a joke with shadow form, consumables and pve-skills. The economy is you even consider it to still exist, is entirely centered around a few items that players can either buy 600 of at once or will never be able to buy one during their entire time on gw. The only thing any serious gw player is doing these days is farming some titles alone or with a friend or two for their hall of monuments. In the event they get bored of such farming, they simply leave guild wars and play something else for a while since there's nothing fun and challenging to do in gw any more. Don't tell me that letting heroes fill an entire party would kill the game, everyone with access to heros just hero/henches alone anyway or groups with a friend or two and fills the rest of the party with heroes. Guild Wars isn't like WoW or any other mmo where you can just go run off on your own and have fun, you need a team for everything, so whats wrong with giving people an option with a few semi-useful npcs? It might even bring some places like urgoz warren back to life when you and your bud can actually get a party of 12 instead of waiting around for 6 hours scraping up 7 people 3 of which are level 2 or something stupid like that. Zero4549 03:08, 25 August 2008 (UTC)
- I meant the actual campaigns, meaning missions, and obviously I was exaggerating... slightly. Look, I don't give a rat's ass if you let people take more heroes, it just seems like it'll send the game even further down the shitter. --Jette 03:00, 22 August 2008 (UTC)
- The entire game, including the parts which aren't henchable? If you have a Shadow Form build that lets you solo an elite mission, I'd like to see it. -- Gordon Ecker 02:24, 22 August 2008 (UTC)
- Heroes are retarded, henchmen are worse, actual players are even worse. Run a shadow form build and just solo the game, it's much more satisfying; honest. --Jette Fix GW 00:52, 22 August 2008 (UTC)
- Fair enough, requiring campaign completion isn't a bad idea. It would give new people a taste of the "original" challenge of the game while they slowly learn the mechanics, whereas the veterans can avoid the hassle. I'm really curious if Guild Wars is still getting a lot of new players though. :) -- Elv 16:51, 21 August 2008 (UTC)
- I disagree there, Funny. My main reason for supporting the removal of the hero cap is because the Henchmen buils are seriously outdated. While players have the luxury of adjusting their build after every balancing act, and tweaking the builds of their heroes, henchmen are stuck with the exact same builds they were given at the time of the game's release. Alesia was never a very clever henchman, and her build was always mediocre at best, but 3 years after the release of Prophecies her build is pretty inane. Mhenlo was given a makeover after player demand, but most henchmen have to make do with the stuff they've had for ages. If nothing else, I think we should be given the option of altering the henchmen skill bars to be more effective. I would suggest giving lower level henchmen less skills to choose from (so as to not make them overpowered for the area you are playing in) as well as limited attribute points skilled in similar fashion to heroes. For level 20 heroes (and low-level heroes set for Hard Mode), it should be possible to access all skills of their primary profession (rather than those unlocked on the account), but not possible to take a secondary profession. Something like that, anyway. Promoting party play is all well and good, but if there's really no one else around (which happens more often nowadays) to do a mission with / to vanquish with, it's not entirely fair to punish players by giving them bad henchmen. -- Elv 13:56, 21 August 2008 (UTC)
- Anet tried that, they gave us PvE-Only skills that were overpowered. H/H couldn't use em, people started teaming together, it was a wonderful thing we all remember as ursanway. Oh wait that wasn't so wonderful after all. You simply can't tell people to team up if they don't want to. Giving them a tangible reason such as ursan blessing will just lead to abuse and degradation of the metagame. As for your argument against removing the cap... how do you think this could hurt anything? H/H CAN do 99% of the game RIGHT NOW WITH THE CAP STILL IN PLACE. Players that would use a team of 7 heroes ARE ALREADY DOING IT WITH H/H. Believe it or not most experienced players are doing just that. Most of the players who are not doing that yet wouldn't know what to do with 7 heroes even if they could bring them. I strongly believe removing the hero cap would actually help the game, as it would allow some of those "ghost towns" you mentioned come back to life. If people COULD do urgoz without 11 other people, they WOULD. Sooner or later the "social" crowd would start to hear about urgoz from their "antisocial" friends (and yes believe it or not the people who H/H usually have plenty of friends they DO team with, they just don't like to wait around just to end up on a noob team of random people they never met that will fail after several hours... especially for something easy and boring, like some random mission for their 7th char. Those social people would start to slip in and eventually there would be enough of them to form teams of humans as well. Will it breathe life into places like Basalt Grotto? I doubt it, but nothing else would either. Some places are just plain useless (such as basalt... only a cartographer would ever find it, and once they did they would never visit it again as it has no utility other than the occasional person going after an elite skill). It would however revive some of GW's "lost" areas and would do no harm at all. If you want people to team each other, that's fine, but the hero cap is unrelated.
- Now... there is of course the "provide alternate incentives for party play" part of this topic, which i also happen to agree with. Like I said above, people need to WANT to party up, not be forced/persuaded to by some dumb gimmick. An ALTERNATE incentive (as in OTHER than one related to hero restrictions) would have to be completely OPTIONAL (and by optional I don't mean you can pick to take advantage of the incentive, or make your life in gw 50 times harder). Perhaps a "Social" Title for completing so many missions with at least 75% other human players (and an antisocial title for just the opposite). If titles are not your thing, perhaps increase drop rates on SELECT ITEMS by a certain percent per human player on your team (perhaps greens by a large percent and grog by a much smaller percent. Alternatively add a new type of item (red?)that are slightly more desirable than their green counterparts and drop from the same bosses BUT ARE CUSTOMIZED WHEN PICKED UP - make these items extremely difficult to get on an npc team (1/100+ rate?) but as more human players are added to the team, it becomes much easier (1/2 rate at 8 humans?)). Maybe even both of these, or something someone else comes up with... or any combination of ideas AS LONG AS IT REMAINS COMPLETELY OPTIONAL and doesn't place any economic or playability restrictions on using heroes instead of humans. Options are a good thing, forcing people into what you believe will help is not... i believe we learned that one from hitler.
- On a side note, restoring balance to skills could actually help with the problem of people overusing heroes. Its just too easy for a newer player to be forced to make a HORRIBLE build because they haven't unlocked the "good" skills yet. Zero4549 09:15, 21 September 2008 (UTC)
(Reset indent) Hey, I'm your generic anti-social player who wants 7-heroes-teams. For me, there are two reasons for that. 1. I have unlocked each and every hero on my main character (and going to do the same for my other ten, too) and I don't get why I should be able to choose from a load of NPCs but only get three of them leaving in most cases (because a using balanced team which beats most areas means only using the same three heroes over and over again) way too much untouched. 2. I like to play with my friends. I can trust them we do what we think is correct and we show that Unity is much worth sometimes more than skill. So many failures in easy mid-game missions caused by teaming up with people we didn't know made us refrain from PuG-usage. But what happens when my friends aren't around because I do the night and they the day shift? Or if they're sick, if they actually live their RL, do something with other friends and so on? Shall I wait endless hours or gather grief while failing in groups that don't act as one mind (in the positive way)?
I never prefer Heroes over my best friends. It ain't the same. I like to chat and I like not to be alone. But always prefer success over infinite waiting or failure of the same grade. Noctarch 01:41, 23 September 2008 (UTC)
- There really is no good reason to deny players using 7 heroes except perhaps 'that would be hard to code and require doing work' (which I except to be honest). People complain about it discouraging party play but that argument is hollow to say the least. Do you people really expect PvE guilds to stop playing with each other if they're given the option of taking heroes? People will still play with their friends if they want to, it will merely give us folk who don't WANT to play with other people or don't like the idea of PuGing a group a nice option to go do things. Keep in mind, those of us in guilds dedicated to PvP don't always have our friends lists full of people who want to go do 'The Deep' or 'Domain of Anguish'. Thats really the issue here after all, its not like this game hasn't always had the option to be anti-social. Henchies have always been a part of this game, and speaking personally I know I've always used them over PuG groups. Would allowing people to bring their own hero teams with non-awful bars really hurt anyone vs having people have to suffer through half their team having bars that haven't been good since... well actually many henchie bars were always terrible so ever. It would probably serve to make PvE more amusing too, as people could better customize their teams for the style of play they want to use. Further, consider the positive effect this would have on the various elite areas in the game where trying to PUG a group is near impossible as it stands. Anyone who has seen the state DoA is in at the moment knows what I'm talking about here. I understand not giving heroes broken PvE skills and being fearful of over-farming but quite frankly its a silly argument anyway. The economy in this game is already broken and pretending people aren't going to farm areas to death anyway is wishful thinking. As long as some actual work is done (hard to imagine in this game I know) and things remain balanced (again, good luck in this game) you can't convince me theres a downside. Hell, people who want a group full of heroes can basically do it now anyway by asking a friend to set them up with heroes and then having their friend leave after, the only cost being the time of said friend and minus 1 party slot (which compared to the risk of taking a PuG player instead is a low price to pay). Besides, adding the option to have more heroes is another gold sink to help keep the stupid broken GW economy running as people put runes on more heroes. Nerf some broken PvE only skills (read: imbagon stuff), and make the full party hero option unlockable with hardmode, no excuses. [/rant] Of course, this will never happen as someone would have to first wake up the people capable of doing such a thing and they've apparently been in a coma for the last 3 or so years.
Guild hierarchy needs much improvement.
One would think that in Guild Wars the very guild idea should be well developed. Alas... The most annoying is the fact that one bad officer can bomb/destroy any Guild in a minute. There should be a tie of a particular member to the hiring officer that will not allow kicking members other officers or Guild leader hired. The very process of kicking/hiring should be allowed to be done by vote if Guild is so set up. --HH LEADER 20:56, 21 August 2008 (UTC)
- This is a pretty good idea. So if an officer invites someone, only that officer and the all-powerful guild leader can kick that person. I think this bond should be broken if the officer leaves the guild or gets demoted, but should remain if the person invited gets promoted to officer. That way if he/she starts being a jerk after they're promoted, the officer who invited them can still kick them out or demote them back to member even though that person's in the officer list now. If one person invites you, but another person promotes you, the person who promoted you can demote you but can't kick you, whereas the person who invited you can do both (unless they get demoted, in which case they lose all power). The only thing is that might be really over-complicated to try and code. If not complicated, definitely tedious. Still a good idea, though. Painted Bird 22:49, 21 August 2008 (UTC)
- Just promote everyone or no-one to officer. Then nobody can screw it up. --Jette Fix GW 00:49, 22 August 2008 (UTC)
- We're doing that. It works. Everyone can invite, noone can kick. Gelei 06:17, 22 August 2008 (UTC)
- Wouldn't it be more logical to just limit the number of members an officer can kick every 24 hours? Like maximum 5 or something, that way, no officer can screw up an entire guild but still can keep control of the guild. I can't imagine so many guildies to turn "bad" at once... --88.197.176.25 21:09, 26 August 2008 (UTC)
- MMMM I dunno. Maybe. Or maybe add an officer option to Mute players so that they calm down if a serious fight breaks out, but them limit the officer's kick ability to be 1 member every 24 hours, until/unless the Guild Leader gives them some special attention like renewing their kick right or giving them unlimited kick rights. As far as avoiding some jackass getting promoted to officer and kicking all the members, just promoting everyone right away does seem like a simple way to solve it. But there are other issues that provoke some other minor problems if that approach is taken so, I still would like to see a more ehhhh...."advanced" guild hierarchy. (I know that basically just means more complicated but...meh. What's a guild if not a beaurocracy huh? Huh?!) :-) Painted Bird 08:16, 8 September 2008 (UTC)
- I got an idea. How about a guild change log. Guild leader can revert any change made in the guild if that change was made no more than 3 days ago. This includes cape changes(so officers cannot ruin the guild cape), promotions to officer, and kicks.
- MMMM I dunno. Maybe. Or maybe add an officer option to Mute players so that they calm down if a serious fight breaks out, but them limit the officer's kick ability to be 1 member every 24 hours, until/unless the Guild Leader gives them some special attention like renewing their kick right or giving them unlimited kick rights. As far as avoiding some jackass getting promoted to officer and kicking all the members, just promoting everyone right away does seem like a simple way to solve it. But there are other issues that provoke some other minor problems if that approach is taken so, I still would like to see a more ehhhh...."advanced" guild hierarchy. (I know that basically just means more complicated but...meh. What's a guild if not a beaurocracy huh? Huh?!) :-) Painted Bird 08:16, 8 September 2008 (UTC)
- Just promote everyone or no-one to officer. Then nobody can screw it up. --Jette Fix GW 00:49, 22 August 2008 (UTC)
BTW guys, Guild Wars is not about guilds, it's the setting of the game, where guilds were having wars.Hasaple 00:57, 22 September 2008 (UTC)
- Wrong. It's Build Wars, and the objective is to have the best build that's intentionally broken so that it can own everyone else and throw skill completely out the window.
Moving my previous suggestion
I'm new to the site so I want one of my previous posts http://wiki.guildwars.com/wiki/ArenaNet:Guild_Wars_2_suggestions/Silver_skills to be transfered to a Guild Wars suggestion. Thanks in advance Sithicus 09:56, 22 August 2008 (UTC)
- CTRL+C, CTRL+V. Alright, I'm probably going to get yelled at for that, so I'll give you some help. Copy the text I've hidden (hit edit section to see it), hit cancel, then hit the little "+" icon by "edit" at the top of the page. Then paste. --Jette 15:29, 22 August 2008 (UTC)
/report
Anet, please for the love of god finish what you started with the report system. Its great and all but its only effective for problems that are mostly no longer even existent due to changes in game mechanics. Report for verbal abuse = useless, anet's stand is to laugh at you for not using the ignore feature. Report for leeching = Dumb, the damage is already delt to the leechers team and reporting them doesn't help them at their point, causing them to typically not bother reporting the leecher. why didn't anet just implement a system to give 1 dishonor for each min someone doesn't move, attack, or use a skill in a pvp area? Report for playing as a perma-shadowform sin and using dash to run in circles in RA making your team automatically lose and wasting everyone's time for 10 min aka being a dumb fuck/griefing/having absolutely no life and deliberately fucking up the game = DOES NOT EXIST. And of course, the second someone does something that would warrent a report they leave the district anyway, making the /report feature completely and utterly cosmetic as in order to report someone you still pretty much have to go to guilwars support and send them a screenshot.
So please anet, Add the missing reasons to the /report feature, remove the ones that are useless, actually give a shit about what people report, allow people to be reported if they;ve been in your district in the last 5 min, and fix the anti-leech protection so that it is automatic as opposed to relying on pissed off players. Zero4549 11:39, 22 August 2008 (UTC)
- If elected as a volunteer moderator, I promise to ban 150,000 accounts in my first month of service. That's one account every 17 seconds. Oh, and yeah, it'd be nice if the report system actually did something. I know a guy (and by "know" I mean "hate") a guy who's been leeching at Fort Aspenwood for, literally, six months: every time you see him in a town, he's got a hex on him. Yet nothing has been done. Banning obvious repeat leechers would be nice. On the other hand, I like leeches, they feel funny when you put them on your tongue, so maybe this is a bad idea. --Jette 15:35, 22 August 2008 (UTC)
- I'm glad that Anet does NOT use volunteer moderators. Volunteer moderators always lead to corruption and power abuse.
- I agree, volunteer moderators are in almost all cases a bad idea. The only time I've seen something like that work on a large-scale is in Anarchy Online with the ARK program, and even then everyone is screened by funcom and then they start off as being mostly powerless and must prove themselves worthy of more powers until they finally become "half-moderators". Enough power to help, not enough to hurt. That said, Anet doesn't even have real moderators, its sad. Zero4549 20:12, 25 August 2008 (UTC)
- I would rather have no moderators than player moderators which always prove to be corrupt.
- Hey now, I wouldn't be corrupt, I'd just be a total jerk. There's a huge difference. --Jette 21:52, 6 September 2008 (UTC)
- I believe the poster above Jette defines "corrupt moderators" as anyone who uses their privileges for any personal reason as opposed to using them for the good of everyone.
- Hey now, I wouldn't be corrupt, I'd just be a total jerk. There's a huge difference. --Jette 21:52, 6 September 2008 (UTC)
- I would rather have no moderators than player moderators which always prove to be corrupt.
- I agree, volunteer moderators are in almost all cases a bad idea. The only time I've seen something like that work on a large-scale is in Anarchy Online with the ARK program, and even then everyone is screened by funcom and then they start off as being mostly powerless and must prove themselves worthy of more powers until they finally become "half-moderators". Enough power to help, not enough to hurt. That said, Anet doesn't even have real moderators, its sad. Zero4549 20:12, 25 August 2008 (UTC)
Examples of this are
- Your friend insults someone else, who responds with an expletive. You report the "someone else" for bad language. Besides, you're supposed to side with your friends, right?
- Reporting everyone you see for even small violations of the EULA to make it look like you are reporting a lot of rule violations, particularly while ignoring major EULA violations. (If anyone reading this plays Tibia or used to play it you will know exactly what I mean)
- Your guild gets owned by another guild in GvG and you get a few members of the other guild temporarily suspended for "verbal abuse" when they rank you and say "GG noobs, go PvE m0ar". (It's called favoring your own guild. I know another MMO in which a player moderator's guild lost a battle against another guild and the player moderator disbanded the opposing guild before banning their leader and vice leaders)
- If someone in your guild is doing anything against the rules for a long time and you deliberately turn a blind eye.
71.174.16.18 20:23, 24 September 2008 (UTC)
guild hall
I would love to see a player used templet such as the one for makeing buildings in sim city for creating ur own guild hall add a wall hear, a tower, there some terrain creation and so on
- Me too. But there are two problems with it. First, ANet would have to implement a system for players to use such software effectively and easily. Secondly, those guild halls wouldn't be viable for PvP play because they wouldn't be "official" maps and probably wouldn't be balanced either. Though, it is a nice thought. --Jette 15:37, 22 August 2008 (UTC)
- Also, the map files and heightmaps are all in the .dat file, and I'm sure they don't want to update the game every time someone wants a pimped hall. 72.253.129.142 08:30, 23 August 2008 (UTC)
- If anything it would be cool to be able to chose where you want the NPCs in your GH. Some Halls are absolutely horrible. --Treasure Boy Talk 11:13, 24 August 2008 (UTC)
- Also, the map files and heightmaps are all in the .dat file, and I'm sure they don't want to update the game every time someone wants a pimped hall. 72.253.129.142 08:30, 23 August 2008 (UTC)
- Having user created Guild Halls would be nice, and the mechanics could easily be worked into the engine of the game, thus only accessible when online etc. Also, to stop negative impact on PvP I'd personally make the customised Guild Halls outside of the PvP areas, so there's a defined, non-destructive/non-disruptive area that players can mix and match their own Guild Halls. 000.00.00.00 05:36, 28 August 2008 (UTC)
- "could easily be worked into the engine of the game"? How much do you actually know about the engine? How many of you actually worked with Maya, 3DMax and the like? When I watched the bonus DVD that came with the nightfall collectors edition, I remember the developers had to add walls that are separate from the actual game models so it would definitely NOT be easy for any old Joe to make a map. I'm not even mentioning a whole load of storage and redistribution problems (actually I will: it would be at least hundreds of gigabytes of map data, since a lot of people would be fooling around trying to make a large starts-with-a-p thing. Anyone trying to -image that would grow old before he could play.) No, this idea is just stupid. You played too much Sims. — Poki#3 02:03, 29 August 2008 (UTC)
- Having user created Guild Halls would be nice, and the mechanics could easily be worked into the engine of the game, thus only accessible when online etc. Also, to stop negative impact on PvP I'd personally make the customised Guild Halls outside of the PvP areas, so there's a defined, non-destructive/non-disruptive area that players can mix and match their own Guild Halls. 000.00.00.00 05:36, 28 August 2008 (UTC)
Hero armor for Players
I really have to say that the hero armors are some of the most beautiful works of art currently in the game. I'd just love to wear Livia's armor on my Necro or Anton's armor on my Sin =) LunarEffect 13:05, 23 August 2008 (UTC)
- Hm. That would be nice. But I think Hero armor art should stay unique. Not just for the sake that it adds a tiny bit of diversity since so many players look exactly the same due to the lack of armor customization/variety/sufficient dye function, but also because with Hero armor art being unique, Hero armor remnants become more significant as part of the game economy. Don't get me wrong. I *hate* the current game economy. But Hero armor remnants are just a small part of it and aren't insanely priced like some other stuff, but I don't think they should go way down in price because players have less incentive to upgrade their heroes' armor because they can instead wear it themselves.
- Of course that only applies to the upgrades. If players could wear the regular, stock, core, starter Hero armor art (non-elite) I think you could do that without hurting the cost of armor remnants. Still. They probably won't add new armor sets to the game now. More likely they'll just add them to the GW2 project. I think we can expect to see new weapon art before we see any new armor sets in the existing game.
- Oh and I agree about Anton. I know beauty is in the eye of the beholder and all that, but why does Anton's armor look better than virtually every Assassin suit of elite armor? Good god they dropped the ball on the Sin elite armor, but Anton's starter armor looks awesome. I'm like. Bummed about that, and stuff. Painted Bird 15:37, 23 August 2008 (UTC)
- That would be really nice. I actually like hero armors, whereas player armors are kinda meh. I'd like to be able to wear hero armors, but I know it's not going to happen. --Jette 16:36, 23 August 2008 (UTC)
- Most of the other human hero armors are slightly changed versions of armors available for players. It would be great to have the remaining ones too. If a Prophecies end-game armor was to be added, a version of Anton's armor would be the best choice for Assassins. MithTalk 16:50, 23 August 2008 (UTC)
- I think that Hayda's Brotherhood armor should be made available considering how little variety there is in paragon armors at the moment. This is about the only paragon armor that looks different. Sadie2k 05:51, 25 August 2008 (UTC)
- Same goes for Melonni's Primeval Armor...teh awesome! =D I'd really like to wear that on my Dervish! =) LunarEffect 13:37, 25 August 2008 (UTC)
- Yeah. They already added prophecies endgame greens. May as well complete the package and put in end-game armor, too. Recycle some of the hero armor arts as player armors and wrap up a couple other loose ends, then Prophecies will just about be all settled in. Painted Bird 20:35, 8 September 2008 (UTC)
- Same goes for Melonni's Primeval Armor...teh awesome! =D I'd really like to wear that on my Dervish! =) LunarEffect 13:37, 25 August 2008 (UTC)
- I think that Hayda's Brotherhood armor should be made available considering how little variety there is in paragon armors at the moment. This is about the only paragon armor that looks different. Sadie2k 05:51, 25 August 2008 (UTC)
- Most of the other human hero armors are slightly changed versions of armors available for players. It would be great to have the remaining ones too. If a Prophecies end-game armor was to be added, a version of Anton's armor would be the best choice for Assassins. MithTalk 16:50, 23 August 2008 (UTC)
Elite Luxon and Kurzick armor for Paras/Dervs...and other armors
In NF they have Vabbian and Anchient armor for Sins and Rits and they are'nt remotly in the NF campain. Sooo....why not make it so Para's and Dervs can show thier pride by adding Elite Luxon and Kurzick armors for Paragons and Dervs. Make the para armor simaler to the Norn armor...but with out the Fur Skirt. For dervs, make it sorta like the Monument armor. And yeah. End-Game prophisies armor for all proffesions and mabye even UW armor...say Phantasmal Armor.70.121.168.43 00:34, 24 August 2008 (UTC)
- Because Nightfall war released after Factions. And you need Ecto for FoW armor already, what's the point? — Poki#3 01:20, 24 August 2008 (UTC)
Armor Stand
I'm sure I'm not the only one out there that has faced the quandary of having to store different suits on a character, or block up several storage slots with extra armor. I've taken great pride in acquiring a few suits for the character that occupies most of my time. So far, those extra armor sets are taking up 10 of the spaces in my storage. The problem here is that those are for one character. The other 8 characters I've yet to develop are either going to have to live on one suit, or the storage will contain nothing but suits I've crafted. Between the materials, the GP, and especially the dyes, I abhor the idea of salvaging one to keep another. Again, I'm positive I'm not the only one stuck with these choices.
So, now that I've whined enough, here's the suggestion. An armor stand. There are several ways I'm sure this could be accomplished. 1. add a page or two to the storage that would only hold armor, even a page that is dedicated to the character opening the chest. 2. add an "on-character" storage, only operable in an outpost (as is with skill selection) that will hold an extra suit or three for that character. 3. a Guild Hall upgrade (making this something to work towards, just like acquiring the hall/upgrades) that will hold all your extra suits.
other ideas?! plenty, but I've rambled on too much already... =) I really love working for an armor set, but the idea of having 80 slots of inventory/storage holding my ravenous appetite for different character skins makes me cringe... and might keep me from crafting new ones in the future. Thanks for reading!!
Market =)
Why not just let the monument of resilience hold your armor? I know its a bit less accessible but it sorta makes sense. I guess it still won't hold multi-profession armor pieces but I always thought they should at that to the monument anyway --Elijah 14:17, 28 August 2008 (UTC)
- Perhaps say, 10K for an extra page(s)-tab(s) in the Storage Vault that you can store only your armor pieces. (the 10k was just a suggestion as to price)MystiLefemEle 10:25, 3 September 2008 (UTC)
- Yeah I prefer just making add-ons to the Xunlai Agent for storage expansion. It's simpler to me. The only thing is the storage account is account based and armor suits are character based, so depending how they did it it might be a bit flaky or even not have adequate room. But that's only if they didn't do it right. Painted Bird 03:11, 9 September 2008 (UTC)
- Just like you do for any thing you else you store in the Xunlai Storage, ie. customized weapons. -- Room, yes, each tab is 20 slots, one could run out quickly with Armor pieces, so I guess till ANet decides to add tab for Armor Pieces, guess it is back to "Pack Mule(s)" Character(s).
or as earlier stated by Market, perhaps a Guild Hall Add-On for just that, Armor Pieces, similar in use as the Xunlai Storage. ^_^ MystiLefemEle 07:56, 9 September 2008 (UTC)
- Just like you do for any thing you else you store in the Xunlai Storage, ie. customized weapons. -- Room, yes, each tab is 20 slots, one could run out quickly with Armor pieces, so I guess till ANet decides to add tab for Armor Pieces, guess it is back to "Pack Mule(s)" Character(s).
- What I'd want is an armor box, that holds up to 5 peices of armor, and then you can name the box so you'll know which set is in each box. -- Halogod35 18:49, 16 November 2008 (UTC)
Festival hats with the Classes base armor rating
I'd really like to see this implemented. I think my Wicked Hat and my Tengu Mask would go very well with most of my armor combos. Unfortuantly they are not so good to wear while enemies are pounding in on you. Please A-Net! This would be great! =D LunarEffect 18:41, 24 August 2008 (UTC)
- Hats, snowmans and pumpkins with armor rating would surely improve the defense of us Fashion Farmers.Kali Morr 19:13, 24 August 2008 (UTC)
- Yeah sounds nice, i would like to see this implemented too :D. It could be made so festival hats guy has a crafting option, so u can get any mask that u have already unlocked for 5k+materials or something like that. --FunnyUsername 11:27, 26 August 2008 (UTC)
- Give Armor crafter an option to 'reinforce' armor, like the option to customize weapos in weapon crafters, and that option would turn the piece of armor into a maxed piece of armor with two empty upgrade slots (and a +1 Item attribute for headgear), by paying the difference (or 1k + materials) MithTalk 14:13, 26 August 2008 (UTC)
- I absolutely love the "reinforce" option! Thats a great idea! I suppose if you had low level armor, you could go to an armor merchant and ask him to reinforce it for the price of a max level armor. That way you could preserve dyes you applied to it in pre-searing and it would make the low level areas more colorful! =D LunarEffect 20:17, 26 August 2008 (UTC)
- Since there are no prestige sets that come with lesser armor, and all non-prestige sets cost 1k+materials, with 1k + materials you could 'reinforce' anything, including festival hats and collector armor. The only problem would be checking the materials. For those that can be salvaged in two materials around 100 units of the cheaper material and 10 of the more expensive would do, and for those that can't be salvaged... a lot of glittering dust. You can do almost anything with glittering dust. Another way to solve that woul be by making the price be alway 2k, regardless of materials. MithTalk 14:56, 27 August 2008 (UTC)
- I absolutely love the "reinforce" option! Thats a great idea! I suppose if you had low level armor, you could go to an armor merchant and ask him to reinforce it for the price of a max level armor. That way you could preserve dyes you applied to it in pre-searing and it would make the low level areas more colorful! =D LunarEffect 20:17, 26 August 2008 (UTC)
- Give Armor crafter an option to 'reinforce' armor, like the option to customize weapos in weapon crafters, and that option would turn the piece of armor into a maxed piece of armor with two empty upgrade slots (and a +1 Item attribute for headgear), by paying the difference (or 1k + materials) MithTalk 14:13, 26 August 2008 (UTC)
- Yeah sounds nice, i would like to see this implemented too :D. It could be made so festival hats guy has a crafting option, so u can get any mask that u have already unlocked for 5k+materials or something like that. --FunnyUsername 11:27, 26 August 2008 (UTC)
Cantha Cola
You should change the name of "Sugary Blue Drink" to "Cantha Cola". Painted Bird 20:43, 24 August 2008 (UTC)
- Why? This is dumb, please don't make suggestions for anet to waste more of its time than it already does. Zero4549 20:15, 25 August 2008 (UTC)
- Cantha Cola sounds like Coca-Cola. You know. Joke? Humor? Pop culture reference? Sounds better. Sounds funnier. This change will take thirty seconds of a single person's time and add a quick dose of silly comic relief. I bet you were pissed when they added Kilroy Stonekin to the game, too... "that's a stupid waste of time". Lots of other people got a good laugh out of it, though (I wasn't one of them but I didn't call it a 'waste of time' either), and they'll laugh at this change, too. Comedy is healing, and the game needs some healing.
- "Unidentified Sweet Blue Stuff" sounds more funny to me. MithTalk 18:05, 27 August 2008 (UTC)
- Anet has made it painfully clear that they cannot take ten seconds to change something simple. See Golden Gates, read the part about the doors. ~Shard 00:02, 28 August 2008 (UTC)
- "Unidentified Sweet Blue Stuff" sounds more funny to me. MithTalk 18:05, 27 August 2008 (UTC)
- Also the bug in THK that makes the ballista shoot the floor infront of you and damage the player instead of hitting the craters like they used to. Anyway. This isn't a fix, it's just a goofy little change to make some people laugh. I can live without it, as a lot of people can. But it'd be worth the measly ten seconds it takes to make the change. Quick fun updates are just as worthy of a post as big important ones. They should still fix Gates and THK. But we may as well get a laugh while we're waiting for them to do the big stuff. -Painted Bird
- Painted I'm sorry but that logic fails horribly. This is Anet we're talking about. They make one update and don't touch the game for 6 months. We really can't afford for that update to be changing the name of a fairly useless item. Zero4549 23:01, 29 August 2008 (UTC)
- At what point did I say this deserves its own special update? They can just roll this in along with a bundle of other updates. It's nothing more than putting a sticker on the cargo crate before you ship it off. And don't talk to me about logic, whoever said comedy was supposed to be logical? :-P Painted Bird 20:28, 8 September 2008 (UTC)
- by that logic, they could just slap a few long needed fixes into the next fairly pointless update as well. The problem of course is that ANET CANT BE BOTHERED TO ACTUALLY UPDATE ANYTHING. In the rare event they release an update it contains a very very small fraction of the changes that SHOULD be made. something as dumb as changing the name of some consumable is not worth losing one of those precious few fixes we do get. but hey, of you don't do logic thats fine with me.
- <illogical version of reply> cola will eat brains of mursaat and cause a zombie invasion that will destroy the storage chests. I value storage chests more than cola so lets not make this change. Zero4549 08:39, 21 September 2008 (UTC)
- Sugary Blue Drinks seem to be based on ramune, a Japanese soft drink, which is thematically appropriate. -- Gordon Ecker 09:32, 21 September 2008 (UTC)
Show what buffs/debuffs are on the selcted target
I think it should be possible to see what the buffs/debuffs a target has on him/her and in what order they are in. Apparently heroes/henches AI know what spells are on a certain target, take Tainted Flesh for example. A real player can't say for certain if an ally has Tainted Flesh on him/her or not, but a hero can, thus making heros far more used for such builds in HA/GvG, than acctual players. --Treasure Boy Talk 21:42, 24 August 2008 (UTC)
- Well. They *do* already show a lot of things like conditions, presence of degen, sin chain progress, and the presence of enchantments and weapon spells. There's already a lot of information on your target's bar when suffering/buffed in certain ways. I don't know if they would really want/need to put in a whole lot of specifics. It'd clutter up the interface a lot. I don't think you should be able to see what enchantments and what order they are in on your enemies, since that would kill the initiative thing. But having the option of seeing little effect icons appear on your allies when you target them would be nice, I guess. When you open the hero windows, you can already see all the effects on them, so if you target an ally, having all those icons show up over their health bar might be a nice feature. Guess we'll have to see. -Painted Bird
This might have been suggested before (most likely), but im going to address it anyway. Reason is to make it easier for Party members to put Death Nova and/or Tainted Flesh/Jagged Bones on a minion. In addition to the above suggestion, a hero has a much easier time accomplishing this thus making a hero much more suited for this than a real player. A player has to carefully select a minion "on the screen" and therefore wastes precious time. Another reason is because minions don't even show when using Alt button. --Treasure Boy Talk 21:42, 24 August 2008 (UTC)
- /Agreed =) LunarEffect 23:55, 24 August 2008 (UTC)
- ^What he said. — DarKNeSS (Contribs) 08:21, 26 August 2008 (UTC)
- But make it hideable. It'd be an unnecessary 10 entry on a frontline warrior's party window. Otherwise, /agree. gelei 15:04, 26 August 2008 (UTC)
- Yes, what i had in mind was to put them in Ally for party members, and make a brand new menu for the user, called Minions. --Treasure Boy Talk 20:56, 26 August 2008 (UTC)
- I agree as well. I think it should be like the Ranger's Pet window, where the MM *controlling* the minions can see them. That would make it harder for another person to target your minions and buff them instead of their own, but people usually don't do that anyway, do they? It should definitely be hidable no matter how they do it. But I do agree. This would make Minion bombing much more viable for use by a live player. -Painted Bird
- This is one of the features I want to know why Arenanet didn't put in from day dot. /agree! I would actually like to be able to play a MM as intended. 000.00.00.00 05:33, 28 August 2008 (UTC)
- I agree as well. I think it should be like the Ranger's Pet window, where the MM *controlling* the minions can see them. That would make it harder for another person to target your minions and buff them instead of their own, but people usually don't do that anyway, do they? It should definitely be hidable no matter how they do it. But I do agree. This would make Minion bombing much more viable for use by a live player. -Painted Bird
- Yes, what i had in mind was to put them in Ally for party members, and make a brand new menu for the user, called Minions. --Treasure Boy Talk 20:56, 26 August 2008 (UTC)
- But make it hideable. It'd be an unnecessary 10 entry on a frontline warrior's party window. Otherwise, /agree. gelei 15:04, 26 August 2008 (UTC)
- ^What he said. — DarKNeSS (Contribs) 08:21, 26 August 2008 (UTC)
Main/Character Select Screen Appearance
The Character Select screen and Main screen(logon page+events)Background if it can toggle to the appearance and music that fits you.Like the Prophecies theme,Nightfall theme,Eye of the North themeHow the current theme is Eye of the North.If it can switch the background,music,etc.When it toggles between the appearances,The reason is some people may favor other campaigns over others.It sounds like a lot of work,but It will be an amazing benefit.I'm pretty sure this was a post before,but I was unable to find it. Good Idea? --The preceding unsigned comment was added by User:Kurtck1395 (talk).
- I agree. Would probably be a lot of work just to do something 'cosmetic', but I've wished I could change it like this ever since Nightfall, and especially after EotN because I HATE the music at the load screen. And I'm sure even people who like it are probably getting sick of it by now. They could make it locally cached content, and let you modify your shortcut extention to choose which theme is used. Or something like that at least. I also wish they would take the music scores from Pre-Searing and let them play in other places in the game. Like the Charr homelands, for example... -Painted Bird
- Yeah, this is another thing I've wanted for a very long time. I love GW:EN and all its music, but honestly, it's been a year now. Call me nostalgic, but I actually miss the Prophecies score. As for the music locations, though, that's actually possible if you have the music from DirectSong. They have a text file that lists the locations and the tracks it plays for them. You can edit them yourself. I don't know if you can do it without the purchased music, though. --RoyHarmon 04:17, 1 September 2008 (UTC)
I think its a great suggestion, I'm all for it-I love the Factions login theme and music a lot...but honestly, I think Anet is too busy to really bother with something as minor as this :( Swordfish56 11:59, 8 September 2008 (UTC)
- Bah humbug at them being busy :-P. If I had to choose between this and M.O.X., I'd go with the login screen change. Since the login screen is selected before you actually login to your account, they'd have to tie it to a shortcut extension or something like that instead of putting it in the game interface.
- Better yet: They should make one huge area with all four themes in it, and when you select one theme, the camera pans over to that part of the instance and starts playing the appropriate music score. Then they just "teleport" your character over to the appropriate pedestal. That's how I would do it. Painted Bird 20:24, 8 September 2008 (UTC)
- I agree, it would be a great feature, even though I have only seen the Nightfall screen once and then it was EoTN. Thoguh, it should be fairly easy; all of the content already exists in the gw.dat. --Metaltailz 00:06, 12 October 2008 (UTC)
- Login screens are replaced in the GW, not added. MithTalk 10:58, 12 October 2008 (UTC)
- Still exists on the old CD files, though. You'd have to go .dat-digging before running the game, since it would patch itself to EotN, but if you were willing to uninstall and look for it, it'd be there. --Jette 11:28, 12 October 2008 (UTC)
- Login screens are replaced in the GW, not added. MithTalk 10:58, 12 October 2008 (UTC)
Raise in Allegiance Faction Caps by Allegiance Rank
A raise to the limit of 10,000 faction for Luxon/Kurzick based on the corresponding rank would be really nice and a great reward for the (many) players who love AB to death. Something like a mere 1,000 faction for each rank 1-5, 2,000 for 5-10, 3,000 for 11 and 12 would be really great. I mean balth already can raise cap, so it can't be THAT hard to implement. That way AB lovers can have to dump less often and also feel they get a little more than just a title if they don't use the PvE skills. Julian 02:02, 25 August 2008 (UTC)
New PvP Battlegrounds!
It would be nice if there was a large scale battleground that just featured 20 vs 20. This would be formatted similarly like the other pvp options, with four people on each team for a total of five teams. The objective would be to score "X" number of points by killing members of the opposing party. There should also be certain tactical points in this map such as mountains and hills for rangers to climb up or rocks for casters to hide behind...etc. Each kill in this arena yields one point for your respected team. To make room for this, the developers could add another set of PvP outposts in the Battle Isles titled "Random Battlegrounds" and "Team Battlegrounds". Comments and suggestions are welcome.--Lancy1214 14:25, 25 August 2008 (UTC)
--- I think this idea would be AWESOME!!!! -market- ---
- I don't think this will be set in motion, since ANet already plans something like this for GW2 — DarKNeSS (Contribs) 08:19, 26 August 2008 (UTC)
- So it would basically be like Alliance Battles only without the NPC's and shrines? Hm. Does sound kinda nice. Would be a pretty big undertaking, though. They'd have to make the maps a little smaller than AB's, and making them interesting so it seems less like a massive build vs build slug match would be a little tough, but doable I say. If they're already working on it for GW2, though, they'll probably want to just leave it there to encourage people to get the sequel. I guess what I'm saying is: D) all of the above. It's a fun idea, but it'll probably only show up in GW2, not GW1. But you never know. -Painted Bird
- I think that they should also hide opposing characters on the compass, just to make it a challenge. This means that Minion Makers actually have to have some skill before getting their massive army and using the minimap to find another mob. The same goes for nukers. It goes hand in hand with Lancy's comment, as it would be pretty pointless for a caster to find a rock to hide behind if you can just look at the compass and charge right in. It would also encourage people to actually be good, as (taking my ele's build for an example) I require 4.5 seconds to be ready for battle, which is easy enough if I stop and say there's a large group their, I'll stop and cast my enchants now. However, if I can't see the large group, I must always be wary. 88.104.123.235 11:17, 28 August 2008 (UTC)
- I like your idea alot about having the minimap hidden during combat in this battleground(Or maybe have a minimap but just show location of your allies, not your enemies as well). I don't think it's possible but also having the control feature and shift feature disabled for this battleground would prevent people from finding your tactical positions as quickly. I'm glad some of you enjoy the idea and even though this is probably too late in development, it would be really cool to have an arena like this. If the minimap is to be disabled during this battleground, smaller maps would be appropriate.--Lancy1214 17:58, 28 August 2008 (UTC)
- I think that they should also hide opposing characters on the compass, just to make it a challenge. This means that Minion Makers actually have to have some skill before getting their massive army and using the minimap to find another mob. The same goes for nukers. It goes hand in hand with Lancy's comment, as it would be pretty pointless for a caster to find a rock to hide behind if you can just look at the compass and charge right in. It would also encourage people to actually be good, as (taking my ele's build for an example) I require 4.5 seconds to be ready for battle, which is easy enough if I stop and say there's a large group their, I'll stop and cast my enchants now. However, if I can't see the large group, I must always be wary. 88.104.123.235 11:17, 28 August 2008 (UTC)
- So it would basically be like Alliance Battles only without the NPC's and shrines? Hm. Does sound kinda nice. Would be a pretty big undertaking, though. They'd have to make the maps a little smaller than AB's, and making them interesting so it seems less like a massive build vs build slug match would be a little tough, but doable I say. If they're already working on it for GW2, though, they'll probably want to just leave it there to encourage people to get the sequel. I guess what I'm saying is: D) all of the above. It's a fun idea, but it'll probably only show up in GW2, not GW1. But you never know. -Painted Bird
Agreed How about a 4 GVG in the Wizard's Tower similar to the 16 player battle mission in Factions? Throw in Galrath's bandits and Verata's cult and you got a REAL party!! -Saul D'Alessio
Urgoz and The Deep upgrades
Since factions got Dervish and Paragon endgame items and i have seen and heard of Zodiac shields with Command and Motivation attribute. They should add Zodiac Spears and Scythe to Urgoz and The Deep and even a focus for all caster. It would be a nice addition to the game and it motivates people to play Urgoz and The Deep and get some new stuff. This would be fair since Derv and Para can get endgame items for there profession in factions. Maybe this has been suggested many times but i could not resist to post. Cult Mephisto
- Good suggestion. — ? Eloc ? 01:08, 26 August 2008 (UTC)
- that's because noone goes to Urgoz with PUG. Everyone goes with guild/alliance. Teams are formed using the chat and standing in Urgoz' outpost takes only a few seconds gelei 15:05, 26 August 2008 (UTC)
- This'd be a nice addition. Zodiac items are a very pretty and high-demand skin. Adding Zodiac Scythe and Zodiac Spear items would be a welcome addition for those who want them. Hell. Why not add a Zodiac Armor set and make it cost Ecto, Shards, Jade, and Amber? Or maybe just a Zodiac headpiece at least? Then make Shards and Ecto drop in Urgoz Warren and The Deep? *shrug* Heck I think it'd be kinda cool. For those who want it anyway. -Painted Bird
Agreed. Maybe Warden Armor too?-Saul D'Alessio
- Why stop there? All sets with 6 or more different weapons should be completed for the whole complement: Sword, Axe, Hammer, 1..4 shields, 1..2 bows, daggers, scythe, spear, wand, stave and focus. Don't you like when things are complete? For example. Nightmare spears and scythes should drop from afflicted as 'plagueborn' weapons, since they look so much the same MithTalk 15:45, 14 October 2008 (UTC)
Heroes sense of energy
Hi there.
Recently we've had several updates to 'improve' heroes AI, I have some suggestions to improve it.
1: give heroes a sense of energy, now they don't adapt to the amount of energy they got, they just stop using skills when they're out of energy. Also, Boon Signet and Defender's Zeal are not used for energy at all. the only reason heroes use boon signet is for the heal. When they have nothing to do (because they are out of energy) they just wait for the natural regen instead of using boon signet for some quick energy.
2: heroes still use and cancel res signet and tainted flesh rapidly when they are on guard and flagged. (this was claimed to be fixed)
Pulpulpullie 19:49, 26 August 2008 (UTC)
- They rapidly act/cancel a lot more than that. Especially if you flag them, aggro the enemies and hold aggro, then unflag them so they come join you. They literally burn through all their energy until they hit zero. It's pretty ridiculous. I've noticed what you mean about signet usage in general for heroes, too. You should see how stupid they get when you put Antidote Signet on their skillbar. Dazed is the only condition on them and they're trying to cast a meteor shower because they only want to use it to remove poison, disease, or blindness. Heroes are just plain too stupid to use a lot of good builds. You really have to pamper their AI and watch them like a hawk to come up with a good build for them. I have never in my life seen Dunkoro activate Signet of Rejuvenation, even on an attacking/casting ally, all because he doesn't get a Divine Favor bonus from a signet. Apparently it's better to not heal at all than it is to heal for 75 health without getting the 48 from Divine Favor. I just said the hell with it and always take a battery. Then outfit the heroes with spells only since they actually use them. Gives me less headaches. -Painted Bird
Weapon sets
When you create a new character, it always begin with 2/4 weapon sets. Why is it still that way? When you create a new PvP-character you ALWAYS have to set Weapon Sets to 4. Set the amount to 4 when you create the character, atleast if its a PvP-character. I'm sick of having to fix weapon sets every time i make a new PvP-char. --Treasure Boy Talk 13:14, 27 August 2008 (UTC)
- Take 3 seconds and fix it yourself. Anet can't be bothered to fix real problems most of the time, don't try to get them to fix problems that don't even exist too. Zero4549 23:04, 29 August 2008 (UTC)
- Yeah, this suggestion is kind of nonsense. gelei 09:17, 31 August 2008 (UTC)
Single World Map
I would love to have one full world map, instead of travelling to Kamadan and then travelling into the vortex for a skill and then travelling back and taking the boat to Lion's Arch. Why do you ask is this such a problem? Well, because my computer is rather slow, and I don't like waiting.
- An easier to implement solution would be to add a "favorite outposts" list that players can access/manipulate on the map. It's even more annoying when you have to go from the guild hall to toa with your group of 8 and have to break up to do so. ~Shard 00:03, 28 August 2008 (UTC)
- I like Shard's approach. They could do it kind of like the Friend's list where you open it up and type in the name of the outpost to add to favorites. Or just make a dropdown that shows up in towns/outposts, and have the list cascade like this:
- Tyria
- Outpost1
- Outpost2
- Outpost3...etc
- Cantha
- Outpost1
- Outpost2
- Outpost3...etc
- Elona
- Outpost1
- Outpost2
- Outpost3...etc
- The North
- Outpost1
- Outpost2
- Outpost3...etc
- Think along the lines of a cross between the existing district selection dropdown and the Party Search window. You have four tabs, one for each campaign, and when you open one, it drops down a list of outposts and towns for that campaign, you select one, and then it opens up the Map Travel window, which you use to select the district and continent and all that. Something along those lines would be a nice little bit of convenience. Might be a lot of work to put together, though. They could at least put this on their to-do list for GW2 :D -Painted Bird
- An even better solution would be a button, like the Dungeon Map button, that would toggle the map to a map of a different continent... — Poki#3 02:11, 29 August 2008 (UTC)
- That could use the current boat icon, since it would be replacing its function. 24.179.144.91 02:29, 29 August 2008 (UTC)
- Exactly. There is NO need to make new maps and such. Just change the functionality of the icons:
- Boat: Shows the map of any of the other regions.
- Asura Gate: Shows the map of Tyria focused on the northern part.
- Vortex: If you are in Elona, shows Torment map, if you are in torment, shows Elonian map.
- That would be more than enough: show the map before traveling. Choose the outposts without having to go to towns. MithTalk 13:39, 29 August 2008 (UTC)
- Yes, sounds good. -- Alaris 14:16, 29 August 2008 (UTC)
- A simple drop down thing next to the district list would be fine. Lists the towns you've added, and at the bottom "Add this town to favorites." ~Shard 09:16, 1 September 2008 (UTC)
- I was thinking a simple '/maptravel <Town/outpost name>' and it shall zone you. Also it could say things like 'The town/outpost does not exist.' or 'You have not yet reached this town/outpost'. Also perhaps a 'Did you mean ...' (The latter may be tough to program, well they all maybe idk) But thats just my thoughts.' Lt Death 20:49, 4 September 2008 (UTC)
- A simple drop down thing next to the district list would be fine. Lists the towns you've added, and at the bottom "Add this town to favorites." ~Shard 09:16, 1 September 2008 (UTC)
- Yes, sounds good. -- Alaris 14:16, 29 August 2008 (UTC)
- Exactly. There is NO need to make new maps and such. Just change the functionality of the icons:
- That could use the current boat icon, since it would be replacing its function. 24.179.144.91 02:29, 29 August 2008 (UTC)
- An even better solution would be a button, like the Dungeon Map button, that would toggle the map to a map of a different continent... — Poki#3 02:11, 29 August 2008 (UTC)
Exactly. There is NO need to make new maps and such. Just change the functionality of the icons:
* Boat: Shows the map of any of the other regions. * Asura Gate: Shows the map of Tyria focused on the northern part. * Vortex: If you are in Elona, shows Torment map, if you are in torment, shows Elonian map.
That would be more than enough: show the map before traveling. Choose the outposts without having to go to towns.
THIS is the thing I was looking for, great idea.
storage of mini pets
i have a suggestion as we have festival hat storage can another merchant be added to add mini storage to help with storage concerns and maybe weapon storage as well to make it easier to transfer from one character to another
- Hats are not sell-able, the others you mentioned are. Having this type of merchant/storage would completely devalue the items in question.Please think through your suggestion fully before just popping it on this page, as the amount of VERY shortsighted suggestions are staggering. -- Salome 00:14, 28 August 2008 (UTC)
- Minipets are worthless to a merchant, and over-priced between players (a lot of them are anyway, okay just some of them). However, the festival hat NPC basically is like an infinite storage agent (and duplicator) for hats. Having one of them for Minis would still be a bad idea. Having a minipet storage page as an optional upgrade to the Xunlai chest would be a better approach. Crafting materials are already tradeable between players, as well as sellable to merchants and material traders, yet those have a dedicated page where you can store up to 1 full stack of each. Having a similar page where you can store one of each kind of minipet would be a fair add-on. Minipets still can't be sold to merchants and it's not like having a place to put them would flood the market. Only real problem would be putting in the new slots every year, but since they add new minis every year, they may as well add a place for them too, while they're at it. One of each, anyway. Not sure you want someone like me having a full 250 stack of mini moa commandos. -Painted Bird
- Simple solution at moment would be to use a "Pack-Mule" Character, each character can hold 45 pets. ^_^ MystiLefemEle 08:02, 9 September 2008 (UTC)
- I'm surprised this suggestion wasn't about a storage addition, like crafting materials storage but for minipets. -Auron 08:11, 9 September 2008 (UTC)
- Simple solution at moment would be to use a "Pack-Mule" Character, each character can hold 45 pets. ^_^ MystiLefemEle 08:02, 9 September 2008 (UTC)
- Sure you can do it for crafting material overflow as well as festive item storage too. ^_- MystiLefemEle 04:30, 10 September 2008 (UTC)
- As I always say. More room to store won't solve anything. So the solution is UNLOCKING. So add to each Festival Town city a "Toy Maker" (Mahk would be used in Kamadan) that takes away Dedicated miniatures and then can make Customized copies of them. That is, you have a Dedicated miniature, you talk to him, you select 'Give away Miniature X' and you LOSE the miniature forever, but, in exchange, you can make customized copies that can't be dedicated, sold, traded, dropped, etc for a small fee. MithTalk 13:55, 10 September 2008 (UTC)
- Unlocking is a different implementation of storage. Anyway you increase storage, via unlocks or increased storage space or even via HoM, you have to create a few more things in the game: (1) the UI to deal with all that, including added NPCs where applicable, (2) extra server space to keep the information, multiplied by the number of accounts, and (3) code to manage all that. ANet has to consider the costs and limited benefits (GW2 is coming afterall)... -- Alaris 14:40, 10 September 2008 (UTC)
- As I always say. More room to store won't solve anything. So the solution is UNLOCKING. So add to each Festival Town city a "Toy Maker" (Mahk would be used in Kamadan) that takes away Dedicated miniatures and then can make Customized copies of them. That is, you have a Dedicated miniature, you talk to him, you select 'Give away Miniature X' and you LOSE the miniature forever, but, in exchange, you can make customized copies that can't be dedicated, sold, traded, dropped, etc for a small fee. MithTalk 13:55, 10 September 2008 (UTC)
- Not much really. Just an NPC with the dialogs:
- Give a Miniature.
- Make a Miniature.
- 1st Birthday Miniatures.
- 2st Birthday Miniatures.
- 3rd Birthday Miniatures.
- Special Miniatures (CE and promotional ones)
- Other Miniatures (In-game reward miniatures: Ghostly Hero, Mallyx, etc)
- Space to save them? Hm... if you just make it allow not dedicated instead of dedicated... then it could be the Monument itself. So either dedicating the miniature in the HoM or giving the non-dedicated miniature to the Toy maker would be 'almost' the same. The difference would be that if you don't have a character with a Monument of Devotion activated (with the Monumental Tapestry) the miniatures won't appear there and won't count for GW2 bonuses, but they would still be saved and would be shown in the Toy Maker, and in the monument once you add the Tapestry (for what you will need EotN, of course). That way we use the same space for both things. And that won't be much of a change since the Monument of Devotion is becoming account-wide, so the "Do not show until the monument is active" would be used already.
- Basically, you'll be able to make a Customized copy of any Miniature unlocked (Dedicated to the Monument or at the Toy Maker) in the account. MithTalk 18:09, 10 September 2008 (UTC)
- Not much really. Just an NPC with the dialogs:
Asuran Gate in the Battle Isles
This is a small idea, but one that would make travel from Guild halls to the Eye of the North areas much easier for everyone. Simply add an Asuran gate to the Battle Isles. As it is, if a party of 8 is formed in the Guild hall, the only choice they have is to map to Kaineng Center and use the Asuran gate there. If any member of the party does not have Factions, this is not possible. The only other alternatives are to map in portions, or separately and meet in some city in the North. I don't believe it would take that much time or effort on the part of the developers to add this functionality to the Battle Isles map, and I think it would be much used, and appreciated by all who play. -- Wyn 01:29, 28 August 2008 (UTC)
- Agreed, it would be a great help for those who don't own all chapters. But ArenaNet wants people to have all, so I'm afraid this could be an ignored idea. We'll see... gelei 05:23, 28 August 2008 (UTC)
- Umm.. what idea here has NOT been ignored? I have seen loads of good suggestions here but i don't see any of them in the game.... :/ --Treasure Boy Talk 19:35, 28 August 2008 (UTC)
Extend the Weekend Specials to Include Friday
The weekend specials usually start 12:00 Friday Pacific time thru Sunday. However there's a great many countries that don't have Saturday-Sunday weekends. In the Middle East, and perhaps elsewhere, there's quite a few countries that have Friday-Saturday weekends, for which I'm suggesting the weekend specials be extended to include Fridays. Please note that the current start time on Fridays translates to about midnight in the ME so the specials are not available for half the weekend. There are also a few countries in the region that still have Thursday-Friday weekends, for which the extension to include Fridays would help them as well. Mel 04:13, 29 August 2008 (UTC)
- I like this idea, perhaps the start time for Friday to be either 00:01(one minute after midnight) or say 0100hrs Friday (1 am)MystiLefemEle 10:58, 3 September 2008 (UTC)
1v1v1v1 or 2v2v2v2
a new idea to have many team of ppl able to fight each other like small scrims in a guild hall or a new arena. i think it would be fun to 1v1v1 or as many as ppl want to vs in teams
- Way to many noobs would gank because they would not know what else to do. Also very little builds would be usable for this small teams. Although I would like to be able to play pvp with 2 players (maybe 8v8 with 6 heroes? :P). Pulpulpullie 23:01, 29 August 2008 (UTC)
- 1on1 and 2on2 are impossible to balance, unless all players get random skills (i.e. Sealed Deck). — Poki#3 23:29, 29 August 2008 (UTC)
the idea is for fun and mabye evewn 8v8v8
- No way, that would lead to degenerate spike/gank builds. Also, this is Build Wars, not a Heroes of Might and Magic-style free for all.
7 Heroes in PvE
As a followup to the previous 6 sections of discussion, this needs to be implemented. 69.196.151.181 23:25, 29 August 2008 (UTC)
- I won't play 'till it is. :P Maybe like a week before GW2 comes just so I can tidy it up, but really... ze game, she is boring with Mhenlo. Vael Victus 01:28, 30 August 2008 (UTC)
- Absloluetly agreed. Henchmen are useless. Remove hero cap gelei 09:20, 31 August 2008 (UTC)
- Agreed. Allowing up to seven heroes in your party would be great. In the harder areas of PvE, it can be almost impossible to find a party. Going H+H works sometimes, but the henchmen are useless compared to Heroes. Twisties34
- Disagree. Allowing a full party of heroes just gives each player one more reason not to play with others. Sure it'd be nice for the places where there aren't enough people to form a party, but lifting the hero cap will make even more places where you can't find a party because everyone's just heroing all the time. Besides, you can Hero/Hench every mission/dungeon in every campaign and get master's if you know the areas. This would just make it easier to do it, but also make solo play dominate the game even more. Massive Online Single Player...yay :-/ Painted Bird 22:06, 9 September 2008 (UTC)
- I agree, More Heros available to your party is excellent idea, especially times that either you defer to play alone or friends/guildies are not available. I for one tend to play less in PUGs, mainly due to their impatience, etc. YMMV MystiLefemEle 13:32, 5 October 2008 (UTC)
- I agree with Painted Bird. It is easily possible to complete all quests/missions/areas/dungeons (except the elite areas and some hard mode areas) with heroes and henchmen. You just need to do your research before hand. Look at the monsters you're going to be facing, look at the skills they use. Then select the most appropriate henchmen and heroes, then create builds for you and your heroes that can counter the enemies. If you expect to complete everything with heroes and hench using the same old build(s) for everything then you missunderstand the game.- TheRave (talk) 13:38, 5 October 2008 (UTC)
- I agree, More Heros available to your party is excellent idea, especially times that either you defer to play alone or friends/guildies are not available. I for one tend to play less in PUGs, mainly due to their impatience, etc. YMMV MystiLefemEle 13:32, 5 October 2008 (UTC)
- Disagree. Allowing a full party of heroes just gives each player one more reason not to play with others. Sure it'd be nice for the places where there aren't enough people to form a party, but lifting the hero cap will make even more places where you can't find a party because everyone's just heroing all the time. Besides, you can Hero/Hench every mission/dungeon in every campaign and get master's if you know the areas. This would just make it easier to do it, but also make solo play dominate the game even more. Massive Online Single Player...yay :-/ Painted Bird 22:06, 9 September 2008 (UTC)
- Agreed. Allowing up to seven heroes in your party would be great. In the harder areas of PvE, it can be almost impossible to find a party. Going H+H works sometimes, but the henchmen are useless compared to Heroes. Twisties34
- Absloluetly agreed. Henchmen are useless. Remove hero cap gelei 09:20, 31 August 2008 (UTC)
Guild Wars is BORING
No noteworthy PvE updates in years, only about 15% of the skills are worth using, and a lot of areas take a long time to complete. Most people do not have 3-4 hours to clear an area. What was Anet thinking when they made elite areas take that long?
How to fix Guild Wars------
- Make all the skills useful and cut down on recharge time. Unless a skill would be imbalanced without a recharge, it should NOT have a recharge time. This means no recharge for fireball, for instance.
- Make a lot of short 5-10 minute missions instead of a few 45 minute missions. Again, people have lives.
- Regular PvE updates are a must. PvP balancing is a failed waste of effort for 3 years running and you know it.
- Pay attention to suggestions or people won't pay you and won't buy more chapters.
- More repeatable quests with repeatable rewards.
- Remove the requirement for teams! The places with the most trouble finding teams are in the first 2 chapters and those chapters don't receive heroes. Henchmen are often useless, particularly in the first chapter.
- Update henchmen builds, particularly in the first chapter. I would like to see them using builds from PvX Wiki instead of the pre-searing builds they have.
- Make the game balanced for all professions in all area. It will take a LOT of work and dedication. When I purchased the first 2 chapters of Guild Wars I expected a well-done professional job, which is something I have YET TO SEE from Anet. People expect some effort. If you spent 10 minutes throwing together a skill balance, you obviously need to spend more effort.
- Do a professional job and fix bugs as a priority. In alliance battles today, I received damage from Flashing Blades....and I was wielding a bow.
--The preceding unsigned comment was added by User:72.71.215.11 (talk).
- Do you have any idea how easily a boss could tear through a party if it could spam fireballs every 1.75 seconds? -- Gordon Ecker 05:38, 30 August 2008 (UTC)
- Yes, especially when the monk can spam WoH every 1.5 seconds(3/4 cast + 3/4 after cast). Oh, and people who aren't bad will notice that fireball is AoE and not mob up. There are good tactics for countering spammable fireball even with half cast. Let's see.... interrupt spam, daze, diversion, ..... --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- I'd say more 15% are useless. If you can't find a use for 4/5 of the skills in GW, that's definitely your problem and not ANet's. Now, what were they thinking? Still, to this day, no idea. 10,000 minutes of your life, NOT using an autoclicker, so you can get a literally worthless title. I've said it before; it seems more like they're trying to own us than make it an enjoyable time. I can only hope they fired the designer (or he quit) who told them 10,000 minutes of anything on any game ever was worth anything. :/ Vael Victus 14:02, 30 August 2008 (UTC)
- I'm not saying that the other 85% of skills are useless, I'm saying that they aren't good enough to be worth using. Usually they have similar skills that are better, so they end up being overshadowed(Double Dragon vs. Searing Flames, Toxic Chill vs. Icy Veins, Power Shot vs Keen Arrow, etc.) --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- Hah wow. That's crazy. There's like no reason at all to use power shot. That's almost embarrassing... Vael Victus 13:48, 31 August 2008 (UTC)
- I'm not saying that the other 85% of skills are useless, I'm saying that they aren't good enough to be worth using. Usually they have similar skills that are better, so they end up being overshadowed(Double Dragon vs. Searing Flames, Toxic Chill vs. Icy Veins, Power Shot vs Keen Arrow, etc.) --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- I'd say more 15% are useless. If you can't find a use for 4/5 of the skills in GW, that's definitely your problem and not ANet's. Now, what were they thinking? Still, to this day, no idea. 10,000 minutes of your life, NOT using an autoclicker, so you can get a literally worthless title. I've said it before; it seems more like they're trying to own us than make it an enjoyable time. I can only hope they fired the designer (or he quit) who told them 10,000 minutes of anything on any game ever was worth anything. :/ Vael Victus 14:02, 30 August 2008 (UTC)
- Yes, especially when the monk can spam WoH every 1.5 seconds(3/4 cast + 3/4 after cast). Oh, and people who aren't bad will notice that fireball is AoE and not mob up. There are good tactics for countering spammable fireball even with half cast. Let's see.... interrupt spam, daze, diversion, ..... --The preceding unsigned comment was added by User:72.71.215.11 (talk).
lol he want gw to be more like wow with no skillrecharge and repeatable quests, he don't khnow what pvp or balance is, lol no recharge would kill any balance there ever was. he want them to even look at the suggestions that are most of them awful and redicilous like gnomes that deliver items running around and centaur race and terrible fanservice. if u had a life u wouldnt even sit here and write that down u little loser. flashing blades do take damage on people who attack with bows it isnt even a bug its on purpose, read the description. people like you should continue to cut yourself and stay with your level 70 gnomes on wow,people like you are the reason arenanet doesn't eeven look at these pages anymore as you know a shit about the game and only care about doing pve when it's a pvp game. --The preceding unsigned comment was added by User:217.211.76.109 (talk).
- (Edit conflict) I'm in a bad mood, so let me start pointing out the faults in your thinking anon:
- If you don't want to unbalance skills, then everything is fine as it is. Recharge time is one of 3 very fundamental balancing numbers. You might just as well say that skills shouldn't have casting times or energy costs.
- If you only have 10 minutes to spare, just turn on Solitaire. Elite areas are just that: Elite areas. They're not easy, and not short, they require commitment. GW has things you can do relatively quickly (quests, most missions) and things you need more time to do (Vanquishing, elite missions).
- Since GW now has a few people dedicated only to it, we might see them more often. We're getting M.O.X. on the 4th, and something hopefully bigger at the begging of next year. Oh, and skill balances each month.
- There won't be any more chapters...
- Repeatable quests are mostly farming fodder. You can do normal and elite missions, dungeons...
- What do you want Anet to do here? Make the whole game scale with difficulty based on the number of party members? That's stupid. The whole normal mode, excluding some optional quests and bonuses, can be done solo with henchmen.
- User_talk:Linsey_Murdock#Could_Prophecies_henchmen_get_a_skillbar_update.3F. "The idea had occurred to me. We'll see. - Linsey 00:10, 28 August 2008 (UTC)". And congratulations on using PvXWiki as a source of inspiration for henchmen builds, that made me laugh ^^
- Again, What to you want here? The game is balanced for all professions more of less. The problem is the gaming community that makes builds and makes a sort of "metagame" for some regions that doesn't permit certain professions into their build idea.
- Flashing Blades deals damage back to the attacker. The attacker does not have to be adjacent. Read skill descriptions better please.
- That's all folks. — Poki#3 15:20, 30 August 2008 (UTC)
- If Aiane wrote some articles about the pve-meta-games phenomenon I would be glad to read them. Yseron - 86.209.64.49 21:52, 30 August 2008 (UTC)
- No noteworthy PvE updates in years, only about 15% of the skills are worth using. <-true, thats because anet balanced everything around gvg for the first 3 years
- Lot of areas take a long time to complete. Most people do not have 3-4 hours to clear an area. <-thats right
- Make all the skills useful and cut down on recharge time. Unless a skill would be imbalanced without a recharge, it should NOT have a recharge time. This means no recharge for fireball, for instance. <-recharge of the most skills is way too high, energy should be the limiting factor in pve
- Regular PvE updates are a must. PvP balancing is a failed waste of effort for 3 years running and you know it. <-agreed. 87.189.249.176 11:21, 31 August 2008 (UTC)
- We have a saying in Spain: "Retreating enemy: Silver bridge". It means that if someone you don't want to be near you leaves around you, let them leave and even ease their departure. Don't like the game? Don't play. Leave and wait for GW2, then buy GW2 and all possible future chapters and expansions. MithTalk 17:27, 31 August 2008 (UTC)
- Well that's a pretty bullshit saying. Don't like the president? Leave the country. Ridiculous. Vael Victus 20:00, 31 August 2008 (UTC)
- So in Spain you think that ANet's failure is allowable so long as you ease the passage of everyone who leaves? -- Armond Warblade 21:54, 31 August 2008 (UTC)
- Nope. It's more like "Don't like the president? Don't bother about him when he's no longer president". No, what I say is that since there is no real failure, only a lot of people that like to say quite a lot of nonsese because they want a a free WoW, we should not bother about those that leave and focus at those that stay. MithTalk 14:51, 1 September 2008 (UTC)
- So in Spain you think that ANet's failure is allowable so long as you ease the passage of everyone who leaves? -- Armond Warblade 21:54, 31 August 2008 (UTC)
- Well that's a pretty bullshit saying. Don't like the president? Leave the country. Ridiculous. Vael Victus 20:00, 31 August 2008 (UTC)
- We have a saying in Spain: "Retreating enemy: Silver bridge". It means that if someone you don't want to be near you leaves around you, let them leave and even ease their departure. Don't like the game? Don't play. Leave and wait for GW2, then buy GW2 and all possible future chapters and expansions. MithTalk 17:27, 31 August 2008 (UTC)
- Fireball wasn't the best example of why eliminating recharge times would ruin the game. What about an interrupt every second and infinite energy from Power Drain? What about every elementalist on the team being able to drop a Fire Storm every 2.75 seconds until they run out of energy? What about necromancers spamming Spiteful Spirit or Spoil Victor, or mesmers spamming Empathy, Backfire and Visions of Regret? What about monsters spamming hex, enchantment and condition removal, making those effects useless? I agree that recharge should be toned down a bit on some of the slower recharging skills, but this suggestion is overkill. -- Gordon Ecker 22:34, 31 August 2008 (UTC)
- You seem to have forgotten that I mentioned "unless having no recharge time would be imbalanced" which is true of many mesmer skills. However this is NOT true of many Ranger bow attacks(with the exception of interrupts and dazed/crippled/blind) and elementalist damage spells(with the exception of snares, blinding, and wards/area defense). The majority of skills don't need a recharge time but I definitely agree that there are some that need a recharge. --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- Warriors and paragons would be significantly disadvantaged by such an update, as many warrior and paragon skills have adrenaline costs and no recharge time, and Leadership would prevent recharge times on non-adrenal shouts and chants from being reduced. IMO necromancers and mesmers would also be disadvantaged because many of their skills would be overpowered without a recharge time. Furthemore, the change would shift the game heavily towards spiking and spike-catching, which, IMO, puts too much emphasis on reflexes and low latency and not enough on tactics. Additionally, rebalancing the game after such a dramatic change would require considerable time and effort, once again, I agree that some skills could use a recharge reduction, but I think they should do so cautiously. As for the other suggestions ...
- Make a lot of short 5-10 minute missions instead of a few 45 minute missions. Again, people have lives.
- Do you expect them to replace the existing missions or add new ones? Do you think they should divert resources from Guild Wars 2?
- Regular PvE updates are a must. PvP balancing is a failed waste of effort for 3 years running and you know it.
- I'd like more frequent PvE updates, but IMO giving up on PvP balance and alienating the PvP community would be a horrible idea.
- Pay attention to suggestions or people won't pay you and won't buy more chapters.
- Which suggestions? They're not going to implement the bad ones or the infeasible ones.
- More repeatable quests with repeatable rewards.
- That's what they did in Eye of the North. Adding more repeatable quests would be nice, but they don't have unlimited resources, so they can't add a huge number of them.
- Remove the requirement for teams! The places with the most trouble finding teams are in the first 2 chapters and those chapters don't receive heroes. Henchmen are often useless, particularly in the first chapter.
- Agreed, but it's already been suggested.
- Update henchmen builds, particularly in the first chapter. I would like to see them using builds from PvX Wiki instead of the pre-searing builds they have.
- Henchmen builds could use an update.
- Make the game balanced for all professions in all area. It will take a LOT of work and dedication. When I purchased the first 2 chapters of Guild Wars I expected a well-done professional job, which is something I have YET TO SEE from Anet. People expect some effort. If you spent 10 minutes throwing together a skill balance, you obviously need to spend more effort.
- This should definitely be a high priority, and is far more feasible than some of the other suggestions.
- -- Gordon Ecker 03:29, 1 September 2008
- Warriors and paragons would be significantly disadvantaged by such an update, as many warrior and paragon skills have adrenaline costs and no recharge time, and Leadership would prevent recharge times on non-adrenal shouts and chants from being reduced. IMO necromancers and mesmers would also be disadvantaged because many of their skills would be overpowered without a recharge time. Furthemore, the change would shift the game heavily towards spiking and spike-catching, which, IMO, puts too much emphasis on reflexes and low latency and not enough on tactics. Additionally, rebalancing the game after such a dramatic change would require considerable time and effort, once again, I agree that some skills could use a recharge reduction, but I think they should do so cautiously. As for the other suggestions ...
- You seem to have forgotten that I mentioned "unless having no recharge time would be imbalanced" which is true of many mesmer skills. However this is NOT true of many Ranger bow attacks(with the exception of interrupts and dazed/crippled/blind) and elementalist damage spells(with the exception of snares, blinding, and wards/area defense). The majority of skills don't need a recharge time but I definitely agree that there are some that need a recharge. --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- Fireball wasn't the best example of why eliminating recharge times would ruin the game. What about an interrupt every second and infinite energy from Power Drain? What about every elementalist on the team being able to drop a Fire Storm every 2.75 seconds until they run out of energy? What about necromancers spamming Spiteful Spirit or Spoil Victor, or mesmers spamming Empathy, Backfire and Visions of Regret? What about monsters spamming hex, enchantment and condition removal, making those effects useless? I agree that recharge should be toned down a bit on some of the slower recharging skills, but this suggestion is overkill. -- Gordon Ecker 22:34, 31 August 2008 (UTC)
(Uhttp://guildwars.com/competitive/tournament2008/zaishencalendar/default.php
- 87.189.249.176 hit the nail right on the head. Especially with energy being the limiting factor. Unnecessary skill recharges are problematic because people don't have all day to wait for skills to recharge, and you only have 8 of them.
to be the best u must put in the time the skill and teh effort --The preceding unsigned comment was added by User:24.57.104.128 (talk).
Please refrain from personal attacks.
- Unless a skill would be imbalanced without a recharge, it should NOT have a recharge time.
that is terribly wrong, if u knew anything about pvp u wouldn't have written that down. If u want the balance to be ruined completly go ahead and spam izzy about it.
- Make a lot of short 5-10 minute missions instead of a few 45 minute missions. Again, people have lives.
no one cares, if u don't like it, go do something else. at least not elite missions if u, as u say, have a life.
- Regular PvE updates are a must. PvP balancing is a failed waste of effort
that's again so terribly wrong, wth needs to be balanced in PvE..? should they balance after PvE..? what do u mean..? update PvE..? they're on GW2 and gain about nothing from updating PvE.
- Pay attention to suggestions or people won't pay you and won't buy more chapters.
suggestions, have u even read the suggestions on this wiki? what about u go and read them and tell me u even want any of them in the game.
- More repeatable quests with repeatable rewards.
u're terrible, if u want to farm there's already loads of places, and u have a life u said?
- No, I'm not terrible. NPA, remember?
- Remove the requirement for teams!
that's gay, and u know that. u wanna do missions by urself? or walk around alone killing things..?
- Yes because 90% of human players suck.
- Update henchmen builds.
for what reason..? where does it matter? u have problem in PvE? does it take 3-4 hours each area? cuz ure alone with henchmen? PvX builds.... go kill urself.
- After you. Also, henchmen builds fail epically.
- Make the game balanced for all professions in all area.
If u like being a mesmer or spirit ritu in PvE it's ur choice, and maybe why it takes 3-4 hours for u to clear areas.
- Don't blame me, I'm not respinsible for balancing PvE.
- Do a professional job and fix bugs as a priority.
They don't have the time, and again, they gain about nothing by doing so. Flashing blades damage ppl who attack with bows, it's not a bug, u just cannot read or understand the description. --Cursed Angel 21:17, 1 September 2008 (UTC)
- If I pay for a product, I expect a professional job to be done on it. Nothing less. I'm not going to pay for a shoddy unprofessional piece of crap that won't improve. In the last 2 years, I have seen much more improvement in RuneScape than Guild Wars would improve in 10 years.
- Quoting Cursed Angel:" Regular PvE updates are a must. PvP balancing is a failed waste of effort
- that's again so terribly wrong, wth needs to be balanced in PvE..? should they balance after PvE..? what do u mean..? update PvE..? they're on GW2 and gain about nothing from updating PvE."
- Not entirely true what you are saying Angel. Updating PvE is a must to keep players interested in the game. Alot of players have left the game recently because of lack of things to do in PvE. There is nothing new added to the game which makes it boring. All fun like FoW and UW with Ursan have been removed thanks to the recent update to Ursan Blessing. The only way to do these elite missions now are by being extremely organised, which some players lack the ability to become. If these players don't get anything fun to do they will eventually stop playing the game and maybe turn to WoW or any other MMORPG. And btw, no personal attacks. Calling someone a retard is a personal attack. --Treasure Boy Talk 22:08, 1 September 2008 (UTC)
- Hello and welcome to Guild Wars Wiki, Treasure Boy. Hey Cursed, how are u doing as of late? Vael Victus 01:47, 2 September 2008 (UTC)
- While trying not to sound elitest... I do have to point out that the original poster... didn't even sign his post. *sigh* As far as what he's suggesting... ignore him. The game isn't perfect but most of what he's suggesting will either waste time or break the game completely. You know it, I know it and I'm pretty sure the Original poster knows it. Arty 02:54, 4 September 2008 (UTC)
- I'm not trolling or joking. The current state of the game is stale and boring, and there are effectively no skill balances(There was supposed to be one today but Anet cancelled it.) There are dozens of skill imbalances begging to be fixed (think Double Dragon vs Searing Flames) and Anet turns a blind eye.
- Stale and boring, eh? I dunno... I guess its just differences in taste... for me, having a pretty much unlimited strategic game counts as fun. I may be a noob to other games, but I have yet to see a another game that you can change your skills in a second and change your playstyle completely to match the environment around you. I'm a para, I know about nerfing. And, yes, they do it frequently, but, no, they should not stop. I think they made an improvement making skills that are for pvp only and such. If you play a game you do not like, I'm sure there are more that are better. You mentioned runescape... go play that. Personally I see no real way they could improve Guild Wars in itself... maybe a few more classes... and a few less blabber mouths that have nothing better to do than to spread builds... but, just because 6 of my good builds have been ruined does not mean I should quit playing. Guild Wars is not the game for mindless hacking and bashing, and I hope GW2 will not come to that. A-net should not compromise their standards because some people are playing a game they don't like.Zeph 02:38, 11 November 2008 (UTC)
- I'm not trolling or joking. The current state of the game is stale and boring, and there are effectively no skill balances(There was supposed to be one today but Anet cancelled it.) There are dozens of skill imbalances begging to be fixed (think Double Dragon vs Searing Flames) and Anet turns a blind eye.
- While trying not to sound elitest... I do have to point out that the original poster... didn't even sign his post. *sigh* As far as what he's suggesting... ignore him. The game isn't perfect but most of what he's suggesting will either waste time or break the game completely. You know it, I know it and I'm pretty sure the Original poster knows it. Arty 02:54, 4 September 2008 (UTC)
- Hello and welcome to Guild Wars Wiki, Treasure Boy. Hey Cursed, how are u doing as of late? Vael Victus 01:47, 2 September 2008 (UTC)
Events and Parties
I think Farewell Gaile should happen again but in a different name "April Fools".
OK nvm the main reason for this is because the party items in this event is a must use, I've rarely seen people doing it in other events.
And one more thing , you should probbably make drunkard and sweeth thoot double points. ALLmasked
- Better yet. During *any* festival event, points obtained in Party Animal should be doubled. So whether it's Mad King Thorn, Wintersday, Canthan New Year, or Dragon Festival, points for Party Animal should be doubled as long as the items are used in the town(s) where the event is taking place. Sweet Tooth is easy enough to get points in I think. And I've been advocating an overhaul of the drunkard title in several subheadings here. I think that's long overdue... Painted Bird 06:37, 17 September 2008 (UTC)
September
Changing Charactor Names
I've had an urge to change the name of my warrior, and after seeing it, you'll understand; 'The Leet Fighter'. It pains me to read that name and I wasn't willing to start over because of all the stuff/presents/skills on that charactor.
I recently sent an e-mail to Anet, but was denied. I understand why, but at the same time- I don't. People who have inappropriate names can rename their charactors, which just encourages me to ban myself under this name, but I can't because its not even offensive.Lolleetlol 14:29, 1 September 2008 (UTC)
- It happen to me a few time. I was unhappy with a character name so i started over. See this as a lesson about not picking stupid name. This has been discusses many time and chaning name isent allowed for many good reasons that i do not remember, or care, at this time. As for you similary ridiculus wiki username, i do not know if this one could be change. however, you can change your signature to apprear more toughfull when chosing name. --Bob 21:04, 1 September 2008 (UTC)
- What's a "Charactor"? And this was already discussed in multiple places -_- The answer was: "no". Not worth the trouble and too open for abuse. — Poki#3 13:04, 2 September 2008 (UTC)
You could ask all your friends to report you for having an offensive name maybe? --The preceding unsigned comment was added by User:75.67.122.109 (talk).
Kind of a Big Deal Title Account based
Everyone has been complaining that Hall of Monuments is lame because it makes you focus on one character, if you think making it account based alone will fix that problem, you're wrong. Everyone still has to work on one character if they want Kind of a Big Deal. All you have to do is make that title account based and you're good. Heck, I see no reason why all titles shouldn't be account based, but that's probably going too far. Guild Wars has become a game of prestige now that it's so old. Everyone wants to show how good they are. I feel almost pathetic when I walk around on my warrior because his best title is Protector of Elona, even though I have "People Know Me" on my monk. There's no way I'm wasting my time to max out the hardest title in the game on nine different characters. --The preceding unsigned comment was added by User:70.51.126.84 (talk).
- I made a suggestion along these lines here. I also like to plug it whenever it's possible, despite the full knowledge that it's likely way too much work. Erasculio 00:30, 2 September 2008 (UTC)
- /disagree - While I like the idea of accomplishments being account-based, I think KOBD should still be contributed to by maxing titles on a per-character basis. Of course once one character has achieved a rank in KOBD, all characters on that account should be able to wear that title. In a nutshell: contribute to KOBD on a per-character basis but make KOBD title 'wearable' by all chars on the account. Otherwise the KOBD title would be so watered down, half the population will be GWAMM's. Flame below please. 151.209.112.137 14:56, 3 September 2008 (UTC)
- Flame! Just kidding, but I like Erasculio's suggestion better. I don't really see how that waters down the title, I agree with Erasculio's replies lower on that page. As I recall, that suggestion was developed as a result of a long discussion with several people on a forum, bringing up the pro's and con's of different implementations. While not everyone agreed with this, it was at least the best compromise that we could come up with. -- Alaris 16:02, 3 September 2008 (UTC)
- What would really be funny is a Star of Transferrance feature for titles, whereby you could acquire a title on one character, then pay a substantial fee of somekind to transfer their titles to another character on your account. Don't know how they would go about doing something like that if they wanted to (which I'm sure they don't), but I think it'd be kind of a neat way to consolidate your titles onto one main character. Sort of like making your flagship for Guild Wars 2. *shrug* I dunno I'm just being goofy :-P -Painted Bird
- Flame! Just kidding, but I like Erasculio's suggestion better. I don't really see how that waters down the title, I agree with Erasculio's replies lower on that page. As I recall, that suggestion was developed as a result of a long discussion with several people on a forum, bringing up the pro's and con's of different implementations. While not everyone agreed with this, it was at least the best compromise that we could come up with. -- Alaris 16:02, 3 September 2008 (UTC)
- /disagree - While I like the idea of accomplishments being account-based, I think KOBD should still be contributed to by maxing titles on a per-character basis. Of course once one character has achieved a rank in KOBD, all characters on that account should be able to wear that title. In a nutshell: contribute to KOBD on a per-character basis but make KOBD title 'wearable' by all chars on the account. Otherwise the KOBD title would be so watered down, half the population will be GWAMM's. Flame below please. 151.209.112.137 14:56, 3 September 2008 (UTC)
I think Anet should allow maxed titles to run across all a player's toons with a new title track. It could parallel KOBD, so that if you had 5 different maxed titles across your characters, you could show it. This would help me as I have 7 chars and play them all equally. I also wonder what the hall of monuments will offer me as I have multiple characters with the same minis / heros / whatever... will I be penalized in GW2 for having repeats despite the time and money I spent? I think more details need to be realeased so I know where to focus my time. {{subst:unsgined|70.254.150.159}}
Wisdom and Treasure Hunter account based
Hi, I like to suggest that the Wisdom and the Treasure Hunter title would be accountbased. This will make it much more easier to accomplish if somebody has more characters he/she likes to play with, because you can open chests and identify items without losing points to the title. (At the moment you have to go for this title with 1 character. Chests opened (or items identified) with another character is a waste of point) 145.94.74.23 13:06, 2 September 2008 (UTC)
- See lynsey's talk page, where i think she discussed this idea recently.EDIT: yup, you can find the debate here: User_talk:Linsey_Murdock#Why_are_some_titles_not_acount_based.3F -- Salome 13:11, 2 September 2008 (UTC)
- Thanks. I tried with search, but didn't find it. 145.94.74.23 19:47, 2 September 2008 (UTC)
Party Search
I had a VS, tried to sell it in America District.. somewhere between the 200 other Traders... Perhaps a searchoption for sellers? Like, typing 'vs' shows all results with 'vs' in it? Saves targeted traders a lot of time! Especially in A1 district xD
- I suggested a split for Sellers and Buyers in Party Search aswell as in Chat, yet to see it in the game :/ --Treasure Boy Talk 23:30, 8 September 2008 (UTC)
More notes on upcoming updates
Ever since Gaile Gray quit community relations I have seen a marked decrease in the quality of discussion of upcoming updates. In fact, for some reason the notes on updates never are released until the update is released.
I would like to see more of what Anet is planning for Guild Wars. Information should be released to the community as soon as possible instead of being left to the last minute. This means:
- If you are balancing skills, provide complete information on the skill balance.
- If you are adding features, post clearly and concisely how they work.
- Keep people informed of updates.
- Yeah, <hmm> happened to the scribe? When was last update? A year ago? 70.51.126.84 02:56, 3 September 2008 (UTC)
- The Scribe was removed, reason unknown to me..
As to discussions to upcoming updates, lets hope that they may return in due time.MystiLefemEle 11:32, 3 September 2008 (UTC)- The Scribe was from the PvP CC Andrew Patrick. Regina confirmed no re-activation of the Scribe after Andrew got a new position. Read Andrew Patrick & The Scribe --Silverleaf 14:03, 3 September 2008 (UTC)
- That doesn't give Anet an excuse to do a shoddy unprofessional job. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
- The Scribe was from the PvP CC Andrew Patrick. Regina confirmed no re-activation of the Scribe after Andrew got a new position. Read Andrew Patrick & The Scribe --Silverleaf 14:03, 3 September 2008 (UTC)
- The Scribe was removed, reason unknown to me..
- Thank you for the heads up and link, Silverleaf..MystiLefemEle 07:21, 6 September 2008 (UTC)
TAG Account of Repeatable Scammers with a Red/Orange name.
In order to fight player behaviour of a criminal nature;
After three verified (By Anet Support) strikes for actions against the User Agreement the account gets a Character Name or Character Name colour.
PRO; Visible for every unsuspecting player.
CONTRA; There needs to be a verification and reversal option.
--Silverleaf 08:03, 3 September 2008 (UTC)
- Agreed, it would allow a way for the unsuspecting player to know that the player in question is a Repeatable Scammer but must have strong verifiable, verification as well as reversal option. akin to the "Scarlet Letter" for adultery.. btw, love your new signature.MystiLefemEle 11:43, 3 September 2008 (UTC)
- Thank you for the support & the compliment. --Silverleaf 11:51, 3 September 2008 (UTC)
- Hm... so instead of Blue and Dark blue those characters would get
redOrange anddarkred...? Hm... as long as after some time without ever trying anything against the EULA again (let's one month per total number of violations) the name goes back to normal, I won't disagree with it. That way, three breaches, 1 month red. 4 breaches, 2 months red, etc... MithTalk 12:54, 3 September 2008 (UTC)- I'd scam ppl just to get my name in red --Cursed Angel 13:01, 3 September 2008 (UTC)
- @CA Then i would be a warned player for your scamming attempts now wouldn't i. And pay more attention to our trades. --Silverleaf 13:47, 3 September 2008 (UTC)
- @Mith. That could be the reversal option. --Silverleaf 13:49, 3 September 2008 (UTC)
- Why wait until third strike, First time and off to the Scammer listing, red name would not be best idea as a lot of people might just get that to stand out, just like Cursed pointed out, as many would do that and use It as excuse for doing it, like "Im not a real scammer, I just whanted a red name, Now Give me your personal infromation, password and all your money". Not red names but add a little icon next to the name saying "Scammer" after first offence, and its there for a year =P Biz 18:53, 6 September 2008 (UTC)
- It's a nice idea. I mean, I've always been one of those "you burn, you learn" types, but scamming still deserves a kind of noticable brand. At least a temporary one. Maybe if there were some kind of 'community service' condition that someone would have to meet to get their name back to normal. That way they could sort of learn not to be such a douschebag and move on to become something really helpful. Scammer Rehab ftw! Or something. Painted Bird 08:21, 8 September 2008 (UTC)
- The only people who will know what the red and orange names mean are people who are smart (or, at least, informed) enough to not get scammed. People who don't know about basic scams will have no clue what the names mean and the dickheads will use it to their advantage. "Hey, you can get a red name, just buy this item from me so I have enough for my new armor later and I'll show you how to get it." The only thing that'll stop people from being assholes online is a bullet in the ass IRL. Unfortunately ANet does not have the resources to shoot everyone who acts like an asshole online. --Jette 10:07, 8 September 2008 (UTC)
- Well, if instead of a different color name they just put the word "scammer" over the person's head kinda like a party size indicator, that would be pretty unmistakable. Still. For a first time scammer, if A-Net knows about it, they should ban the account for 72 hours. On confirmed repeat offenses from that account, it should get banned for a week. After about 5 or so confirmed scams, and a massive investigation by the crack team of secret FBI guys over at A-Net (they're the ones you hear breathing in the background while you're farming), ban the account altogether. Simpler that way, and requires the same amount of verification and monitoring as just branding them. May as well cut right to the chase. Painted Bird 20:14, 8 September 2008 (UTC)
- Oh, the Moa Birds wandering around while farming :) MystiLefemEle 04:37, 10 September 2008 (UTC)
- Nah, scamming is easily avoided if you aren't bad or you aren't a n00b.
- Oh, the Moa Birds wandering around while farming :) MystiLefemEle 04:37, 10 September 2008 (UTC)
- Well, if instead of a different color name they just put the word "scammer" over the person's head kinda like a party size indicator, that would be pretty unmistakable. Still. For a first time scammer, if A-Net knows about it, they should ban the account for 72 hours. On confirmed repeat offenses from that account, it should get banned for a week. After about 5 or so confirmed scams, and a massive investigation by the crack team of secret FBI guys over at A-Net (they're the ones you hear breathing in the background while you're farming), ban the account altogether. Simpler that way, and requires the same amount of verification and monitoring as just branding them. May as well cut right to the chase. Painted Bird 20:14, 8 September 2008 (UTC)
- The only people who will know what the red and orange names mean are people who are smart (or, at least, informed) enough to not get scammed. People who don't know about basic scams will have no clue what the names mean and the dickheads will use it to their advantage. "Hey, you can get a red name, just buy this item from me so I have enough for my new armor later and I'll show you how to get it." The only thing that'll stop people from being assholes online is a bullet in the ass IRL. Unfortunately ANet does not have the resources to shoot everyone who acts like an asshole online. --Jette 10:07, 8 September 2008 (UTC)
- It's a nice idea. I mean, I've always been one of those "you burn, you learn" types, but scamming still deserves a kind of noticable brand. At least a temporary one. Maybe if there were some kind of 'community service' condition that someone would have to meet to get their name back to normal. That way they could sort of learn not to be such a douschebag and move on to become something really helpful. Scammer Rehab ftw! Or something. Painted Bird 08:21, 8 September 2008 (UTC)
- Why wait until third strike, First time and off to the Scammer listing, red name would not be best idea as a lot of people might just get that to stand out, just like Cursed pointed out, as many would do that and use It as excuse for doing it, like "Im not a real scammer, I just whanted a red name, Now Give me your personal infromation, password and all your money". Not red names but add a little icon next to the name saying "Scammer" after first offence, and its there for a year =P Biz 18:53, 6 September 2008 (UTC)
- I'd scam ppl just to get my name in red --Cursed Angel 13:01, 3 September 2008 (UTC)
- Hm... so instead of Blue and Dark blue those characters would get
- Thank you for the support & the compliment. --Silverleaf 11:51, 3 September 2008 (UTC)
Fine-tuning game balance
- → moved from User talk:Isaiah Cartwright
Are there any plans to further split skill balance into the various game modes? Instead of just PvP skills there could be subdivisions of PvP-GvG, PvP-RA, and PvP-HA etc. As I’m sure you know some skills just don’t work in certain areas and while overpowered in one place are fine in another
What about limiting the number of a single primary (and/or secondary) profession within a team for a given game mode? A lot of balance problems seem to come about when players use multiple copies of the same skill, sometimes as part of a gimmick type build. These skills would not normally be seen as overpowered but when chained together become too powerful. The negative impact resulting from such usages are these skills are basically nerfed so even with multiple versions they are no longer viable. And of course single copies of these skills are left in a much worse state as a result. --Just One More Thing 05:01, 3 September 2008 (UTC)
- Yeah, this has been suggested a lot before but though it would solve problems I don't think forcing people to play varied professions would be a good idea. For one thing, what about if people want to play different roles which just happen to be of the same profession (e.g. 2 fire eles, a snarer and a warder or a couple of hex necros and a tainted flesh one, maybe a couple of smiters and a couple of healers (but for the fact smiters are never used since they stink) and so on). Furthermore, restricting it just doesn't seem nice. In some ways it would be like totally banning certain builds since they are deemed to be gimmicks. Yeah, it might solve problems but it's kinda dealing with the symptom, not the cause, if you see what I mean. --The preceding unsigned comment was added by User:86.27.136.194 (talk).
- There is nothing wrong with people all using the same skill. The reason for this is that 85% of the skills suck. Put it this way, if you give 10 thirsty people each a choice of a glass of water, a glass of mud, a glass of soap water, and a glass of dishwashing detergent, it is likely that all of them will pick a glass of water. You can't blame them, they're just picking something that doesn't suck. The way to stop lame builds is to make all skills equal but different instead of having 100 good skills and over 900 skills that suck. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
- PvP has a smaller skill pool to deal with than PvE does, but it has just as many different play styles. Well close anyway. I think cluttering up the skill pool with a whole lot of different versions of the same skill will become insanely confusing. It also will probably never yield the desired results. I think they should work harder to make the skills closer to one-another in viability, but rather than make a lot of different versions of each skill, I think they should take some other countermeasure to better control the PvP environments. Something that turns PvP into less of a slugfest in general and makes real-time decisions more significant than build designs would be the way to go. But we're talking about a huge overhaul for that. Wish I had some good advice to give A-Net on it but...*shrug*. Hopefully they'll think of something good, but I think nerfing and re-nerfing skills is just going to have them chasing their tails in circles. There's bound to be a better solution out there, I hope. -Painted Bird
- I found what you are looking for. Read this
- PvP has a smaller skill pool to deal with than PvE does, but it has just as many different play styles. Well close anyway. I think cluttering up the skill pool with a whole lot of different versions of the same skill will become insanely confusing. It also will probably never yield the desired results. I think they should work harder to make the skills closer to one-another in viability, but rather than make a lot of different versions of each skill, I think they should take some other countermeasure to better control the PvP environments. Something that turns PvP into less of a slugfest in general and makes real-time decisions more significant than build designs would be the way to go. But we're talking about a huge overhaul for that. Wish I had some good advice to give A-Net on it but...*shrug*. Hopefully they'll think of something good, but I think nerfing and re-nerfing skills is just going to have them chasing their tails in circles. There's bound to be a better solution out there, I hope. -Painted Bird
- There is nothing wrong with people all using the same skill. The reason for this is that 85% of the skills suck. Put it this way, if you give 10 thirsty people each a choice of a glass of water, a glass of mud, a glass of soap water, and a glass of dishwashing detergent, it is likely that all of them will pick a glass of water. You can't blame them, they're just picking something that doesn't suck. The way to stop lame builds is to make all skills equal but different instead of having 100 good skills and over 900 skills that suck. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
Paying it forward.
Adding a quest, called "Paying It Foreward" that has a mandatory & confirmed action by two party's. Something like ;
- Help a random/unknown low level player with Mission x/Quest x.
- Be available for answering questions on what to do in town x after quest x/mission x. (multiple confirmed required)
etc etc. in a free possibility to help the community grow closer together.
This user believes in Paying it Forward. |
--Silverleaf 14:18, 3 September 2008 (UTC)
- NO. 90% of the Guild Wars community is retarded (no personal attacks meant at anyone here in particular), and I don't want another Runescape-style quests.
- You are against helping others? This is not suggested as a "must do quest" to progress. And soz, i am not familiar with runescape. --Silverleaf 16:57, 3 September 2008 (UTC)
- There is no way to register any of that -_- — Poki#3 20:58, 3 September 2008 (UTC)
- @Pok
ei. Register what? It is a request for a "helper program" quest in gw. --Silverleaf 20:51, 4 September 2008 (UTC)- Poki. Poke is someone different, you don't want to mix us up :P And I'm all for helping people myself (already trained a few) but forcing people to do this is a bad idea. If it's optional people will ignore it. If it's mandatory, some people will cheat around by using friends (or friends of friends), will "help" in a very unpleasant way just to get it done, will be stuck with no one to help... and there will probably be people that would be selling "train me for 5k" services or something -_- Besides, I think programing time could go into better things. That's my opinion on this. — Poki#3 21:09, 4 September 2008 (UTC)
- I don't think the idea you specifically mention would work for reasons poke mentioned and even if it did it would just be awkward. Encouraging people to help out and play with other players would be a good idea though. Maybe a bonus for groups with more than 50% of their party being human players? Like if you have at least half your group are human players and not heroes/hench you get x gold reward for mission completion. Maybe a different kind of reward if you've done the mission already but at least one person who you did the mission with hadn't done it already. Missions which can be easily run (Elona's Reach, Pogahn Passage, Riverside Province etc) will have a significantly reduced reward, or require bonus objective to be completed to gain a worthwhile reward. One possibility would be completing a mission a second time will reward the player with a collectors item of the respective faction's collectors (Imperial Commendations, Luxon Totems, the infamous Trade Contract) for each level of bonus objectives completed. Maybe limit it to only if at least one person hasn't done the mission before. 122.104.161.96 21:18, 4 September 2008 (UTC)
- Poki. Poke is someone different, you don't want to mix us up :P And I'm all for helping people myself (already trained a few) but forcing people to do this is a bad idea. If it's optional people will ignore it. If it's mandatory, some people will cheat around by using friends (or friends of friends), will "help" in a very unpleasant way just to get it done, will be stuck with no one to help... and there will probably be people that would be selling "train me for 5k" services or something -_- Besides, I think programing time could go into better things. That's my opinion on this. — Poki#3 21:09, 4 September 2008 (UTC)
- @Pok
- There is no way to register any of that -_- — Poki#3 20:58, 3 September 2008 (UTC)
- You are against helping others? This is not suggested as a "must do quest" to progress. And soz, i am not familiar with runescape. --Silverleaf 16:57, 3 September 2008 (UTC)
Reset Indent
Interesting idea Silverleaf and Poki may be on point as to how or could it be verified. I for one have from time to time enjoyed taking new player(s) / low-levels through some of the missions or to towns. But, yes there are those that enjoy belittleling the other users. Good example would be the Crystal Desert Missions, though recently there have been alot more helpful players than the disgruntled..MystiLefemEle 06:51, 5 September 2008 (UTC)
- Not meant as a forced-to-do quest. Just a random-act-of-kindness triggered by a quest kindah idea. --Silverleaf 19:42, 6 September 2008 (UTC)
- Still love the idea you started Silverleaf. MystiLefemEle 12:33, 7 September 2008 (UTC)
- I think something like this would be nice: Complete a quest for the first time and get the reward. Then talk to the same NPC who gave you that quest, and he gives you the "Paying it Forward" version of that quest. If you help another person with that quest, who hasn't done it before, when that person turns in the quest reward for the first time, you also get a small reward of some kind. The more people you help do the quest for the first time, the more of a reward you'll get. Think of it as a "quest assistance reward". Depending what quests they make the option available for and how they control the reward/availability conditions, they can limit or prevent abuse as needed. I would do missions differently however, as so many of them are too-often run than actually "helped with". In any case, the *how* is debatable but the *why* is rock-solid for your suggestion. A-Net needs to provide more incentive for players to help each other out. The game is too anti-social and self-serving in its current reward systems. If they don't change that, they're going to end up with a Massively Online Single Player Game (or CRAP for short). -Painted Bird
- Another quick idea. They could link something like this to a title of some kind. Every time you help someone else complete a mission/quest that your character has already completed, instead of a gold/exp reward, you get a point towards a title. They could then link some kind of effect to that title while you display it similar to the Lightbringer, Stouthearted, Heart of the Norn, etc titles. They could even make that bonus a different effect depending on your primary class. Anyway. It's a thought. -Painted Bird (again)
- Meant as a Random Act of Kindness not a Reward of gold or title points --MystiLefemEle 06:04, 8 September 2008 (UTC)
- I should have finished that with a brief description of Paying It Forward. You help someone with a random act of kindness who will then hopefully help a couple people who will in turn help others as well. etc. etc. Whetether this is adapted to a quest or not, I for one will continue to help people. --MystiLefemEle 06:31, 8 September 2008 (UTC)
- Ah. Well I help people out all the time, too, but without providing an ulterior motive for helping others, what you're basically suggesting is that people just go be nice out of the goodness of their hearts. In the online gaming world, and especially in a game where the economy overshadows everything else including the gameplay itself (like Guild Wars), you'd be hard pressed to find a sufficient number of people willing to help others "just because". The title idea might still be feasible, except instead of having a bonus linked to it, it'd just be like a 'karma' indicator to let other people know that you help people a lot. Problem is, then you'd have a bunch of jerks who just want to grind out another title. Meh. Painted Bird 03:18, 9 September 2008 (UTC)
- No, not a Title, no... As to sufficient number, yes, not too many, but I have witnessed those helping. ^_^ MystiLefemEle 08:16, 9 September 2008 (UTC)
- Love the idea! Try to live my life by it. If I am sitting in a trade district and see something out place, someone trying to buy steel for really cheap, someone trying to sell a blue item that means the world to them for too much so they get better armor, etc, I'll start talking with them and usually help them out in getting their armor or whatever they were attempting to do. Paying it forward is just a great way to improve a player base for a game. Good work. Unindal 21:18, 24 September 2008 (UTC)
bi-Monthly Mission
Give us something new to tide us over until GW2 other than grinding and pwning noobs. There's more than enough room on the maps and if you comprimised by alternating campaign each time then it would be a little less frustrating to people who don't own the other campaigns. You herald how well you can develop missions with ease because of the tools developed in-shop, so put your money where your mouth is or give us a status update on what else is coming. Even just GW:EN would be an ideal spot with the new mission system. --206.248.165.170 21:30, 3 September 2008 (UTC)
- The development team is pretty much busy working on GW2 I'd assume, meaning they probabaly don't have time to be making a new mission bi monthly. — ? Eloc ? 02:25, 4 September 2008 (UTC)
- There is a 'team' making new content for GW1. I don't know what it will be, but it will be new. MithTalk 13:37, 4 September 2008 (UTC)
- M.O.X. is coming! ^^ --Silverleaf 20:59, 4 September 2008 (UTC)
- We should be happy, It will be the same content but the same content plus mox. Yseron - 90.9.124.70 21:26, 4 September 2008 (UTC)
- M.O.X. is coming! ^^ --Silverleaf 20:59, 4 September 2008 (UTC)
- There is a 'team' making new content for GW1. I don't know what it will be, but it will be new. MithTalk 13:37, 4 September 2008 (UTC)
- M.O.X. is HERE!^^ MystiLefemEle 06:54, 5 September 2008 (UTC)
New form/avatar
How about a new Elite form/avatar skill tied to sunspear rank about the new god Komir. Maybe you could only access it after you completed nightfall and had to do a quest to gained it.Snowstone 15:11, 4 September 2008 (UTC)
- I would have loved such a skill, but I think that the spoiler potential is too great. -- Alaris 15:33, 4 September 2008 (UTC)
- More like lightbringer. Since the Elite Lightbringer skill was lost, they could give it again as 'Avatar of Truth'. It could work differently depending on primary profession... hm... it could be given to those that reach the maximum rank attainable in Normal mode. MithTalk 16:25, 4 September 2008 (UTC)
- Again, spoiler. -- Alaris 16:48, 4 September 2008 (UTC)
- All avatars are different from the god statues and the avatar spirits that spawn when /kneeling in front of the statue. So this would be as much spoiler as the "Goddess of Truth" interactive object seen in the Chantry of Secrets. MithTalk 20:51, 4 September 2008 (UTC)
- I kinda disagree about "spoiler" being a reason not to do something. There are ways to control it, but either way, after the game's been out for a couple years there's only so much of a reason to worry about spoilers. Still, if it's a serious issue, they could just 'disguise' the name of the new form so that it's more of an inuendo to Kormir rather than naming her outright. They could change it to "Avatar of Knowledge" or "Avatar of the Lightbringer", and then have the appearance slightly resemble Kormir, but not so much that someone seeing it for the first time would have the end of NF spoiled for them. Still though, if you add another skill for one class, you'll have to add it for the other 9 or just make the same skill available to all classes. Not so bad if it's linked to a title track, but it would still look kinda funny to see a Monk activate a Dervish-style avatar. *shrug* -Painted Bird
- I agree that Komir should have a form.It seems she would show favor to those who helped her become a god.What would it do thou? The only thing I can think of is that it would give an added damage to all your skills & spells("Truth hurts").To prevent over usage maybe you have to beat NF,and have both Sunspear and lightbringer ranks maxed? Also,I dont think it would be any more of a spoiler then having Gwen run around with you while you do Prophecies missions. Larkum 12:29, 9 September 2008 (UTC)
- I don't know about the titles needing to be maxed. That just sounds like it'd be one more grind-factory and the game has too many of those. Instead, they should make the form only usable in the Realm of Torment and Domain of Anguish, and have it be like an extra layer of the Lightbringer title. While in the form, you deal more/take less damage against Torment Creatures and Margonites and all that. Or whenever you strike a torment creature, some kind of effect happens like inflicting cracked armor or something. *shrug* Painted Bird 22:12, 9 September 2008 (UTC)
- I agree that Komir should have a form.It seems she would show favor to those who helped her become a god.What would it do thou? The only thing I can think of is that it would give an added damage to all your skills & spells("Truth hurts").To prevent over usage maybe you have to beat NF,and have both Sunspear and lightbringer ranks maxed? Also,I dont think it would be any more of a spoiler then having Gwen run around with you while you do Prophecies missions. Larkum 12:29, 9 September 2008 (UTC)
- I kinda disagree about "spoiler" being a reason not to do something. There are ways to control it, but either way, after the game's been out for a couple years there's only so much of a reason to worry about spoilers. Still, if it's a serious issue, they could just 'disguise' the name of the new form so that it's more of an inuendo to Kormir rather than naming her outright. They could change it to "Avatar of Knowledge" or "Avatar of the Lightbringer", and then have the appearance slightly resemble Kormir, but not so much that someone seeing it for the first time would have the end of NF spoiled for them. Still though, if you add another skill for one class, you'll have to add it for the other 9 or just make the same skill available to all classes. Not so bad if it's linked to a title track, but it would still look kinda funny to see a Monk activate a Dervish-style avatar. *shrug* -Painted Bird
- All avatars are different from the god statues and the avatar spirits that spawn when /kneeling in front of the statue. So this would be as much spoiler as the "Goddess of Truth" interactive object seen in the Chantry of Secrets. MithTalk 20:51, 4 September 2008 (UTC)
- Again, spoiler. -- Alaris 16:48, 4 September 2008 (UTC)
- More like lightbringer. Since the Elite Lightbringer skill was lost, they could give it again as 'Avatar of Truth'. It could work differently depending on primary profession... hm... it could be given to those that reach the maximum rank attainable in Normal mode. MithTalk 16:25, 4 September 2008 (UTC)
Less Static Dungeons
There are so many dungeons in EotN it's rare to find people doing a particular one unless it is unproportionately profitable compared to others (Slavers, Cathedral of Flame) or to a much smaller extent, offers unique rewards (Celestial Compass, Dryad Bow). Guild Wars offers special weekends to focus the scattered player base at a particular area of the game, however even these are far and few between and still generalised to larger areas of the game, susceptible to the most profitable still being the most attractive.
One way to change this would be to offer larger rewards for certain dungeons on an alternating basis. Simply double the drops from a certain dungeon's chest and also allow items like Honeycomb to drop within the dungeon at an alternating weekly basis. One week Shards of Ore is popular and profitable, the next week it's the Ooze Pit. This specifically focuses player attention on avoided dungeons and gives rewards more worthwhile for doing them using relatively easy to implement game promotional mechanics already used.
If you wanted to spice things up you could spawn mobs in the dungeons during these weeks which don't normally appear to make it a little more interesting and make a little more sense why people should go there. Maybe make one mob a boss mob which drops his/her own unique item only available when that dungeon's week is up (kind of like tonic rotations, if you missed out this time, just wait until the next time and you can try again). Maybe even tie in a quest to trigger the boss mob to spawn, it doesn't need to be too complicated but it should be enough to make it a little more interesting.
Two options for a small idea which might make some areas of the game more tempting. Obviously one requires a lot more work than the other, but at the same time it's more interesting. 122.104.161.96 21:39, 4 September 2008 (UTC)
- Not a bad idea, but consider the players that do not own the expansion; what would they be doing during the weekend? (Shouters of "Get a life/gf/bf!", please try to refrain themselves). Weekend events are supposed to be intended for the majority of the community; PvP weekends exist because PvP is a large part of it, just like PvE weekends. If some cannot access them, I see no reason to throw the special weekend out. Large 07:03, 8 September 2008 (UTC)
- You're basically hitting a similar note that I've been pounding out. Make better rewards. Encourage more cooperative play. It's true that having a special weekend system like this would cause an influx of players to one or a few areas, and would probably encourage more parties to form during that particular weekend for that particular set of dungeons, but it would also pull the player pool away from most of the other places in the game world. So other people would have an even harder time partying. But, that's not necessarily a reason to scrap this idea. But it *is* kind of a two-edged sword. Also, remember that EotN and dungeons are going to attract most of the experienced players, and leave newcomers to fend for themselves in the ghost-towns that used to be the other 3 campaigns. If an idea like yours is put in place, they should also put something else in there to bolster activity for the older stuff, too, just to even things out and keep the newer players interested. Painted Bird 22:20, 9 September 2008 (UTC)
New /Coffee Emote
Suggested that a new emote /coffee be added to the game, when used, the character sits on the ground and raises hand towards mouth as if drinking. Twisties34
- Interesting for the Java-Junkies :) maybe even tie in similar like actions of those drinking their Ale, but more "Buzz"MystiLefemEle 06:35, 5 September 2008 (UTC)
- I prefer Tea over Coffee :( — Poki#3 12:59, 5 September 2008 (UTC)
- I prefer more generic names, like '/sitdrink'. MithTalk 13:04, 5 September 2008 (UTC)
- I agree '/sitdrink' be good since I like Coca-Cola & Pepsi too ^__^ MystiLefemEle 07:27, 6 September 2008 (UTC)
- Just as long as it gives an energy boost :). Caffeine "Enchantment Spell. (3, 9, 99 minutes.) You move 35% faster" --Silverleaf 08:25, 6 September 2008 (UTC)
- I agree '/sitdrink' be good since I like Coca-Cola & Pepsi too ^__^ MystiLefemEle 07:27, 6 September 2008 (UTC)
- I prefer more generic names, like '/sitdrink'. MithTalk 13:04, 5 September 2008 (UTC)
- I prefer Tea over Coffee :( — Poki#3 12:59, 5 September 2008 (UTC)
- Guess depends on the particular consumable being consumed. "Caffeine Enchantment Spell" Hmm, Cantha Cola aka Sugary Blue Drink gives you wings. seriously I was only joking as to the Wings part. But as to an emote, how about our bodies jerking/contorting around, briefly like those from that old game Sims. ^_^ MystiLefemEle 08:28, 9 September 2008 (UTC)
Expandable Alliance Roster
This perhaps may be more suited for ideas for GW2. Suggest that a change be made to the Alliance Roster that displays an expandable cross next to the name of each guild in the Alliance. When "open" it would display the name of the Guild leader and up to four Officers and would also show their in game status - Online/Away etc. This feature should also allow you to send an instant message to any person on the list. Guild leaders would have the option to select which of their four officers would be shown on the list. Twisties34
- I would rather they have all the guilds in your alliance appear as tabs across the top of your alliance window. And when you open one tab, you can see the entire roster of another guild in your alliance. That way you can see who's online in your alliance by checking each guild roster one at a time. They can make it so that only names that are currently logged on show up if they wanted to, but I don't think it would matter that much, unless people are paranoid that their alliance is snooping on their last connection time. :-P -Painted Bird
Drunkard Icon
Suggest that a drunkard icon be displayed in the top left hand corner of the screen with a countdown timer (similar to the one for sweet-tooth). This would give the player warning that the drunkard effect is wearing off. Twisties34
- This would be pure awesome. 122.104.161.96 22:39, 4 September 2008 (UTC)
- By far better than clock watching, Excellent ideaMystiLefemEle 06:38, 5 September 2008 (UTC)
- Already suggested on more then one page -_- — Poki#3 12:59, 5 September 2008 (UTC)
- Yeah the issue of the drunkard title has come up before. Including from me. But this solution would work just as well as any of the others mentioned and would be a very simple approach. In any case. They need to fix the drunkard title. It's a drag the way it is now. -Painted Bird
- Already suggested on more then one page -_- — Poki#3 12:59, 5 September 2008 (UTC)
- By far better than clock watching, Excellent ideaMystiLefemEle 06:38, 5 September 2008 (UTC)
- Use a tool for it. Search GWGuru for GW Launcher. Gelei 15:01, 18 November 2008 (UTC)
Expanded Tome Utility
I have a (slight) problem with Tomes.
I'm a PvE-primary player. Suppose I get a Paragon tome. It's good for learning any Paragon skill that I have already unlocked. Well, apart from certain Elites that my skill-hunting Ranger has unlocked, the overwhelming majority of Paragon skills that I have unlocked have been unlocked by - you guessed it! - my Paragon. But who is it that actually needs Paragon skills? My Paragon, of course, who can't use the Tome to unlock any skill she doesn't already have. Thus, the tome is useless unless I have a redundant second Paragon (um... no) or else a non-Paragon who wants to branch out and learn some Paragon skills... which is (ahem) rare. Let's face it, all secondary professions are not created equal. More to the point, the number of skills I actually "need" to learn for my second profession is pretty small.
Because of this, I'd like to see more options for tomes.
First proposal: An (x) tome may be used by any primary-(x) character to learn any skill that is unlocked on the account.
Thus, my Warrior would have two options to learn a Necromancer skill. She could either use a Necromancer tome (because it's a Necromancer skill), or use a Warrior tome (because she herself is a Warrior). This would essentially double the chance that any given tome is useful.
Second proposal: An (x) tome may be used by any primary-(x) to unlock an (x) skill. Thus, if I get a Warrior tome, my Warrior can use it to unlock a new skill. I still have to go and buy it (or use another tome to learn it), but at least it can actually expand my Warrior's knowledge base. (AUNTMOUSIE) 01:17, 5 September 2008 (UTC)
- Just use B-Faction to unlock the skill first.
- I guess the Anon forgot to read where it said Auntmousie was a PvE-primary player, so Anon's suggestion doesn't really solve the problem. I think that the intention behind tomes is to give players a way of learning the already unlocked skills on new characters that are the same primary o secondary profession as old characters. Or... just to trow out someitems to be sold and purchased, as gold sinks. Oh, and Anon, please sign next time. Large 06:57, 8 September 2008 (UTC)
- Mousie said PVE-Primary, not PVE-Exclusive.. so I assume he/she earns some B-Faction. So again.. just use B-Faction to unlock the skill first. -Mr. Anon.
- I guess the Anon forgot to read where it said Auntmousie was a PvE-primary player, so Anon's suggestion doesn't really solve the problem. I think that the intention behind tomes is to give players a way of learning the already unlocked skills on new characters that are the same primary o secondary profession as old characters. Or... just to trow out someitems to be sold and purchased, as gold sinks. Oh, and Anon, please sign next time. Large 06:57, 8 September 2008 (UTC)
- Just use B-Faction to unlock the skill first.
Imp
There's a recently created bonus item, the imp-summoner-whatever. My only problem is, that it's bound to in-game store purchase. I've bough GW Prophecies (One million edition), Factions, Nightfall, Eye of the North and even the Bonus Mission Pack. The problem is, that I've purchased from the in-game store ONLY the Mission Pack. So the game chapters come from other vendors. So I have 5 GW products acquired, but the main chapters aren't bought from the in-game store. Why I can't access to the imp? I have everything. Why is it limited to PlayNC store purchase? Gelei 05:29, 5 September 2008 (UTC)
- Read my mind, I too was wondering that, Why oh Why?MystiLefemEle 06:41, 5 September 2008 (UTC)
- Well obviously they want to reward people who gave them biggest net gain as you might expect from digital distribution, they can charge slightly lower price but not waste any money on printing hard copies and shipping and store revenue.Biz 18:43, 6 September 2008 (UTC)
- I dare to say I generated a higher revenue with my 5 real-life purchase, than the 3 in-game purchase. So it's kind of weird Gelei 07:34, 7 September 2008 (UTC)
- It does seem kind of unfair. I pre-ordered EotN and Nightfall, so I qualified for the item. I can't use it though, since all my characters are level 20. That's no problem for me at all since I don't need it anyway, but for people who've just bought one of those campaigns but didn't buy it from the PlayNC store, it does seem pretty unfair that they won't have that ugly little imp bastard to help them level up. If it's any consolation, he doesn't look like he's that helpful anyway :-P. -Painted Bird
- I dare to say I generated a higher revenue with my 5 real-life purchase, than the 3 in-game purchase. So it's kind of weird Gelei 07:34, 7 September 2008 (UTC)
- Well obviously they want to reward people who gave them biggest net gain as you might expect from digital distribution, they can charge slightly lower price but not waste any money on printing hard copies and shipping and store revenue.Biz 18:43, 6 September 2008 (UTC)
- But they did make it available at the In-Game store for a mere 4 dollars and change (us) which is good if you so feel inclined to purchase, me, possibly but maybe not ^_^ MystiLefemEle 07:56, 15 September 2008 (UTC)
- I wouldn't buy it for even 1 cent. If the 4 real-life purchase and the ingame store purchase of mission pack wasn't enough, than NCSoft can ... [censored by myself] Gelei 14:21, 16 September 2008 (UTC)
- But they did make it available at the In-Game store for a mere 4 dollars and change (us) which is good if you so feel inclined to purchase, me, possibly but maybe not ^_^ MystiLefemEle 07:56, 15 September 2008 (UTC)
- It's limited to the PlayNC store so they can make more money. The Imp is simply an advertisement to get people to buy out of the store. — ? Eloc ? 15:39, 16 September 2008 (UTC)
Main Screen to change!
I have some small idea, like in topic. It would be nice if ANet add function to choose your Login Screen of GuildWars when u launch game. In left top, or bottom screen in main menu, should be list like a districts in game, where you have to choose Main Screen. You know, something like skins. The list should have only 4 skins to choose.
- List:
- Start Screen From GuildWars: Prophecies
- Start Screen From GuildWars: Factions
- Start Screen From GuildWars: Nightfall
- Start Screen From GuildWars: Eye Of The North
I think it's good idea to give a chance other peoples see, how start screens looks earlier. Each skin should have music from campaing. How all you think about this? (Sorry for bad english ;p) Wave 12:17, 5 September 2008 (UTC)
- Already suggested, but really... the Phophecies screen wouldn't work, because it only allowed 4 characters, the Factions screen war really just a big pool of water... And if you want to see how they looked, go see the Character selection screen article. — Poki#3 13:03, 5 September 2008 (UTC)
- Login screen from Nightfall was verry nice, and where's a problem, to edit Prophecies CSS and Character Layout like the same like in Nightfall? (That's true, Prophecies CSS looks awfull ;P) Wave 13:48, 5 September 2008 (UTC)
- the main problem is a) taking resources to make 2 new locations for these screens and b) taking resources to script the whole location switching. — Poki#3 14:56, 5 September 2008 (UTC)
- Arena Net already said they are not going to do this (the reason was something about how each new screen has new technologies, so going back would add some incompatibility or something along these lines). Which IMO is a pity - my favourite screen was the Factions one, the ocean behind the characters was both beautiful and peaceful. Erasculio 15:03, 5 September 2008 (UTC)
- the main problem is a) taking resources to make 2 new locations for these screens and b) taking resources to script the whole location switching. — Poki#3 14:56, 5 September 2008 (UTC)
- Login screen from Nightfall was verry nice, and where's a problem, to edit Prophecies CSS and Character Layout like the same like in Nightfall? (That's true, Prophecies CSS looks awfull ;P) Wave 13:48, 5 September 2008 (UTC)
Oh come on, is it really necessary? Every 5th suggestion is this. Don't suggest it anymore. (Yeah, the lack of :s aren't mistakes) Gelei 16:01, 5 September 2008 (UTC)
- Their "reasons" are really just excuses. If they wanted to do this, they could, and it wouldn't be as difficult as they make it sound. Thing is they just plain don't want to do it. It'd be nice to have, but they'd rather spend their time on other stuff I guess. -Painted Bird
- Wait a minute. my question was: is it really necessary? I spend 10 seconds watching the login screen each day. (Or less). Is it really so important, to get the old ones back? Does it matter, anyway? Gelei 07:35, 7 September 2008 (UTC)
- Well. Nothing's "necessary". M.O.X. wasn't necessary. Neither is Dragon Festival or Wintersday. But they're nice. Having the ability to change the login screen to something with a visual and audio theme that more fits the customer's tastes would also be nice. I only spend about 10 seconds in the login screen, too. Probably because I can't stand the sight and sound of it anymore :-P -Painted Bird
- That's it! I'd be glad to see some new content every months or so (like MOX) but not a long screen switch... I can remember at the NF-era, when ppl wanted to have the factions screen instead of NF, now the NF instead of eotn.Gelei 05:13, 12 September 2008 (UTC)
- Well. It's up to the developers how they spend their time. But since this subject keeps coming up, it's safe to say the change will make a lot of people happy. All they would have to do is make the login screen a single massive instance, with four little islands that each resemble a different screen, and after someone logs in, they can change to the theme they want and their characters appear on that island's platform, while the music track changes, and the skybox fades to the appropriate background. Personally, I thought MOX was going to be a waste of time when I first heard about it, but I found it was actually very fun and the reward was actually worth the trouble (for a change). So *that* new content was actually pretty good. But the fact is we could have both new content AND nice features like a dynamic login screen if the developers would just build one and get it out of the way. The only thing that really changes is which comes next/first. I wouldn't mind a *delay* on something like MOX in favor of a dynamic login screen, because once the login screen is done they'll never have to change it again. But making it sound like you can only have one or the other is a croc. Painted Bird 06:54, 17 September 2008 (UTC)
- That's it! I'd be glad to see some new content every months or so (like MOX) but not a long screen switch... I can remember at the NF-era, when ppl wanted to have the factions screen instead of NF, now the NF instead of eotn.Gelei 05:13, 12 September 2008 (UTC)
- Well. Nothing's "necessary". M.O.X. wasn't necessary. Neither is Dragon Festival or Wintersday. But they're nice. Having the ability to change the login screen to something with a visual and audio theme that more fits the customer's tastes would also be nice. I only spend about 10 seconds in the login screen, too. Probably because I can't stand the sight and sound of it anymore :-P -Painted Bird
- Wait a minute. my question was: is it really necessary? I spend 10 seconds watching the login screen each day. (Or less). Is it really so important, to get the old ones back? Does it matter, anyway? Gelei 07:35, 7 September 2008 (UTC)
Spirit and Minion Interface (Moved from GW2 Suggestions)
I reckon it'd would be really useful to have an icon, much like the minion icon, to say how many spirits you are controlling as a Ritualist. This would make it easier to be aware of spirits for when you use a skill that requires a spirit {Spirit Burn, Essence Strike etc.) Also have the icon (for both spirits and minions) show a list of the controlled spirits with name and health bar and perhaps the option to select one (for moves such as Feast of the Dead and Rupture Soul) when you hover your cursor over it or by pressing a keyboard shortcut.
- Why this is a good idea
- Makes using the skills mentioned easier
- Adds a nice visual link to show your controlled spirits and helps you regulate minions and spirits for their health etc.
- Why it may not work out
- Making it difficult to target summoned minions and spirits maybe part of the balancing that affects these skills. User:Steve Flow
- Sounds like a good idea there Steve, I have yet played as a Ritualist, but it makes sense to me to have some idea as to which Spirits are up. ^_^ MystiLefemEle 09:00, 8 October 2008 (UTC)
Change the Central Transfer Chamber's map icon
The Central Transfer Chamber is out of the way, and doesn't show up on the world may while you're zoomed out, making it hard for players to find if they don't know where to look. IMO the Central Transfer Chamber should get a town or challenge mission icon in order to make it show up on the world map when zoomed out. -- Gordon Ecker 01:18, 6 September 2008 (UTC)
- Would make it easier to see when Zoomed Out.MystiLefemEle 12:37, 7 September 2008 (UTC)
- I agree, too. It's also not even in an explorable/revealed area so there's not a lot of landmarks to make it stand out. If they changed it to the large town Icon like in LA and Gunnar's Hold and all that it should show up pretty clearly when zoomed out. I can live without the change but, it'd be nice nonetheless. -Painted Bird
- I just look for the Shiverpeak arena since it's pretty close to it. Laserblasto! 06:23, 8 September 2008 (UTC)
- Yeah or Yak's Bend is also pretty close. Still I think CTC is important enough to deserve a more noticable icon on the world map. Painted Bird 06:50, 8 September 2008 (UTC)
- Just expanding on what Laserblasto posted, Prophecies players at least the option of unlocking the Shiverpeak Arena from Yak's Bend and at that point the red icon provides a very convenient beacon to home in on. The Central Transfer Chamber is close enough (above right) that it will be on the screen when the player zooms in. -- WarBlade 03:26, 9 September 2008 (UTC)
- Yeah or Yak's Bend is also pretty close. Still I think CTC is important enough to deserve a more noticable icon on the world map. Painted Bird 06:50, 8 September 2008 (UTC)
- I just look for the Shiverpeak arena since it's pretty close to it. Laserblasto! 06:23, 8 September 2008 (UTC)
- I agree, too. It's also not even in an explorable/revealed area so there's not a lot of landmarks to make it stand out. If they changed it to the large town Icon like in LA and Gunnar's Hold and all that it should show up pretty clearly when zoomed out. I can live without the change but, it'd be nice nonetheless. -Painted Bird
Ideas on teleportation changes (Moved from GW2 suggestions)
I would like to see assassin teleportation skills to be more realistic. For example, particularly relevant in PvP; when an enemy is attacking/targeting you and you teleport to another location, your enemy should lose you as a target and leave them disorientated as it would in real life. I find it unrealistic how in GW you teleport and the player(s) simply follow you automatically to begin attacking again...
Also, it might be an idea to combine teleportation with attacks. Rather than having lead attacks, you would have a teleportation skill like GW's 'Death Charge', which automatically strikes the foe for +.. dmg and others may inflict conditions. This would make assassins' attacks much faster like an actual assassin...
- Why this is a good idea
- It would create a slightly more realistic experience of playing the assassin profession.
- It would make them stand out more rather than having similarities to any other melee class.
- Why it may not work out
- It may give an unfair advantage in PvP? User:Ryuuji91
- I don't see why its unfair in PvP as both teams can decide to use teleport or not as their choice. It might be "frustrating" and as per recent dev updates, you're not allowed to frustrate the opponent. Sadie2k 10:17, 6 September 2008 (UTC)
- But they haven't nerfed cry of frustration yet.
- I have a problem with use of words "Realistic" and "Teleportation" in same sentence, still, should probobly not watched Jumper before making the suggestion. There is nothing realistic about shadow-stepping nor should it be, if you have instant movement of rather heavy objects trough space in a very short period of time then it should by all logic require more effort, so if you were to be able to attack and teleport around all you like, then it should come with added energy cost, defeating the meaning of changing it in the first place. Biz 18:31, 6 September 2008 (UTC)
- Shadow stepping is imbalanced enough as it is. Assassins are a spike-oriented gimmick-encouraging class that were pretty much the first step down the horrible slope GW has gone down. It should just be removed from the game, and assassins should be redesigned entirely. --Jette 21:55, 6 September 2008 (UTC)
- I'm inclined to agree with Biz. "Realistic Teleportation" is an oxymoron. Additionally, the gaming hierarchy should always be as follows:
- Fun
- Balanced
- Creative
- Realistic
- Maybe swap balanced with creative :-P ... Anyway. Games shouldn't slave themselves out to realism. If they did, video games would all be about sitting in front of your computer playing video games. Games should have *some* realism where appropriate, but it should never trump the balancing or the game experience. -Painted Bird
- Balanced is very important in online games, both PvE and PvP, but mostly in competitive PvP. Realism adds to fun & immersion, but otherwise should be at the bottom of the food chain. -- Alaris 00:22, 8 September 2008 (UTC)
- That's about the right order. Fun should definitely stay at the top, when you put balance above that, you end up with crap like D&D4E. Teleports are imbalanced, that's just the way it is. It eliminates all of the value of positioning. Positioning is one of the most basic concepts in sports (and that's basically what PvP is, it's a computer-assisted sport) and teleports completely eradicate all of its value. Consume Corpse and similar were alright because A) unless there was only one body, you didn't know where you were going; B) the teleports could be directly controlled and C) there were limited resources (corpses) to teleport with. PvP now is not about positioning; instead, it's about "o hai thar i used shadow step /\__/\ ima stab u." Am I the only one who thinks that maybe there should be just a little skill involved? Some dumbass who's had the game for a day can run an assassin bar just as well as someone who's had the game for years. Personally I think this is worst for "real" assassins who really enjoy the profession, run legitimate builds, and use assassins as their main because, other than their nice armor their sin has, they have nothing to show for it. It's not that you can't be a good player and run an assassin: it's that being one doesn't do anything. --Jette 07:59, 8 September 2008 (UTC)
- Yeah I was disappointed when I saw an assassin in PvP for the first time. I got all excited like they were going to put a stealth system in the game, but then I saw the guy teleporting around and I was like...'awwwwww :-/'. You're right about the learning curve for assassins, too. You'd think they would be a complicated class to learn with all the skill chaining, but once you actually build one, you can throw pretty much anything together and figure it out in a hearbeat. Painted Bird 20:01, 8 September 2008 (UTC)
- There is nothing wrong with teleporting, the problem is that there are no counters.
- Yeah I was disappointed when I saw an assassin in PvP for the first time. I got all excited like they were going to put a stealth system in the game, but then I saw the guy teleporting around and I was like...'awwwwww :-/'. You're right about the learning curve for assassins, too. You'd think they would be a complicated class to learn with all the skill chaining, but once you actually build one, you can throw pretty much anything together and figure it out in a hearbeat. Painted Bird 20:01, 8 September 2008 (UTC)
- That's about the right order. Fun should definitely stay at the top, when you put balance above that, you end up with crap like D&D4E. Teleports are imbalanced, that's just the way it is. It eliminates all of the value of positioning. Positioning is one of the most basic concepts in sports (and that's basically what PvP is, it's a computer-assisted sport) and teleports completely eradicate all of its value. Consume Corpse and similar were alright because A) unless there was only one body, you didn't know where you were going; B) the teleports could be directly controlled and C) there were limited resources (corpses) to teleport with. PvP now is not about positioning; instead, it's about "o hai thar i used shadow step /\__/\ ima stab u." Am I the only one who thinks that maybe there should be just a little skill involved? Some dumbass who's had the game for a day can run an assassin bar just as well as someone who's had the game for years. Personally I think this is worst for "real" assassins who really enjoy the profession, run legitimate builds, and use assassins as their main because, other than their nice armor their sin has, they have nothing to show for it. It's not that you can't be a good player and run an assassin: it's that being one doesn't do anything. --Jette 07:59, 8 September 2008 (UTC)
- Balanced is very important in online games, both PvE and PvP, but mostly in competitive PvP. Realism adds to fun & immersion, but otherwise should be at the bottom of the food chain. -- Alaris 00:22, 8 September 2008 (UTC)
- I'm inclined to agree with Biz. "Realistic Teleportation" is an oxymoron. Additionally, the gaming hierarchy should always be as follows:
- Shadow stepping is imbalanced enough as it is. Assassins are a spike-oriented gimmick-encouraging class that were pretty much the first step down the horrible slope GW has gone down. It should just be removed from the game, and assassins should be redesigned entirely. --Jette 21:55, 6 September 2008 (UTC)
- I have a problem with use of words "Realistic" and "Teleportation" in same sentence, still, should probobly not watched Jumper before making the suggestion. There is nothing realistic about shadow-stepping nor should it be, if you have instant movement of rather heavy objects trough space in a very short period of time then it should by all logic require more effort, so if you were to be able to attack and teleport around all you like, then it should come with added energy cost, defeating the meaning of changing it in the first place. Biz 18:31, 6 September 2008 (UTC)
- But they haven't nerfed cry of frustration yet.
Merging Character Creation Options
I was just creating a new character and I tought that one hairstyle would look really nice with another face, problem is, they were both different proffessions.. So I tought it might be nice(and easy, if not then sorry) to just merge all available options. But to make it fair, only the prophecies, factions and nightfall options apart of eachother should merge. So there is still a diversity between the 3 chapters. After all, not every continent on earth has the same look, but everybody can choose if they want to be a warrior/elementor/assassin/dervish... etc etc.. So why limit us to the same looks for 1 proffession. I hope you will look into this idea :) Thanks, Dutch Sunshine 21:40, 6 September 2008 (UTC)
- Often, faces just don't "fit" into the general concept of some professions. A scared male Warrior face does not fit a Mesmer, and a female Mesmer with makeup and eyelash doesn't fit a Warrior... — Poki#3 00:09, 7 September 2008 (UTC)
- The models would make that difficult. However, I do think that you can should be able to use any face and/or hair options from any campaign you own. Some campaigns get the best hair and face options, while others just suck. I'd rather you just let us use a damn barbershop, but something is better than nothing. --Jette 01:02, 7 September 2008 (UTC)
- There is a Scared Male Warrior? (ducking flames)MystiLefemEle 12:39, 7 September 2008 (UTC)
- I disagree with your approach to it, but there should be more appearance options. Characters of a certain class should generally have a thematic look to them, and characters created in different campaigns should have a geographically themed appearance that matches the campaign. Still, in a MMO, each class only having a handful of faces and hairstyles, skin and hair colors, doesn't make a lot of sense. Guild Wars is severely lacking in customizability and individuality, and the character creation screen is a major contributor to that problem. After 3 years, they haven't added any new faces or hairstyles to the Prophecies character creation screen, and after a year, they haven't added anything to Nightfall. It seems too little too late for them to do now what they should have done a long time ago, but hopefully they'll get it right in Guild Wars 2. -Painted Bird
- For something as personal and long-lasting as character appearance, I'd rather go for more options than more restrictions. Merging across campaigns & professions sounds like a worthwhile enterprise for GW2. I had a similar idea for armors, where some armor styles could be used by more than 1 profession. For example, some W & P armors could be used by either, some caster armors could be wearable by any caster, etc. -- Alaris 01:10, 8 September 2008 (UTC)
- I agree with what Jette said. I'd be very happy to have more options ,but I would be a little irked if I had to reroll.A cosmetic merchant would be better. Larkum 11:40, 9 September 2008 (UTC)
- Someone mentioned in the GW2 suggestions page that there be a barber to change hairstyles. Then in the talk page, someone said they should go ahead and allow faces/skin colors to change as well. Basically, since Lyssa is the Goddess of deception and illusion, give her a chain of cosmetic NPC's who charge a small fee for each change. I dug the idea. "Lyssa needs to get a job" was about how they put it. Painted Bird 22:25, 9 September 2008 (UTC)
- I agree with what Jette said. I'd be very happy to have more options ,but I would be a little irked if I had to reroll.A cosmetic merchant would be better. Larkum 11:40, 9 September 2008 (UTC)
- For something as personal and long-lasting as character appearance, I'd rather go for more options than more restrictions. Merging across campaigns & professions sounds like a worthwhile enterprise for GW2. I had a similar idea for armors, where some armor styles could be used by more than 1 profession. For example, some W & P armors could be used by either, some caster armors could be wearable by any caster, etc. -- Alaris 01:10, 8 September 2008 (UTC)
- I disagree with your approach to it, but there should be more appearance options. Characters of a certain class should generally have a thematic look to them, and characters created in different campaigns should have a geographically themed appearance that matches the campaign. Still, in a MMO, each class only having a handful of faces and hairstyles, skin and hair colors, doesn't make a lot of sense. Guild Wars is severely lacking in customizability and individuality, and the character creation screen is a major contributor to that problem. After 3 years, they haven't added any new faces or hairstyles to the Prophecies character creation screen, and after a year, they haven't added anything to Nightfall. It seems too little too late for them to do now what they should have done a long time ago, but hopefully they'll get it right in Guild Wars 2. -Painted Bird
- There is a Scared Male Warrior? (ducking flames)MystiLefemEle 12:39, 7 September 2008 (UTC)
- The models would make that difficult. However, I do think that you can should be able to use any face and/or hair options from any campaign you own. Some campaigns get the best hair and face options, while others just suck. I'd rather you just let us use a damn barbershop, but something is better than nothing. --Jette 01:02, 7 September 2008 (UTC)
(RI)Even if the cosmetic npc's were in main areas, ie Lions Arch and such would make good gold sinks and make ALOT of people happy to boot. ^_^ MystiLefemEle 09:09, 8 October 2008 (UTC)
- I think ANet is aware of the desire for barbers, hair dyers, plastic surgeons, a sex change specialist (well, alright, maybe not that last one), they just aren't implementing it for some reason. I'd like to create some sort of event like that Mursaat rally to show them that we're all very passionate about it, except I'm not very passionate about anything. I'd still show if somebody were to do it, though. --Jette 10:22, 8 October 2008 (UTC)
- I think if that happens in GW2, and especially if we can mix in the styles from different games (unlike in GW1 where styles are specific to a campaign), it would be good enough for me. I for one would rather they spend more work on GW2, but still enjoy the few things here and there they do to maintain and improve GW1. But I no longer think of characters in GW1 as permanent, rather I think of them as temporary, until GW2. -- Alaris 13:44, 8 October 2008 (UTC)
- I disagree with you entirely and have been in a perpetual state of RAEG since they announced we can't bring our characters into GW2. Seriously. It's as if at the end of the EotN campaign, they just said "rocks fall, everyone dies," rather than bother to implement an import system. --Jette 16:22, 8 October 2008 (UTC)
- I think if that happens in GW2, and especially if we can mix in the styles from different games (unlike in GW1 where styles are specific to a campaign), it would be good enough for me. I for one would rather they spend more work on GW2, but still enjoy the few things here and there they do to maintain and improve GW1. But I no longer think of characters in GW1 as permanent, rather I think of them as temporary, until GW2. -- Alaris 13:44, 8 October 2008 (UTC)
Improving the Protector and Guardian titles.
Titles like the Protector and Guardian titles are some of the very few titles in the game that are actually linked to completing an activity or an objective. I would like to see more incentive for obtaining them, and some form of interactive reward for achieving them.
Here's what I had in mind:
- Repeatable Quests A, B and C available to Protector of Tyria, Cantha, and Elona respectively.
- Repeatable Quests X, Y and Z available to Guardian of Tyria, Cantha, and Elona respectively.
- Repeatable Elite Quest available to Legendary Guardian.
Also. Since there are skills associated to the Norn, Deldrimor, Asura, and Ebon Vanguard titles in EotN, I would like to see a few skills that are linked to the Protector and Guardian titles. The same skill could be more powerful if you have the Guardian Title than if you just had the Protector title. This way instead of (or in addition to) farming 10 Sunspear ranks or 8 Lightbringer ranks or a whole ton of EotN titles, you could unlock skills for achieving titles that are more associated with a clearly-stated objective: completing the campaign missions.
Here's what I had in mind:
- Flameseeker's Signet: Target foe suffers from burning for (x seconds for protector)...(y seconds for guardian) of Tyria.
- Shiroken Signet: Target foe suffers from poison and disease for (x seconds for protector)...(y seconds for guardian) of Cantha.
- Tormented Signet: Target foe suffers from dazed and weakness for (x seconds for protector)...(y seconds for guardian) of Elona.
- Legendary Signet: All party members withing earshot lose 1 hex and 1 condition, and are healed for x health.
So a character with the Legendary Guardian title would have the following:
- Access to 6 repeatable quests and 1 repeatable Elite quest.
- Access to 4 PvE only skills with their full numeric values.
I actually think that add-ons along these lines should be considered as incentives for a lot of the activities that players do that usually involve cooperating with other live people. For instance adding a non-attribute skill reward for the completion of Urgoz Warren, The Deep, and Mallyx the Unyielding. You could do something similar for cartographer and vanquisher as well. But the stuff mentioned above should be a good start I think. And then you can run with it wherever you want. -Painted Bird
- The game doesn't need any more player skills. It has way too much of them. Your skills are unbalanced. Repeatable Quests are bad, unless there's a mission-like concept behind them (on top of that you don't mention what the quests are supposed to be about. A suggestion "give us some quest", is worse then so suggestion at all). There's nothing wrong with Protector and Guardian titles. Don't ruin them. Not every title needs to give you a direct extra reward. Titles are a reward in themselves. — Poki#3 00:15, 7 September 2008 (UTC)
- Well it's a suggestion page, not a "give them everything" page. The skill descriptions are meant as *examples*. They're there to provide reinforcement to the main point, which is to give additional incentive for acquiring the protector titles, since those are the rare few titles people actually team up to acquire. As for titles being their own reward, you're wrong. Putting titles in the game just for the sake of getting them is nothing more than grind-in-disguise. Also, repeatable quests are a *good* thing because it gives you something to do over again that actually has an objective. Having nothing but one-shot quests leaves people with only one option of making money or spending their time in-game after they've completed them, and that's farming or pursuing consumption titles and vanity gear. Adding repeatable quests as a reward for the protector titles makes the titles more meaningful, and gives the campaigns better replayability. -Painted Bird
- No way. I don't want to reward grinding. Instead of adding more overpowered PvE skills how about fixing the trash PvE skills like Triple Shot and Elemental Lord? Fix what's broken, then work on something new. I would go as far as to say that all titles in any form should be removed and all grinding eliminated. IMO, online games should not be allowed to reward mindless boring grinding as it needlessly consumes people's time doing something they do not enjoy for a fake virtual "reward" that is nothing, when they could be doing more productive things.
- What I'm suggesting doesn't reward grind. It just adds one more little bonus as an incentive for people to do the campaigns. Doing the campaigns is the opposite of grind, and the protector titles are among the few that aren't obtained through grind; they're obtained through completing the game's story. I agree that having titles be their own reward is bogus. But after completing a campaign, repeatable quests just give you the *option* of doing them over again. They don't require you to. And the bottom line is that farming never runs out and is the prime example of grind. But quests and campaigns *do* run out, and they're the counter to grind. I don't see how you guys are taking this as an advocate for grind, but in case it isn't clear, at no point did I say they should change HOW these titles work. I don't want them to be 8 or 10 layer titles with skills that graduate in strength. I want them to stay just the way they are, and the skills associated with them just have two levels of strength, one for protector, and one for guardian. Frankly, the suggestion to attach skills to them was just gravy. They can leave those out. But putting in a series of repeatable post-campaign or post-title quests is a good thing. Painted Bird 07:05, 17 September 2008 (UTC)
- No way. I don't want to reward grinding. Instead of adding more overpowered PvE skills how about fixing the trash PvE skills like Triple Shot and Elemental Lord? Fix what's broken, then work on something new. I would go as far as to say that all titles in any form should be removed and all grinding eliminated. IMO, online games should not be allowed to reward mindless boring grinding as it needlessly consumes people's time doing something they do not enjoy for a fake virtual "reward" that is nothing, when they could be doing more productive things.
- Well it's a suggestion page, not a "give them everything" page. The skill descriptions are meant as *examples*. They're there to provide reinforcement to the main point, which is to give additional incentive for acquiring the protector titles, since those are the rare few titles people actually team up to acquire. As for titles being their own reward, you're wrong. Putting titles in the game just for the sake of getting them is nothing more than grind-in-disguise. Also, repeatable quests are a *good* thing because it gives you something to do over again that actually has an objective. Having nothing but one-shot quests leaves people with only one option of making money or spending their time in-game after they've completed them, and that's farming or pursuing consumption titles and vanity gear. Adding repeatable quests as a reward for the protector titles makes the titles more meaningful, and gives the campaigns better replayability. -Painted Bird
Repeatable Campaign Books for Tyria, Cantha, and Elona.
Eye of the North has repeatable primary quests and dungeons, with a book that can be traded in for a substantial reward. However, if a player goes and helps out others with a mission they've already completed in the other campaigns, they get nothing for their time, effort and assistance. That should change, to provide players with a reasonable motivation to repeat old missions when they're in the mood, and to reward them for when they help out others. It also provides a moderately lucrative alternative to farming.
The Eye of the North system actually rewards you twice for repeating a quest/dungeon. Once for the initial completion/repetition, and once more when you turn in the completed book. Granted when you do the missions for the first time, the reward is much higher, but when you repeat them, you still get *something*, and the book's reward stays the same.
The other campaigns don't reward you anything at all for going back and repeating the missions. Hard mode is an exception, but #1 the hard mode reward can also only be achieved once and you don't get it again if you repeat the mission/bonus again on hard mode and #2 Eye of the North *also* has repeatable rewards for hard mode quests/dungeons. So any way you slice it, repeating the campaign missions is less rewarding than repeating Eye of the North.
I propose you institute a similar system to the one in Eye of the North to the other 3 guild wars installments. After a character gets to the end of a campaign for the first time, in the explorable area where they get the end-game green, there's an NPC who gives them a campaign logbook. One for Normal Mode and one for Hard Mode. Should that character decide to go back and repeat the campaign missions, it will fill out the logbook with the appropriate Mission/Bonus pages, or the appropriate Standard/Expert/Master pages. When the character returns to the end-game explorable area, they turn in the book, and recieve a reward. The simplest way to make this feasible would be to require them to have all the entries filled out as Master's, or in the case of Tyria, have all Missions and Bonuses filled out. Since there aren't any titles associated with these books, the player would only be recieving a gold and experience reward for turning them in.
The initial rewards you recieve for completing the missions don't have to be given again, but there should be *some* means of getting a decent return for your invested time when you go back and repeat the other campaigns. I think the book reward alone should be enough. You don't have to do it exactly as I outlined it here but the point is: make repeating the campaigns as rewarding as repeating the expansion. If you can think of a better way to do it, go for it. But please do it. Painted Bird 19:44, 8 September 2008 (UTC)
- Books are tied more to reputation titles then anything else. People do them for that. Also, once you're high enough, you can't get normal mode books, and can't take it easy. EotN missions are very different then mission from chapters, and you can't really compare them like you're doing. Also, the initial rewards are one time only in both EotN and the chapters. Making them awarded every time would create differences between the campaigns, and open up more then one way to make really easy cash. Lastly, campaigns have bonuses and time requirements. EotN has none. Bottom like, there's nothing wrong with missions the way they are now (and where since the begging). — Poki#3 00:23, 7 September 2008 (UTC)
- First of all, I'm *contrasting* the campaigns. EotN provides repeatable quests and dungeons with re-acquireable rewards. The campaigns do not. So there's no reason to replay the campaigns, but there is a reason to replay EotN. That's wrong. Second, you're not paying attention to what I'm saying. I'm aware the initial reward is obtained once, but on repetition, you still get a reward which is less, but the book reward stays the same. I didn't suggest the initial mission reward for the other campaigns should be re-acquirable every time they're repeated, ("the book reward alone should be enough"). I also never said that the book rewards for the campaings should be as high as the EotN books. They in fact probably shouldn't, since there's no title cut-off point for them. But the hard-mode book should still be more rewarding than the normal-mode book (much more rewarding since they never re-scaled the encounter sizes in hard mode for the four-player missions). And your final point just supports mine: campaigns have time requirements. Exactly. You still have to spend time doing those missions. Some missions are even timed, making you have to play hard to beat the clock. Also, unlike EotN, when your party dies in the campaign missions, you fail and have to start over, whereas in EotN you just respawn at a Rez shrine. The campaign missions are more time-consuming than EotN, but have no incentive for players to repeat them. And repeating any campaign on Hard Mode is actually *harder* than repeating EotN on hard mode.
- A-Net put more time, thought, and care into the construction of the three campaigns, but they have no replayability due to no rewards, so more than half of their locations are ghost towns. So where is everybody? In EotN, where the rewards are. As for your comment about making there more than one way to make easy cash, first off it wouldn't be any easier or faster than EotN, especially if they did it right. Second, there *should* be more than one way/place to make decent money. What kind of sense does it make to have four campaigns and only one of them has suitable rewards for the time you invest in it? If A-Net wants Guild Wars to be left in a state where players can keep enjoying it after they stop making changes to it to focus on GW2, they should follow my suggestion. And like I said, if they come up with a better way to do it, that's fine, but they still need to do it. Otherwise the three campaigns, all of which are superior in production value to EotN, are going to suffer. Painted Bird 19:54, 8 September 2008 (UTC)
- Yeah those books are for Reputaion Points, so redo-able, but a reason to redo missions: Bonus (if not done) Masters (if not done) or as I do, to Farm drops and Elites. same for the exporable areas too. With exception as to Bonus / Masters obviously. ^_^ MystiLefemEle 08:36, 9 September 2008 (UTC)
- I like the idea of a Luxon/Kurzick faction reward for a book. I was leaning toward a gold/exp reward, and then just decreasing it a bit since you could conceivably repeat the campaigns infinitely. Still, solo farming never runs out, so some form of infinite reward for missions would be an appropriate alternative I say. But they could use a book system for Luxon/Kurzick faction in Cantha, and Sunspear/Lightbringer faction in Elona, except the SS and LB ranks go up so fast already. Tyria would need its own title set, though. There's a suggestion higher up the page that proposed that. I'm starting to think it wouldn't be such a bad idea after all. Painted Bird 22:31, 9 September 2008 (UTC)
- I like this idea.
- Personally, I'd rather farm campaign books than farm one location for gold and items. It's more fun, it's more challenging. And if the rewards are high enough, it could turn a lot of gold farmers back to gaming, and make the job for gold sellers that much more difficult. -- Alaris 16:23, 10 September 2008 (UTC)
- I like this idea.
(RI) I don't exactly agree with the purpose behind this idea. IMO, it falls within the same two traps that often catch people in this page:
- The idea that Guild Wars needs players to be always playing it. If a player leaves the game...It does not mean GW or Arena Net has failed, but rather it may mean that the player simply did everything he wanted to do in the game, and is now done with it. As long as the player had fun when playing, and thus would be willing to play a new game/chapter/whatever in the GW world, Arena Net has accomplished its goal. There's no need to keep players every day of their lives, unlike the MMORPGs with a monthly fee. This is important for my next point...
- The idea that it is good game design to make people play through content only because they want a reward. It isn't - that's one way you could define "grind", by making people play through something not because they want to, but rather because they would get a shiny reward in the end. This is extremely easy for designers (guess what's harder, to make a fun quest or to make one that gives 10 ectos when it's completed?), but it does not improve the game. You would expect people to play through an area because they like to play in that area - in other words, because they're having fun there, regardless of there being or not a reward. This kind of content, one that incentives players to do it more than once because it's just fun to do so, is IMO a far better investiment than just giving rewards.
And so we end with this idea. Using book rewards to make people play more often through the Prophecies and Factions and Nightfall missions, when those players don't really want to do so (otherwise they would be playing these missions regardless of the reward) and when they playing more the game does not give any benefit to Arena Net...Is, IMO, pointless at best and an incentive to grind at worst.
Likewise, claiming that people are playing GW:EN because it has books ("So where is everybody? In EotN, where the rewards are") is, IMO, an absurd - GW:EN is simply the latest product released, so it's expected to be more filled than any older chapter. Add to this how we have no data that there are actually more people in GW:EN than elsewhere, especially considering how the expansion is smaller than the campaigns, and how there are already incentives for people to play the older chapters (Protector titles, Guardian titles, cartographers, etc)...In the end, I see little merit in the arguments behind this suggestion.
(Which is ironic, because the idea could actually work, but with completely different goals, and in completely different ways, than what has been proposed here.) Erasculio 18:56, 10 September 2008 (UTC)
- I've come to think of you as giving a lot of thought into your replies. But I think you missed the point here. (1) Agreed that people should not feel or be forced to play. Lots of good games are not meant to be played more than once. (2) It's indeed bad design to force people through content to get a reward. (3) However, consider rewards such as costly titles... currently the best way to max them is to farm some location like VS, the now-defunct Ursan UW, or CoF runs. (4) Books give an alternative to this grind by rewarding you for completing part or all of EotN missions or dungeons. The monetary rewards, admittedly, don't compete with farming. Only 6k for completing all EotN missions in HM? I make that much solo farming for 30min. (5) So players like me who'd rather be rewarded for playing the game often make the choice of farming single locations instead, for efficiency. (6) Which means that bots can usually make a good income by farming one location. (7) If instead you could make approximately the same income by playing the game, a lot of farmers would turn back to gaming. I know I would. (8) Players really have choices when different ways of playing give them about equal income. I choose books to fill rep titles because it was about on par with farming mobs, but I preferred doing missions than farming or doing dungeons. I had a choice. But when it comes to making money, I don't have a choice, unless I accept that I will have a much lower income as a result of playing the game the way I'd rather be playing it. -- Alaris 19:29, 10 September 2008 (UTC)
- Thanks : ) And I agree with you, actually - I think this idea could work as a way of making people actually grind less (or grind in a different way, at least), hence my comment about having different goals from the original suggestion here. If the books gave as rewards things people grind for today (Luxon and Kurzick points, Lightbringer and Sunspear points, maybe even gold depending on the impact it would have with inflation and etc), I believe they could work. The intent would not to make, say, more people continue to play Guild Wars; but rather to take those players grinding at the Remains of Sahlahja and make them play through other areas in the game. This isn't really adding replay value (those people were already playing anyway), but it would help the game a bit, IMO. Erasculio 19:44, 10 September 2008 (UTC)
- My basic point for suggesting the campaigns have a book-style system was to provide options. Alaris pretty much hit where I was aiming. At no point did I ever say that farming should become obsolete or that people should be forced to replay the campaigns. I just said that people should recieve something for their time when they do the campaigns again. It's true that a lot of people (myself included) replay the campaigns because they like them, but they get nothing for their time spent enjoying the stories again or the old scenery or helping others with missions they've already done. In EotN if you help someone with a mission you've already done, you get a notch in a book that you can turn in for a reward. I just want the same thing in the other chapters. It's there as an incentive, a bonus, that little bit of icing on the cake that acknowledges in your mind that you've done something commendable. If I help a stranger and don't even get a 'thank you', it'd be nice if there was that little subconscious reminder that I did a good thing, and a meager bit of gold does a good job at that. It's not there to 'force' people into anything. I think one of the best points is that this will at least open up more options for people to do things without having to weigh whether it would be worth their time to do it or not. Farming and questing/campaigning should all be profitable when they're repeated, even if one is still more efficient than the other. The rewards for farming and EotN booking don't run out, neither should the campaigns. Making repeating the campaigns profitable won't turn them into grind, it'll just make them a more viable alternative to what *is* grind. It isn't really fair to make people choose between actually playing the game or farming/grinding to keep up with the economy. But if they're in the mood to farm or grind one day, it's up to them. All about options. :-)
- I do want to touch on one thing you mentioned. "we have no data that there are actually more people in GW:EN than elsewhere" ... Speak for yourself :-) I can go to any town or outpost in EotN at virtually any time of day and there are people there. Plenty at that. And they're usually even advertising for parties instead of H/H-ing everything. But I can go to Eternal Grove, Dunes of Despair, Rilohn Refuge and dozens of other missions and outposts in the campaigns and they're ghost towns, many of them even during 'peak hours'. Also, Protector, Guardian, and Cartographer are all titles that once obtained, provide no subsequent incentive for the character to remain in the campaign. Once you've got them, what other reason is there to stay? To help others out of the goodness of your heart? Perhaps, but if anything should be rewarded isn't it helping others through a story? Also. True, EotN *is* the newest installment and is expected to have more people playing it, but EotN is also 10x the grind and 10x as rewarding as the other chapters (probably more than that), and its rewards don't run out (hard mode books can still be turned in for xp and gold even if you can't get more title points). So it's a fair conclusion that those are among the main contributors to its stable population. Combined with being the newest installment probably accounts for the severity of it, but the bottom line is it isn't new anymore, and it's about time people started phasing out of it and all four chapters were equal in their incentives for replayability. People don't *have* to constantly be playing Guild Wars, but for the people who are still playing, it would be nice to give them better chances that there will be someone else to play with, even if it *is* for an ulterior motive. Painted Bird 07:54, 17 September 2008 (UTC)
Mox's art
Uh, hi. I like the various MOX art variations you get when you make him use an avatar, but I don't like having to use an avatar to access them. It seems to me like Zumm or Zann or Zeke or whatever should be able to do it for you whenever you like. Make Zoon work like a hero armorer, but only for MOX, and let you choose any of the six art styles you want. Obviously, when he uses an avatar, it'll switch to that style until it wears off. --Jette 08:05, 7 September 2008 (UTC)
- Or you could use texmod to change it. 72.235.91.16 08:22, 7 September 2008 (UTC)
- That would work, but I'm already using a half-dozen texmods with the glitches and crashes to show for it. Aside from that, I'm much too lazy and incompetent at that kind of thing to do it myself, though if someone else had, I suppose I could cram another one on. --Jette 09:09, 7 September 2008 (UTC)
- Yet another very useful suggestion. Still, it makes sense, unlike the change-login-screen-QQing Gelei 14:53, 7 September 2008 (UTC)
- Try not to bring up one heading under another, Gelei. It attracts whiners, flamers, and fruit flies. Organization is key :P As for the idea of MOX having a personal color changer for his non-form appearance. Yeah, I like that. After all...it's just paint. -Painted Bird
- Technically this makes as much sense as "I like the look of the Avatar of Dwayna, but I don't like having to use an avatar to access it." — Poki#3 02:43, 8 September 2008 (UTC)
- Technically it's not even close to that. M.O.X. is a hero with no armor remnants to upgrade his appearance, and he looks exactly the same under all avatars, with the exception of his paint color. This just sais that we should be able to set his default appearance to something else. If anything, this suggestion more resembles "Allow me to apply dye to my hero's armor.", which I'm also in favor of. Painted Bird 19:36, 8 September 2008 (UTC)
- It would be nice. Maybe another mission down the road will have this idea as a reward.Larkum 12:43, 9 September 2008 (UTC)
- Technically it's not even close to that. M.O.X. is a hero with no armor remnants to upgrade his appearance, and he looks exactly the same under all avatars, with the exception of his paint color. This just sais that we should be able to set his default appearance to something else. If anything, this suggestion more resembles "Allow me to apply dye to my hero's armor.", which I'm also in favor of. Painted Bird 19:36, 8 September 2008 (UTC)
- Technically this makes as much sense as "I like the look of the Avatar of Dwayna, but I don't like having to use an avatar to access it." — Poki#3 02:43, 8 September 2008 (UTC)
- Try not to bring up one heading under another, Gelei. It attracts whiners, flamers, and fruit flies. Organization is key :P As for the idea of MOX having a personal color changer for his non-form appearance. Yeah, I like that. After all...it's just paint. -Painted Bird
- Yet another very useful suggestion. Still, it makes sense, unlike the change-login-screen-QQing Gelei 14:53, 7 September 2008 (UTC)
- That would work, but I'm already using a half-dozen texmods with the glitches and crashes to show for it. Aside from that, I'm much too lazy and incompetent at that kind of thing to do it myself, though if someone else had, I suppose I could cram another one on. --Jette 09:09, 7 September 2008 (UTC)
Make broader use of item rarity colors
IMO more items could make use of the item rarity colours to make it easier for new and casual players to spot uncommon items. Craftable rare crafting materials could be purple, while non-craftable rare crafting materials could be gold. Black and white dye could be gold. For armour, elite / ascended / prestige armour and rare collector armour could be gold (or purple, with only obsidian armor being gold) and festival hats could be green. Bison Championship Tokens, Destroyer Cores and Superb Charr Carvings could be purple because they are required for special headgear or gloves, while Diessa Chalices, Golden Rin Relics and Glacial Stones because they're rare and required in large amounts for special headgear or gloves. -- Gordon Ecker 22:57, 7 September 2008 (UTC)
- I disagree about making Black and White dye drop with a rare text flag, since the only reason they're rare is because so many people buy them from the trader and drive the cost up. I agree for just about everything else though. Particularly the non-craftable rare materials like Ectoplasma, Shards, Diamonds, etc. Since the gems in Domain of Anguish drop with a rare item flag, I think those should also get the same attention. Yet another minor quick-fix worth brushing up on. -Painted Bird
- Not a bad idea in general (my friend for once didn't know Black Dye is raze and mixed it with green. He still has the dark-green dye vial.) One problem would me loot scaling on the golds (the last 3 items you mentioned would ironically become a lot commoner with gold text, because of farmers). That would have to be taken into account. — Poki#3 02:41, 8 September 2008 (UTC)
- Black and white dye actually are rarer than other dyes. According to GuildWiki's dye drop rate research page, other dye colours are about 5~10 times as common as black and white. I don't think they should change text colours if it would mess with drop rate or loot scaling. -- Gordon Ecker 02:54, 8 September 2008 (UTC)
- Didn't realize that about the White/Black dye being rarer than others. Personally I think that's an incredibly stupid system. Making one color more rare than another. I mean dye is ornamental, not functional. So's elite armor but still, the dye thing always bugged me. Anyway. I doubt changing the text colors on drops to verify that they're rare will make the items get scalped by farmers, seeing how farmers already know that those items are rare. Why else would they farm them after all? Painted Bird 06:55, 8 September 2008 (UTC)
- Black and white dye actually are rarer than other dyes. According to GuildWiki's dye drop rate research page, other dye colours are about 5~10 times as common as black and white. I don't think they should change text colours if it would mess with drop rate or loot scaling. -- Gordon Ecker 02:54, 8 September 2008 (UTC)
- Not a bad idea in general (my friend for once didn't know Black Dye is raze and mixed it with green. He still has the dark-green dye vial.) One problem would me loot scaling on the golds (the last 3 items you mentioned would ironically become a lot commoner with gold text, because of farmers). That would have to be taken into account. — Poki#3 02:41, 8 September 2008 (UTC)
Up the reward for Fort Aspenwood
Please, don't let it turn into another Jade Quarry.--Atlas Oranos 04:32, 8 September 2008 (UTC)
- I agree. In fact I think the competitive missions in general are severely lacking in player interest. Would you be interested in merging these topics in a broader topic to encourage more participation in all the competitive missions? Painted Bird 06:58, 8 September 2008 (UTC)
- FA is disgustingly imbalanced. That's pretty much why I play it. I play at FA and AB (though AB is boring) and that is the extent of PvP I play because the community makes me RAEG with the fury of a thousand suns. (I prefer to deal with idiots than elitists: at least when an idiot acts like an idiot, he gets called on it.) I agree, though, with the amount of time generally required to put into it to play a single game (counting the obscenely long wait timer and the long games) you should probably get about 2K faction for a victory. --Jette 07:36, 8 September 2008 (UTC)
- Well upping the reward might not be enough/be the best way to make the competitive missions draw more players, but I think we can agree something needs to be done to reinvigorate peoples' interest in them. Painted Bird 08:25, 8 September 2008 (UTC)
- FA is disgustingly imbalanced. That's pretty much why I play it. I play at FA and AB (though AB is boring) and that is the extent of PvP I play because the community makes me RAEG with the fury of a thousand suns. (I prefer to deal with idiots than elitists: at least when an idiot acts like an idiot, he gets called on it.) I agree, though, with the amount of time generally required to put into it to play a single game (counting the obscenely long wait timer and the long games) you should probably get about 2K faction for a victory. --Jette 07:36, 8 September 2008 (UTC)
Well, the event this weekend is double faction for competitive missions, so Anet might actually be paying attention to this page o_o ¬ Wizårdbõÿ777(talk) 05:01, 10 September 2008 (UTC)
Up the reward for Jade Quarry
It's been dead for ages. -- Gordon Ecker 04:43, 8 September 2008 (UTC)
- I agree. In fact I think the competitive missions in general are severely lacking in player interest. Would you be interested in merging these topics in a broader topic to encourage more participation in all the competitive missions? Painted Bird 06:58, 8 September 2008 (UTC)
- I don't think upping the reward for JQ would make it populated at all still. I came up with an idea a long while ago, basically make it unbalanced (like FA). People play FA because it's "unbalanced"; people don't play JQ because it is "balanced." Besides, escorting jade is pretty boring after the first try. --8765 07:20, 8 September 2008 (UTC)
- Well upping the reward might not be enough/be the best way to make the competitive missions draw more players, but I think we can agree something needs to be done to reinvigorate peoples' interest in them. Painted Bird 08:25, 8 September 2008 (UTC)
- I don't think upping the reward for JQ would make it populated at all still. I came up with an idea a long while ago, basically make it unbalanced (like FA). People play FA because it's "unbalanced"; people don't play JQ because it is "balanced." Besides, escorting jade is pretty boring after the first try. --8765 07:20, 8 September 2008 (UTC)
Revert Lion's Arch, Kaineng, and Kamadan to Pre-EoTN Appearance + Bring back the "Ashford Abbey" music to Lion's Arch
I know that the little oozes and rats running around those towns were like promotional features (gosh, I can't think of the right for it) for the release of EoTN, but now that EoTN is out, I think we need to get rid of them...utterly cosmetic and minor, but the towns feel messy when I see rats running and oozes 'gooshing' around. And for people who've had Guild Wars long enough-I recall that the "Ashford Abbey" song used to play in Lion's Arch. At this moment, part of it plays, but then it's cut off by something else (Sands of Kryta I think). Now I'm a nostalgic fool, but I do miss that nice flute+violin track... Swordfish56 12:05, 8 September 2008 (UTC)
- Rats and Ooze are fine as they are right now, they do not need any change. Music could use some change though, I have the Direct Song GW Special Edition Soundtrack with bonus tracks and it used to play "Tears of the Fallen" which was way nicer and moody than the standard "Ashford Abbey" music. :p Jaxom 12:27, 8 September 2008 (UTC)
- Theres nothing wrong with few rodents running around cities. Biz 16:00, 8 September 2008 (UTC)
- Don't care about the rats, don't care about the music score, but I want to keep the oozes. --Jette 16:07, 8 September 2008 (UTC)
- And I wat to keep the rats. But they should be normal rats, not just albino ones. All cities have rats.MithTalk 16:55, 8 September 2008 (UTC)
- I think the rats and ooze are ugly and distracting. And I'd also like the old music score back. Bums me out that none of my Post-Searing characters can ever hear the Pre-Searing music again. Guess it's just a-net trying to force me to buying another character slot to make a perma-pre character :-P Painted Bird 19:30, 8 September 2008 (UTC)
- And I wat to keep the rats. But they should be normal rats, not just albino ones. All cities have rats.MithTalk 16:55, 8 September 2008 (UTC)
- Don't care about the rats, don't care about the music score, but I want to keep the oozes. --Jette 16:07, 8 September 2008 (UTC)
- Theres nothing wrong with few rodents running around cities. Biz 16:00, 8 September 2008 (UTC)
- Keep Ooze and Rat, as for Music? perhaps a change. ^-^ MystiLefemEle 08:48, 9 September 2008 (UTC)
(RI)Well, I got 1/2 my wish. Those little critters are GONE ! But music is still an issue :P Swordfish56 02:18, 11 September 2008 (UTC)
- Folks, it looks like it's time to start another "Bring back Rats & Ooze" petition! Jaxom 05:46, 11 September 2008 (UTC)
- I agree with you Jaxom, Bring back the Rats and Ooze - MystiLefemEle 07:02, 11 September 2008 (UTC)
- Or how about Charr-Kittens :) But seriously, it looks different now, now rats or Ooze around ^_^ MystiLefemEle 06:58, 13 September 2008 (UTC)
- Or better yet, ADD THEM TO THE GUILD HALLS! 145.94.74.23 10:04, 22 September 2008 (UTC)
- Yes, would be nice in the Halls to see a rat or ooze glopping around, but I still miss them.. MystiLefemEle 06:49, 23 September 2008 (UTC)
quest like mox
my sugestion: make one new quest every month, and when the month is over, the quest ends. something similer to the mox quest and monthly tonic :) --Orgeron 19:41, 8 September 2008 (UTC)
- Sure Orgeron, as soon as you pay for the team that's going to work on this, because I sure as fuck don't want them to take away GW2 staff to work on GW 1. 70.51.126.84 21:47, 8 September 2008 (UTC)
- Nice flame. I disagree with a lot of the people who are advocating additional content, nonetheless. The game already has too much content and too few players and too few reasons to re-live the existing content. Adding more content will just spread the community even thinner than it is and make partying for anything *but* that new content even harder. I'd rather they made the existing content have better replayability. Painted Bird 03:28, 9 September 2008 (UTC)
VOS
Revert Vow of Strength. NOW. it really ticks people of when a skill is changed in a way that any build using it become usless. completly redisigning a skill should be reserved for when a skill is so overpowered or crappy that you cant fix it as it was, and that was not the case with VOS.Githyan 20:52, 8 September 2008 (UTC)
Agreed, the 44% boost should be limited to naked attacks and not an already powerfull attack. (Ixillius)
- That was never the problem. The problem is that it doesn't work if the target is suffering from conditions. Which basically translates to "never." It was a cool skill for PvE pre-update, now it sucks. On the other hand, dervishes are ridiculously, sickeningly overpowered already, so I say we leave it be. --Jette 06:59, 18 September 2008 (UTC)
- Don't blame dervishes. Delete scythes, those are the problem. --The preceding unsigned comment was added by User:72.64.9.242 (talk).
- Agreed, I misspoke. --Jette 01:03, 22 September 2008 (UTC)
- Scythes are the real problem. Let's see, scythes are overpowered when wielded by anything except a paragon. All other weapons are balanced except daggers which do less damage than a wand and bows which have the worst attack delay and bad damage(note that they are also two handed)
- Well, now that you've gone and said it, someone will create an overpowered P/D build. I want to kill you with my brain. --Jette 03:07, 10 October 2008 (UTC)
- No, that won't happen. Paragons are bad at gaining energy. Scythe attacks are energy based. Everything else has ways of gaining or saving energy. --The preceding unsigned comment was added by User:96.233.8.248 (talk).
- They said you couldn't do the FoW in 20 minutes, but now look. --Jette 20:10, 10 October 2008 (UTC)
- TPIY Borotvaltgandalf 17:34, 30 October 2008 (UTC)
- They said you couldn't do the FoW in 20 minutes, but now look. --Jette 20:10, 10 October 2008 (UTC)
- No, that won't happen. Paragons are bad at gaining energy. Scythe attacks are energy based. Everything else has ways of gaining or saving energy. --The preceding unsigned comment was added by User:96.233.8.248 (talk).
- Well, now that you've gone and said it, someone will create an overpowered P/D build. I want to kill you with my brain. --Jette 03:07, 10 October 2008 (UTC)
- Scythes are the real problem. Let's see, scythes are overpowered when wielded by anything except a paragon. All other weapons are balanced except daggers which do less damage than a wand and bows which have the worst attack delay and bad damage(note that they are also two handed)
- Agreed, I misspoke. --Jette 01:03, 22 September 2008 (UTC)
- Don't blame dervishes. Delete scythes, those are the problem. --The preceding unsigned comment was added by User:72.64.9.242 (talk).
Just had to say that my P/d scythe build does a very good job at killing the masses... glowing signet works wonders!Zeph 02:45, 11 November 2008 (UTC)
Zinn returning entire party to Ventari's Refuge.
Players who haven't completed Zinns Task by enters the Secret Underground Lair are given special dialog from Zinn that returns the entire party back to Ventari's Refuge. Instead of ruining everyone's day when such a person makes the mistake of clicking the button that does this, it should only send back the individual.72.146.70.227 00:18, 9 September 2008 (UTC)
Summoning stones
It's only an idea but zaishen chest could start giving summoning stones and everlasting summoning stones. The chest doesn't have to change them every month like tonics but a possibility is to match the summoning stone with the appaerance of the tonic of the month (the fact that they are Zchest rewards will make them rare and not every player will have them). I haven't used yet any of the stones given as a reward by Zinn and I don't know if it will be difficult to implement at game, but i think that they can become an usual and useful item in player groups (with some restrictions like 1 use every 60 minutes and only 1 summon at the same time) and Anet must continue exploring their possibilities.Geoden 14:18, 9 September 2008 (UTC)
- This might not be such a bad idea. When you think about it, Zaishen Keys are rewarded for PvP activities, but the runestones are PvE items. So putting them in the Zaishen Chest would (theoretically) encourage more player to player trade, encourage more PvP, and encourage more PvE. I don't like items/skills/features that make the game easier to solo than party, but the runestones don't really do that, since the more people in the party, the more runestone summons can be in play. I think, anyway. Meh. Either way, this idea sounds pretty good to me. Painted Bird 22:37, 9 September 2008 (UTC)
- Hm... also each 'faction' could have theirs:
- Asura: 2.0 Golem.
- Norn: Totem Spirit.
- Dwarves: Dolyak.
- Charr: Hunter Beast.
- Luxon: Young Siege Turtle (Level 20). (Much weaker but faster version of Siege Turtle)
- Kurzick: Lesser Jugernaut (Level 20). (Much weaker but faster version of Juggernaut)
- Sunspear Mini-Bombard. (200 armor, 600HP and one slow uninterpretable bombardment skill, but can't move from where it spawned.)
- Lightbringer Diamond Djinn.
- As consumables and faction rewards they would encourage playing in those areas, as randoms drops they would be kinda cool if they activated right away (like picking bonuses in arcade games or like the Ghost Dwarves) or as items your could either use or sell them. But I don't know about eternal ones... they would be another non-expendable item to store... MithTalk 13:43, 10 September 2008 (UTC)
- I'd rather just be able to use minipets as summons. Summon Mallyx, destroy PvE in 15 seconds. --Jette 15:44, 10 September 2008 (UTC)
- Hm... also each 'faction' could have theirs:
Commando or Underoo Title
I think it would be cool to add a Commando or Underoo title track for players who complete missions while wearing no armor at all: underwear only. You could have levels like: Novice Commando, Commando Streaker, Commando Flasher, Ultimate Commando, etc. Or, if Underoo is preferred to Commando (since players will be wearing underwear rather than naked): Underoo Novice, Underoo Streaker, Underoo Flasher, Captain Underoo, etc. Of course, if "Underoo" is a copyrighted trademark, then you could go with Underpants or Underwear instead of Underoo.
- pfff... OMG. I'll give you 5k for armor, and play with that OK? Gelei 13:28, 10 September 2008 (UTC)
- It would make things more difficult. It isn't as though half the players aren't running around in their underwear already. I don't think it would hurt to have a fun title like that. Didn't you ever wear underoos, Gelei? If you didn't, then you missed out. Spiderman was the bomb. I will not remove your delete tag (nor have I ever removed a delete tag for that matter) for what you call "a pointless suggestion," but you have utterly failed to explain why you want to delete this suggestion or why it is "pointless" in your opinion. If you're going to put a delete tag on something, please give a better reason than calling it "a pointless suggestion." After all, it does have a point: it is suggesting a new title track. That is the point. If you don't like it, say why you don't like it instead of slapping a delete tag on it and labeling it as "pointless." That's not at all helpful.
- But it's just a waste of time. Either add valueable content or do nothing. And plz sign comments 86.101.55.163 15:29, 1 October 2008 (UTC)
- Agreed with the above IP. There are dozens of bad skill imbalances and all you can think of is stupid retarded titles? (and I called the titles retarded not the poster so no yelling NPA) 72.71.220.238 17:01, 4 October 2008 (UTC)
- Suggestion is stupid, OP is troll. The game should not reward players for playing badly. There isn't an "aggro everything on the map then blame the monk when you die" title, and this is essentially the same thing. Aside from that, I have enough people running around in their underwear in-game as it is. Have a little dignity, people... --Jette 18:36, 4 October 2008 (UTC)
- If Anet takes this suggestion I wouldn't be surprrised considering how stupid they have proven themselves to be. Delete this suggestion please, don't encourage playing badly. Once I was in Random Arenas and somee idiot warrior was on my team without any armor. He used Endure/Defy Pain and Frenzy as his only skills. Needless to say my team lost.
- Suggestion is stupid, OP is troll. The game should not reward players for playing badly. There isn't an "aggro everything on the map then blame the monk when you die" title, and this is essentially the same thing. Aside from that, I have enough people running around in their underwear in-game as it is. Have a little dignity, people... --Jette 18:36, 4 October 2008 (UTC)
- Agreed with the above IP. There are dozens of bad skill imbalances and all you can think of is stupid retarded titles? (and I called the titles retarded not the poster so no yelling NPA) 72.71.220.238 17:01, 4 October 2008 (UTC)
- But it's just a waste of time. Either add valueable content or do nothing. And plz sign comments 86.101.55.163 15:29, 1 October 2008 (UTC)
- It would make things more difficult. It isn't as though half the players aren't running around in their underwear already. I don't think it would hurt to have a fun title like that. Didn't you ever wear underoos, Gelei? If you didn't, then you missed out. Spiderman was the bomb. I will not remove your delete tag (nor have I ever removed a delete tag for that matter) for what you call "a pointless suggestion," but you have utterly failed to explain why you want to delete this suggestion or why it is "pointless" in your opinion. If you're going to put a delete tag on something, please give a better reason than calling it "a pointless suggestion." After all, it does have a point: it is suggesting a new title track. That is the point. If you don't like it, say why you don't like it instead of slapping a delete tag on it and labeling it as "pointless." That's not at all helpful.
An easy increase in storage.
We all have this problem. Even four storage slots and a materials slots isn't enough. Well how about this, have heroes care belt pouches. The player would provide the pouches, and be able to equip them on their heroes. When selecting a hero's pouch it would appear just below the characters belt pouch. Even just a hand full of heroes would greatly increase your total storage. --Will Greyhawk 14:37, 10 September 2008 (UTC)
- Reason why they don't add more storage isn't that they can't seem to figure out where to put it, but that it has some extensive coding/ other issues probably tied to amount of data that is being transferred by each character. If you need more storage space, create mule character or two, give them bags and you got more slots for all the junk you want to keep. Biz 15:43, 10 September 2008 (UTC)
- Unfortunately, ArenaNet has publicly stated that they won't be adding any more storage. Evidently it takes up too much space on the servers. Go figure. --Jette 15:49, 10 September 2008 (UTC)
- I always sey this and I'll repeat it forever: "the only way to solve problems with storage is removing the need for storage". So, what we need is:
- Unlocking of items that are usually acquired once and are hard to get: Miniatures, Armor, Polymock pieces...
- Traders for expendable items that usually drops from monsters and are not sold in merchants: scrolls, dyes, runes, weapon upgrades, materials...
- And measures to make items more needed and sold faster, like requiing weapons to be customized to equip them, so any weapon used is out of the market, and new drops can enter it, and something like the Xunlai Marketplace for the rest to make selling easier and faster. MithTalk 18:16, 10 September 2008 (UTC)
- Changing from tradeable to unlockable messes up with the market. It worked with hats because hats can't be traded. But unlocking pets can have a significant effect on market prices: (1) unlocking a pet means any char on your account can use it, thus they are more desired, (2) incentive for selling pets is decreased, because they don't clutter storage.
- Agree with upgrades traders.
- Xunlai market won't happen in GW1 according to what I keep hearing. Maybe GW2. As for "bind on equip", that means that you can't try it on for size. I often equip items to see how they look on me in action. I prefer to keep customization optional. -- Alaris 18:29, 10 September 2008 (UTC)
- Hm... then they could be equipped, but won't work at all (skills that require weapons won't work, effects won't apply, etc)... a preview panel could be good too. MithTalk 18:40, 10 September 2008 (UTC)
- A Xunlai market would be enough, if implemented well. There is already demand for all kinds of things, but the problem is that ppl looking for specific skins (except regularly farmed ones) can't seem to find a seller, and vice-versa. No need to artificially *create* a need IMO. -- Alaris 18:54, 10 September 2008 (UTC)
- Hm... then they could be equipped, but won't work at all (skills that require weapons won't work, effects won't apply, etc)... a preview panel could be good too. MithTalk 18:40, 10 September 2008 (UTC)
- I always sey this and I'll repeat it forever: "the only way to solve problems with storage is removing the need for storage". So, what we need is:
- Unfortunately, ArenaNet has publicly stated that they won't be adding any more storage. Evidently it takes up too much space on the servers. Go figure. --Jette 15:49, 10 September 2008 (UTC)
(Reset indent) Assign a cost to a storage slot, just like you do when you buy a character slot. I'd gladly pay $5-10 for a storage slot instead of a character slot. I have 12 characters, 4 were brought just for storage, but now over 8 are just storage, I got stuck playing my Dervish because he's cool. 000.00.00.00 03:16, 10 October 2008 (UTC)
- That would make sense, wouldn't it? The game would be so much better with a monthly fee. See, if ANet was actually making a significant amount of money by charging players, then they would have money for more team members. And those team members could work on GW1 as all their current team members work on GW2. Not to mention all the money they'd have to nice things like storage for players. I agree wholeheartedly. Hell, I'd buy a nice hard drive and mail it to ANet if they got me ten extra storage slots. You can get 100 gigs for thirty bucks at best buy. --Jette 04:37, 10 October 2008 (UTC)
- Umm, I wasn't implying a monthly fee. We can buy Character Slots, which I would think would take up far more space on the servers than say one tab of storage - considering a character in terms of storage alone - can hold more than one tab in the storage chest. Extra Storage would fall under Upgrades in the online store. 000.00.00.00 04:46, 10 October 2008 (UTC)
- Yes, I know. I'm saying I agree with your idea. The first half of my post was a rant. --Jette 11:52, 10 October 2008 (UTC)
- Another thing that could be done is to add another use for character slots alod "PvP character" and "Roleplaying character": "Xunlai Warehouse worker". All character and hero slots that would be used by a character would be replaced by a single tabbed inventory, and players won't be able to join the game with characters of those slots, they would exist in a single area, the Xunlai Warehouse (as seen from Xunlai Center) and they won't be able to leave there. They would only be able to talk to the Xunlai Chests there, and trade with other characters of the district. All of them would have different faces and hairstyles, but the same armor that can't be dyed. Delete the character and the items the character stores vanish. MithTalk 13:51, 10 October 2008 (UTC)
- Wouldn't that just be more work than its worth? Arenanet has already shown they can increase account-based storage. All they would have to do is do it again, really no new programming. Well, maybe a new Xunlai Chest screen. A new character type is nice, but I'm interested in ease of access; a worker would just be the same as buying a new character slot. [shrugs] 000.00.00.00 08:21, 13 October 2008 (UTC)
- Another thing that could be done is to add another use for character slots alod "PvP character" and "Roleplaying character": "Xunlai Warehouse worker". All character and hero slots that would be used by a character would be replaced by a single tabbed inventory, and players won't be able to join the game with characters of those slots, they would exist in a single area, the Xunlai Warehouse (as seen from Xunlai Center) and they won't be able to leave there. They would only be able to talk to the Xunlai Chests there, and trade with other characters of the district. All of them would have different faces and hairstyles, but the same armor that can't be dyed. Delete the character and the items the character stores vanish. MithTalk 13:51, 10 October 2008 (UTC)
- Yes, I know. I'm saying I agree with your idea. The first half of my post was a rant. --Jette 11:52, 10 October 2008 (UTC)
- Umm, I wasn't implying a monthly fee. We can buy Character Slots, which I would think would take up far more space on the servers than say one tab of storage - considering a character in terms of storage alone - can hold more than one tab in the storage chest. Extra Storage would fall under Upgrades in the online store. 000.00.00.00 04:46, 10 October 2008 (UTC)
A way to see what quests are available for you.
A list with what quests are available for you and directions to the NPC from where we can start the quest (maybe something similar with what we have for the quest in which we are involved).
- Xunlai Agents should have an option: "Job Request". They would a list of quests to be made in each campaign. And they'll give the lowest one you can make. Abandon that one, go talk to them, and they give you that one again. Do that one, ask again, and they give you the net one in the list. MithTalk 18:24, 10 September 2008 (UTC)
- I remember good ol' Earth and Beyond had job terminals in many of the space stations. One could get reasonably simple tasks that helped rebuild a reputation toward an NPC group that banished you for whatever reason (like killing them for loot, hehe). A decent reputation system with game area access consequences would be a nice touch. I guess that should go to GW2. Ralmon the Gen 04:52, 11 September 2008 (UTC)
- No reputation system please. This isn't WoW.
- WoW didn't invent the reputation system, nor did they implement a very good one, nor did you sign your protest ;p Ralmon the Gen 03:45, 12 September 2008 (UTC)
- No reputation system please. This isn't WoW.
- I remember good ol' Earth and Beyond had job terminals in many of the space stations. One could get reasonably simple tasks that helped rebuild a reputation toward an NPC group that banished you for whatever reason (like killing them for loot, hehe). A decent reputation system with game area access consequences would be a nice touch. I guess that should go to GW2. Ralmon the Gen 04:52, 11 September 2008 (UTC)
- Euhm, actually, having a high rep title does change the way the NPC's of that faction respond to you. 145.94.74.23 10:03, 22 September 2008 (UTC)
- I think it would be really neat to be able to go to a single source (something in game, not wiki) to be able to see a list of all of the quests that you have completed, all of the quests that you have not completed and are currently in your Quest Log, and all of the quests that you have not completed but do not exist in your Quest Log. There is no fun in having to search for quests that you have not done yet by going to each city and looking for NPCs with a ! above their head. I think this is a great idea. Shoot I'll just throw it out there that this could potentially be a title in itself, similar to the Protector Title Track, but for quests instead of missions. A list of completed quests has to be maintained somewhere because once you complete a quest, the ! above NPCs head is gone. Unindal 21:36, 24 September 2008 (UTC)
- I agree that it would be great to have some kind of book or something that helped you keep track of the quests and/or missions that you have completed. I love the fact that there are so many of them to do but it gets a little hard to remember which ones you have already completed and to have something in game that you can look at to see if you have finished them would be great. The idea of the books in GWEN is just like this. I know we can do this out of the game but it is hard to remember to log all of them all the time. Okies Girl 03:00, 27 September 2008 (UTC)
MiniPet Arena
This idea is rough at best, and probably a little late to be incorporated into Guild Wars 1, but its still worth putting out there. There could be a place on Battle Isle, where a location called Mini Pet Arena (or something to that effect) can be located. There you would be able to select 3 of your minipets for a team battle ( preferably 1v1, when 1 dies the next takes it's place). Each minipet would be set at lvl 10 and would lvl up with exp from kills, and would have 4-5 skills relative to their real-life counterpart (there would be exceptions such as: Mad King (have nec skills), shiro ( assassin skills no monster skills). This would make GREAT use of those minipets who are dedicated and worth nothing. Also it would stimulate the economy, because people would start to sell minipets (dedicated or not) for a reasonable price. I would love to see what others have to say about this, and any ideas you have are welcome, like i said this is rough at best. thanks for your time. --Patch 22:49, 10 September 2008 (UTC)
- Well, this sounds adorable, but ANet won't implement it. --Jette 23:09, 10 September 2008 (UTC)
- Too bad: this was exactly what I thought about when I first heard of Polymock when reading the GWEN/GW2 preview article in PCGamer last year. Of course the real Polymock in GWEN is far less that enjoyable... Jaxom 05:45, 11 September 2008 (UTC)
- Polymock would be cool if you could face anything other than the same NPC's over and over again, and get any kind of reward (even below rank 8, it's hardly worth the trouble to do it more than once for the skills). It's sad to see so much effort went into a part of the game that's so seldomly used. Same with the charr battleplans. 145.94.74.23 16:30, 16 September 2008 (UTC)
- If Polymock were to be made PvP, it would require account-wide Polymock piece unlocking. Then there should be a way to start choosing pieces, first player A randomly gets the first choice, then player B selects its first piece, then A selects the second, and so on. Then fights should be 'Better of 3'. 2on2 or 3on3 matches would be better too, to reduce wins just by luck. MithTalk 14:57, 17 September 2008 (UTC)
- Polymock would be cool if you could face anything other than the same NPC's over and over again, and get any kind of reward (even below rank 8, it's hardly worth the trouble to do it more than once for the skills). It's sad to see so much effort went into a part of the game that's so seldomly used. Same with the charr battleplans. 145.94.74.23 16:30, 16 September 2008 (UTC)
- Too bad: this was exactly what I thought about when I first heard of Polymock when reading the GWEN/GW2 preview article in PCGamer last year. Of course the real Polymock in GWEN is far less that enjoyable... Jaxom 05:45, 11 September 2008 (UTC)
Bunny Ears
I'd love to see rabbit ears as a festival hat! Like the Horns of Grenth (only a lot smaller and obviously bunny ears)haha Kawaii 05:40, 11 September 2008 (UTC)
- Cute idea, Perhaps for the upcomming Easter 09 - MystiLefemEle 07:08, 11 September 2008 (UTC)
Whip Weilding Ranger
Link in question -> http://www.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=24013028&union_id=139
Some guildies and i have been talking about a recent screen shot that was found while one of our guild members where running around on google looking at alpha and beta pics of guildwars.The guild member (X Agrippa X) found the screen and brought it to our attention,which caused major upset inside of our guild alone. In this screen shot you can see that the ranger (Name unknown) is dual weilding whips! You can imagine the surprise and upset it caused our ranger primary players. We are not for sure if this screen infact is real or fake, but upon veiw of the screen and takeing into account details (shadeing,terrian,impact images) we honestly do beleive it to be an actual screen shot of a dual weilding whip ranger. If infact these screens are real, why where the changes made to the class before the release of guild wars? Since this is a suggestion thread, we would like to suggest bringing the whip ranger back to the game.(Or add it if it never was added.)
Pros:
- It would place the ranger back into the middle line of combat where the class was originally set to be. Most rangers currently can sit back with common back line class ie monks and eles fireing upon foes with long or flat bows.
- It would give a reason for rangers to use there pet and other beast master skills. I myself only use on average five beast master skills ON occasion. Those skills used,which are common i am sure amoung other rangers are EoE (Edge of Extinction), Rao (Rampage as One-For HA and Thumping in AB), Disrupting Luge (For AB), Energizing Wind (For trapping) and Companionship(For cross healing.) Skills such as Charm Animal and Comfort Animal are given as those skills are required to use your pet.
- IF this screen is actually real and the skills where at one time real it could mean the ranger class could be set up to run a completly different way, and new team stratagies could be implemented for challenges and areas in the game that have started to die off.
- Again, if these are real the codeing for whips and the skills for the weapon are already present.Which means that it will be easy to reinstate them into the game
- The ranger would have a new home in GvG and HA instead of ranger spikes and Thump teams.(If you pull up a GvG or HA match you will hardly find a ranger that is not running these builds all the time.)Rangers in GvG mainly run Crip Shot builds, and these are ineffective due to monks packing many condition removal skills.
Cons-
- Bosses would have to be changed to allow for Green whip drops,given new elites that would have to be captured,and new animations for them when they use their whip attacks.
- Legendary Skill hunters would have to go back and aquire the whip elites from the new bosses added which could cause some sort of problem later on.
- Tweaking for the weapons would be required due to the fact that as the screen shows current whip damage almost matchs that of a max axe.
- Rangers would have to pay attention to where they are positioned on the field because as the skills read the closer the player is to his/her foe the less damage they would deal.
- The Assassin would no longer be the only dual weilding class in the game.(Which could cause some upset as many people feel the Sin is the only true dual weilding class.)
Disscusion in our guild alone is at an all time high due to the finding of these screens. Many of us have said that those who don't use their ranger often would knock the dust off that class and bring it out to actually play it in PvE and PvP aspects. This alone would also breath life back into guild wars itself (Till GW2 came out) and would probably bring inactive players back to the game to try something new. (Sealana *Sealana Travinia ingame* 4:55pm Eastern 9/11/08)
- Rangers run anything except a bow because statwise, a bow is the worst weapon. If you want ranged damage, get a spear. If you want criticals and imbalanced deep wounds, get a scythe. If you want to spam conditions like there's no tomorrow, get a sword. If you want to knock things down every 5-6 seconds, run an RaO thumper. If you want to suck at doing damage, have the worst refire rate in the history of Guild Wars, and ge nerfed every update, get a bow. If my ranger wasn't my first character I would have deleted it by now in favor of something that actually does damage.
- -I like the skills and the whip but in the list of removed skills i haven't seen them so I do think it's real but I want, no, I hope it's real. An alternative weapon for rangers can refresh them (if Anet implement it, again xD) because bows aren't so good as they were (but still useful for me) and this fact makes some players play with other professions and they leave this fantastic profession in a dark corner of their character slots.--Geoden 17:06, 12 September 2008 (UTC)
- A whip Weapon for Rangers would be awesome, but I can hear the QQ's for against it too. <sigh> My Ranger is used quite a bit and the thought of a Whip with dmg stats similar to an Axe would make Interesting useage in-game. ^<>^ MystiLefemEle 07:09, 13 September 2008 (UTC)
- Pff... If you want, post in the GW2 suggestions that you'd like a Whip type weapon for in the game. The chance of this being in GW1 is below 0. Plus, I can imagine that whip animation would be troublesome. — Poki#3 08:44, 13 September 2008 (UTC)
- I see every skill has "less dmg if foe is near" on it, even if it does damage comparable to hammers you could counter it Just by running up to the whipper, at any rate, Imagine Damage output of a ranger that Only needs to put attributes into Beastmastery. You have a pet that does damage and has more armor then you do, and you have a ranged attacker that does hammer like damage from a distance, at times, on more then one foe. We could allwas ask Gail or the new community relations manager wither its real or not. Biz 05:46, 16 September 2008 (UTC)
- Pff... If you want, post in the GW2 suggestions that you'd like a Whip type weapon for in the game. The chance of this being in GW1 is below 0. Plus, I can imagine that whip animation would be troublesome. — Poki#3 08:44, 13 September 2008 (UTC)
- A whip Weapon for Rangers would be awesome, but I can hear the QQ's for against it too. <sigh> My Ranger is used quite a bit and the thought of a Whip with dmg stats similar to an Axe would make Interesting useage in-game. ^<>^ MystiLefemEle 07:09, 13 September 2008 (UTC)
- I hate to burst your bubble, but a few posts down in the thread, they mention that the pictures are fakes. And even if they were not, there's probably a very good reason why whips were left out of the game, so they won't be making any comebacks. 145.94.74.23 16:27, 16 September 2008 (UTC)
- We knew that, just saying it would be or would have been nice to have is all O_O MystiLefemEle 07:54, 17 September 2008 (UTC)
- It would be nice to see a Ranger DPS line that doesn't suck.
- We knew that, just saying it would be or would have been nice to have is all O_O MystiLefemEle 07:54, 17 September 2008 (UTC)
Heroes Ascent
- One thing that I dont agree on Guild Wars is the HA sistem because players who want to start playing HA can't find a Guild because they only accept Rank players, or a team there because they have no rank. So sometimes it's really frustrating for players who want to start playing HA.
- So I watch to the Random Arenas example becuse there, players can get gladiator points in a random way and after wining rank there they can join a better team on Team arenas. So my idea is to create a sistem similar or not to RA to help new players grow up on HA pvp. Rispardal 17:03, 11 September 2008 (UTC)
- Was it really necessary to put this suggestion in this stuoid formatting form? Really? Gelei 15:42, 11 September 2008 (UTC)
- Problem Already solve. Rispardal 17:03, 11 September 2008 (UTC)
- HA isn't fun anymore anyway. It's all "LOL WOUNDING STRIKE SEARING FLAMES SAVANNAH HEAT SWAY XD /\___/\" faggots running around pretending they're good at the game. I defy you to find me an HA team with actual skill running a legitimate build these days. Play AB, AB is cool and almost balanced. --Jette 00:32, 12 September 2008 (UTC)
- Wow Jette I actually agree with you this time. I like Alliance Battles because you can be somewhat sloppy. You don't need to take a resurrection skill, you can go solo without the team(at your own risk of course) because you get infinite resurrections, and there is no elitism. Skill imbalances still hurt the AB metagame but it is a great place to design new builds and tactics. Overall I would say that Alliance Battles are the best PvP arenas in the history of Build Wars.
- Is this a suggestion? RA isn't suited for anything random, because if you intend to win you HAVE to have a runner or two, a snare, balanced healing and offense, a split plan and coordination with a good leader to top it all of. Good random teams of 4 people are hard to come by. Increasing the number of players would DRASTICALLY increase the randomness and decrease the chances for a good team. With such high differences, some teams would seriously steamroll through, while others would seriously consider rage quiting.
- Back to your "problem" it's a problem with the community. Go to the HA outpost, and complain that the people don't want unranked players. Convince them to change. Good luck. Personally, I started my HA adventures the same way I recommend other people to: by making a guild party! One person was experienced with HA, he started a group and started teaching the players that wanted to play about game types, maps, strategies... after that, those people started taking other people in and making their own parties from time to time. Unranked players got some fame, and learned something, and now they can expand on it. I assure you, if you would go into HA without someone to explain what to do you will get crushed and won't go far beyond the underworld. — Poki#3 05:27, 12 September 2008 (UTC)
- HA isn't fun anymore anyway. It's all "LOL WOUNDING STRIKE SEARING FLAMES SAVANNAH HEAT SWAY XD /\___/\" faggots running around pretending they're good at the game. I defy you to find me an HA team with actual skill running a legitimate build these days. Play AB, AB is cool and almost balanced. --Jette 00:32, 12 September 2008 (UTC)
- Problem Already solve. Rispardal 17:03, 11 September 2008 (UTC)
- Was it really necessary to put this suggestion in this stuoid formatting form? Really? Gelei 15:42, 11 September 2008 (UTC)
- So I watch to the Random Arenas example becuse there, players can get gladiator points in a random way and after wining rank there they can join a better team on Team arenas. So my idea is to create a sistem similar or not to RA to help new players grow up on HA pvp. Rispardal 17:03, 11 September 2008 (UTC)
- Decently designed arenas + titles to instantiate grind = terrible gameplay with abusive farming environment. ~Shard 08:35, 26 September 2008 (UTC)
Mutiple Animal Companions
- → moved from ArenaNet talk:Guild Wars suggestions
Rangers need a place to kennel the pets they have when tired of them so the time getting it to lvl 20 is not wasted when you get bored or see a new pet that is cool and you want it --The preceding unsigned comment was added by User:70.234.171.42 (talk).
- If that is a new idea I'm a roasted newt, but truth is that it's something cool that has been said not to be considered in long term for GW1, but maybe for GW2. But if they were unlocked just like heroes and we had a way to manually set the to be Dire, Hearty or Elder, we would only have to save one of each, and be able to get all of them. Then, if you have the Charm animal skill, a combo bo like the Hero one would appear in the party formation panel, and you would select them. Another way to 'save' pets would be by being able to 'trade' them with your heroes. 26 heroes + your own would make 27 different companions you'll be able to 'save' if you could trade them with your heroes. MithTalk 15:42, 12 September 2008 (UTC)
Actually, what I'd like is to get multiple Charm Animals, and be able to play with a small pack of animals. Have them all subject to the same skills when you trigger them, and have them as a 'pack'. It would make Charm Animal useful on its own, one slot per animal, and you could be a beast master sort. :) I'd be willing to have three 'Charm Animal' slots on my Ranger to have three animal companions, if the rest of the skills would 'cluster' and affect all the animals equally. Tashiro 04:17, 15 September 2008 (UTC)
- Yes, because having 7-8 sword warriors with perma-sprint at your disposal wouldn't be imbalanced at all. --Jette 05:15, 15 September 2008 (UTC)
- Well you can't have multiple instances of the same skill on your skillbar, and I don't think Charm Animal should be an exception. True, having a pack of critters at your command would be fun and cool, but it'd be a disaster for game balancing. A more suitable alternative would be to have some sort of PvE-only skill like "Call Dire Wolf" or "Call Hearty Stalker", but give them a prefab skillbar and their own AI like the Ebon Vanguard Assassin. Since you can only have 3 PvE-only skills on your bar at one time, combined with Charm Animal, you could have a maximum of 4 critters under your control in PvE. Anyway, I'm all for putting Fun before Balance, but allowing something like this in PvP would be out of the question. And the general concensus from what I've seen on the Wiki is that a lot of players want to avoid new PvE skills like the plague, so I wouldn't hold my breath for an option like this. Painted Bird 09:37, 17 September 2008 (UTC)
- You can have more than one SoC. — Ebañy Salmonderiel 18:44, 22 September 2008 (UTC)
- Well you can't have multiple instances of the same skill on your skillbar, and I don't think Charm Animal should be an exception. True, having a pack of critters at your command would be fun and cool, but it'd be a disaster for game balancing. A more suitable alternative would be to have some sort of PvE-only skill like "Call Dire Wolf" or "Call Hearty Stalker", but give them a prefab skillbar and their own AI like the Ebon Vanguard Assassin. Since you can only have 3 PvE-only skills on your bar at one time, combined with Charm Animal, you could have a maximum of 4 critters under your control in PvE. Anyway, I'm all for putting Fun before Balance, but allowing something like this in PvP would be out of the question. And the general concensus from what I've seen on the Wiki is that a lot of players want to avoid new PvE skills like the plague, so I wouldn't hold my breath for an option like this. Painted Bird 09:37, 17 September 2008 (UTC)
Everlasting Rally Racer
Everlasting Rally Racer with motion blur effect and item description stating that official races are held in Lion's Arch international districts every half hour.
- What's your suggestion exactly? I can't read it. Btw sign comments plz Gelei 11:51, 13 September 2008 (UTC)
Consistent Account Names between Hero Ladder/Talkano Results/Xunlai House
The tournament house is one of my favorite additions to Guild Wars, and it has gotten me interested in GvG. I watch the battles as the MATs progress and we use the MAT predictions as a sorta guild event, wagering on who picks the most winners and which guilds will win individual matches. It's fun. This has been a nice addition and I thank you for it.
I would love to see something done with Hero Battles and the 1v1 ladder and predictions that would put the same account name into the ladder, Talkano's results and the prediction house. I understand that players might use different characters throughout the monthly qualifing and the tournament itself, but somewhere if we could determine that the player named Ima Killyou is the same account as Ima Sweetbaby then maybe our predictions could become a little more than just a shot in the dark. We'd also be able to tell at the end how many points were actually due to us from the Hero Battle predictions. It would be a nice improvement from what we have now.
- I could not agree more. I have been doing a decent job of keeping track of the Guilds that are good, the Guilds that are getting better, and the the Guilds that are slowly losing their edge. Guild names don't change when you look at the ladder, so from month to month, they are easy to pick out and track their wins/losses in the monthly tournaments.
For Hero Battle players, it is a nightmare. If a player has changed their character account name with Tolkano from month to month, it is nearly impossible to track the person down (unless you know that their name has changed) in previous monthly tournaments. Even looking at the Hero Battle Ladder and the prediction names for the Hero Battle players while making your predictions is a nightmare. The names can, and most often do, differ. It would be nice if there was a way to track the changes that have occurred to a character's account name. Unindal 21:49, 24 September 2008 (UTC)
Special Events headgear and armor
How about a way so players can access old special event headgear from past events. Like Wintersday and Halloween. Not all headgear's, for example the Tengu mask shouldn't be available.
Second, why not put armor that matches the headgear, so it's like a disguise, and you had to make a series of quests, each one had a piece of armor as reward. Since I saw the design made for the Scare Crow headgear and Mummy headgear I thought it should exist special event armor (even if with zero armor rating).
What do you think? Snowstone 21:23, 12 September 2008 (UTC)
- Festival hat maker. Anything more would be stupid. And making 20 event armors (that have 0 AL no less)... yeah, like they don't have better things to do. — Poki#3 00:25, 13 September 2008 (UTC)
- Apart from the armor, do you think it's stupid for people who didn't have GW at the time of the events or in case of Prophecies hadn't made it to Lion's Arch? I just think every body should be given the opportunity of acquiring headgear from past special events.Snowstone
- To answer your question: Yes. I'll give you time to think about it. — Poki#3 03:08, 13 September 2008 (UTC)
- Apart from the armor, do you think it's stupid for people who didn't have GW at the time of the events or in case of Prophecies hadn't made it to Lion's Arch? I just think every body should be given the opportunity of acquiring headgear from past special events.Snowstone
Please please PLEASE would you do some sort of a witch's hat for Halloween 2008? I've been waiting a whole year! PLEEEEEEASE?
Vizunah Square: Henchmen are pathetic
Having trouble with Vizunah Square on a non-Canthan character because Togo keeps dying as the local henchmen are too pathetic to heal him. Fix this please.
If this is the wrong place for this suggestion feel free to move it.
Lag Wars
- ← moved to HELP:GAME#Lag Wars
Open elite areas to henchmen
- → moved from User talk:Isaiah Cartwright#"Elite" areas
Areas like FoW, UW, The Deep,etc. Some of them are desolated and some are so alienated to other professions like the Mesmer, Assassin,etc. that no one not even my alliance are willing to take a Paragon into their ranks. The Deep is desolated, even though anyone can enter no one does and the weekends aint much help either and so on. Why dont you guys raise the level of henchmen and permit entrance to them? I cant get the guild, alliance and strangers to go to these places and since I cant go because of restrictions, no one can go this places and earn rewards. I could have understand it if these places were some kind of expansion pack needed to buy and warning you only players can enter. If you guys want to punish the players because of these, why not let them enter with henchmen and lower the rewards if they do so? Theres gotta be a way to enter these places without harassing other people.--ShadowFog 04:42, 13 September 2008 (UTC)
- If your guild is turning away paragons in elite areas, that's a problem with your guild, not with the area. -- Armond Warblade 04:50, 13 September 2008 (UTC)
- yeah,,,you mean my alliance of 9 guilds is the problem too? I dont think so.--ShadowFog 04:56, 13 September 2008 (UTC)
Why are you people commenting!! GOD listen to the rules, this is meant twoards izzy NOT U! --The preceding unsigned comment was added by User:98.215.54.155 (talk).
- You'll probably want to read the rules again yourself. -- ab.er.rant 08:08, 13 September 2008 (UTC)
- Yeah, Paragons are the strongest professions in PvE hands down. If your guild doesn't let them into groups then your guild is bad. — Teh Uber Pwnzer 05:14, 13 September 2008 (UTC)
- Obviously they newer saw a good paragon in action. I love taking 1 to 5 damage from everything... Deep and Urgoz are not free to enter, unlike DoA. Entering just to find out that no one is there is unappealing. They're also in Factions, and it's only natural for older chapters to see less play over time. And finally, the wors problem of this is that Izzy is a SKILL BALANCER. What do you expect a skill balancer to do? Edit the skills that people in your alliance use to read "If you don't have a Paragon in your party, you die"? — Poki#3 05:33, 13 September 2008 (UTC)
- Yeah, Paragons are the strongest professions in PvE hands down. If your guild doesn't let them into groups then your guild is bad. — Teh Uber Pwnzer 05:14, 13 September 2008 (UTC)
this is about opening elite areas to henchmen, telling other people what you think about paragons is not relevant here and playing with paragons will not open elite areas to henchmen 87.189.252.110 09:14, 13 September 2008 (UTC)
- Yeah it is about opening the areas to henchmen but the paragraph is not telling a tale about a Paragon, it's just used as an example, the misinterpretation that is getting is really a bad feedback and yes this is toward Izzy since in the past he has fixed enemies in this areas.--ShadowFog 13:52, 13 September 2008 (UTC)
- Opening the Elite Area's to allow Henchmen would make it more palatable for those wishing to go in solo. ^_^ MystiLefemEle 09:20, 8 October 2008 (UTC)
- A line must set somewhere. The line for Henchmen is 'elite'. So, instead of that, Henchmen should be removed from tombs, and Slayers turned into an outposts without Henchmen. MithTalk 16:23, 8 October 2008 (UTC)
- Disagree. Henchmen are not as strong as players, and not as customizeable as heroes, so if someone can do those areas using henchmen, then cudos to them. I'd go ahead and say that henchmen should be allowed everywhere. -- Alaris 16:45, 8 October 2008 (UTC)
- A line must set somewhere. The line for Henchmen is 'elite'. So, instead of that, Henchmen should be removed from tombs, and Slayers turned into an outposts without Henchmen. MithTalk 16:23, 8 October 2008 (UTC)
- Could it be possible to have the Npc's in the Elite Area's have better skills for those areas only, ie (Elite Henchmen)? ^_^ MystiLefemEle 05:10, 11 October 2008 (UTC)
More ANet staff
We all know that game balance has been piss poor in the past year, and it's never been that good. Also, the size of regular updates hasn't been particularly special. So, what would solve all your problems, is hire another 3 skills balancers, giving you a team of 4, and maybe a few more staff here and there. 'Many hands make light work' since it's all clearly too much for Izzy. That way the game may actually end up being balanced. Napalm Flame 12:05, 13 September 2008 (UTC)
- There is a team called the Developer Team. Fox007 12:32, 13 September 2008 (UTC)
- In case you hadn't realised that's the game artists and programmers, Izzy is on his own with balance. It's too much for him, especially since he seems kinda retarded, and can't cope with his native language, english. Or it was like that the last time I spoke to him. 92.232.90.107 14:28, 13 September 2008 (UTC)
- For once I actually agree with Napalm Flame. I don't know if Izzy is incompetent, lazy, or busy with Guild Wars 2(for now let's give him the benefit of the doubt and assume he's busy on Guild Wars 2), but either way Guild Wars deserves a skill balancing team dedicated to it. Thats what we as the customers paid for and that's what we expect. Excuses from Anet don't matter, what matters is if they can do their job or not. --The preceding unsigned comment was added by User:72.71.230.18 (talk).
- In case you hadn't realised that's the game artists and programmers, Izzy is on his own with balance. It's too much for him, especially since he seems kinda retarded, and can't cope with his native language, english. Or it was like that the last time I spoke to him. 92.232.90.107 14:28, 13 September 2008 (UTC)
- Hiring people costs money. To high 3 additional people just for skill balancing is quite a waste of money. — ? Eloc ? 15:26, 13 September 2008 (UTC)
- No it is NOT a waste of money. Skill balancing quality gives the game a better quality, which means that more people will recommend Guild Wars, earning Anet more money and giving the players a better product. Everyone wins. --The preceding unsigned comment was added by User:72.71.230.18 (talk).
- Isaiah is not alone on skill balance...He said so a few times, such as here and here. Erasculio 23:07, 13 September 2008 (UTC)
- Besides, you're absolutely NOT is a position to say to a company that's part of another huge company to hire anyone. This whole section should just get deleted really. — Poki#3 12:08, 14 September 2008 (UTC)
- Isaiah is not alone on skill balance...He said so a few times, such as here and here. Erasculio 23:07, 13 September 2008 (UTC)
- No it is NOT a waste of money. Skill balancing quality gives the game a better quality, which means that more people will recommend Guild Wars, earning Anet more money and giving the players a better product. Everyone wins. --The preceding unsigned comment was added by User:72.71.230.18 (talk).
- If we are gonna trow sayings around then here is one "Many cooks spoil the soup". Having more people dedicated to skill balancing will not necessarily speedy up the decision making process. Biz 15:25, 14 September 2008 (UTC)
- And besides, just because YOU don't like the skill updates, doesn't mean they're bad. 145.94.74.23 16:19, 16 September 2008 (UTC)
- Actually, the skill updates are bad. There's two reasons for this: firstly; when 75% or more of the community thinks that the game sucks, it sucks. It's really that simple. When people who have played the game for three years leave because they're so fed up with all the garbage in it now, it sucks. Secondly; you can break the skills down and see that things are not right. I haven't the time right now, but it's really not that difficult to see that skills that require no actual skill to use, often make no sense, and are simply better than the vast majority of other skills are a problem. There's a reason it's called "balance." --Jette 22:04, 16 September 2008 (UTC)
- "when 75% or more of the community thinks that the game sucks, it sucks" - can you substantiate this claim with anything else than personal opinion or biased samples? -- Alaris 23:34, 16 September 2008 (UTC)
- "when 75% or more of the community thinks that the game sucks, it sucks" - Jette, care to back this up with substantial proof of your claim please? Where'd you get this figure from? Have you polled the GW community to find this out? - Raknor - Talk 04:44, 17 September 2008 (UTC)
- Fine: 75% of the people I speak to, meaning PUG groups, people in random groups created by PvP, friends, guilds, and other people all seem to think that the game is going down the tubes. Furthermore, anyone who watches will see that players are quitting at a rapid pace. There's only one real reason to do that, and that's that they don't like the game. In fact, people have been quitting at a steady pace since 2006. And I don't mean "a few people," I mean a lot of people. --Jette 05:30, 17 September 2008 (UTC)
- I don't like the style of a lot of the recent skill updates and I dislike how common skill changes are becoming. I wouldn't categorize myself as the 75% Jette's referring to, but I will say that the game is less fun than it used to be, and the recent skill changes are making me less interested in PvP instead of more interested. Personally, I say having more people working on skill balancing is a two-edged sword. On one hand, you have more checks and balances, but on the other, you have a slower process of addressing how to go about changing the skills, and even then, no one ever really gets what they want, but usually more people get at least a piece of what they want. As far as skill changes go, I actually want to see them become LESS frequent than they currently are and LESS drastic. Back in the day if a skill, build, or technique seemed overpowered or overused, the PvP community would just come up with another skill, build, or technique to counter it, banking on the likelihood that they'd run into an enemy using the 'gimmick'. I think A-Net's been pouncing on the nerf button almost like a reflex to every new so-called gimmick build, instead of letting the players deal with each other like they used to. I'd rather they just took a more hands-off approach, except in really extreme cases. Granted, there's so much that's screwy now that some skills are going to need to be changed/changed back, but I think one of the biggest contributors to players losing interest in the game isn't that the skills are so imbalanced, but that the skills change so frequently that they can't come up with their own counters or get any kind of consistency from whatever builds they come up with. Save a good build template today, then come back in three weeks and see if it hasn't been completely mangled by a skill update. If it hasn't, you should get 5 points toward your Lucky title. Painted Bird 09:23, 17 September 2008 (UTC)
- I refuse to get any more chapters because Anet fails balancing. If Anet could prove that they can be more competent than a group of monkeys sitting behind computer terminals mashing their hands into keyboards, I would be glad to support them and get more chapters. But I probably won't since Anet decided that they were quitting Guild Wars and gave every (former) Guild Wars supporter a slap in the face known as Guild Wars 2, which translates to "Who cares about you, we have decided we are throwing the game you paid for in the trash bin and making a sequel to it."72.64.9.242 23:43, 21 September 2008 (UTC)
- I don't like the style of a lot of the recent skill updates and I dislike how common skill changes are becoming. I wouldn't categorize myself as the 75% Jette's referring to, but I will say that the game is less fun than it used to be, and the recent skill changes are making me less interested in PvP instead of more interested. Personally, I say having more people working on skill balancing is a two-edged sword. On one hand, you have more checks and balances, but on the other, you have a slower process of addressing how to go about changing the skills, and even then, no one ever really gets what they want, but usually more people get at least a piece of what they want. As far as skill changes go, I actually want to see them become LESS frequent than they currently are and LESS drastic. Back in the day if a skill, build, or technique seemed overpowered or overused, the PvP community would just come up with another skill, build, or technique to counter it, banking on the likelihood that they'd run into an enemy using the 'gimmick'. I think A-Net's been pouncing on the nerf button almost like a reflex to every new so-called gimmick build, instead of letting the players deal with each other like they used to. I'd rather they just took a more hands-off approach, except in really extreme cases. Granted, there's so much that's screwy now that some skills are going to need to be changed/changed back, but I think one of the biggest contributors to players losing interest in the game isn't that the skills are so imbalanced, but that the skills change so frequently that they can't come up with their own counters or get any kind of consistency from whatever builds they come up with. Save a good build template today, then come back in three weeks and see if it hasn't been completely mangled by a skill update. If it hasn't, you should get 5 points toward your Lucky title. Painted Bird 09:23, 17 September 2008 (UTC)
- Fine: 75% of the people I speak to, meaning PUG groups, people in random groups created by PvP, friends, guilds, and other people all seem to think that the game is going down the tubes. Furthermore, anyone who watches will see that players are quitting at a rapid pace. There's only one real reason to do that, and that's that they don't like the game. In fact, people have been quitting at a steady pace since 2006. And I don't mean "a few people," I mean a lot of people. --Jette 05:30, 17 September 2008 (UTC)
- Actually, the skill updates are bad. There's two reasons for this: firstly; when 75% or more of the community thinks that the game sucks, it sucks. It's really that simple. When people who have played the game for three years leave because they're so fed up with all the garbage in it now, it sucks. Secondly; you can break the skills down and see that things are not right. I haven't the time right now, but it's really not that difficult to see that skills that require no actual skill to use, often make no sense, and are simply better than the vast majority of other skills are a problem. There's a reason it's called "balance." --Jette 22:04, 16 September 2008 (UTC)
- And besides, just because YOU don't like the skill updates, doesn't mean they're bad. 145.94.74.23 16:19, 16 September 2008 (UTC)
- There's so much wrong with that comment that I hardly know where to begin. The Guild Wars 1 servers will continue to run after Guild Wars 2 comes out AND there's a hall of monuments that lets you transfer most of your accomplishments, so they DO care about you. Second, the recent skill balances were quite ok, at the very least, they're better than they used to be, so they're heading in the right direction. Third, and finally, improving and keeping a game up to date when they're no longer getting any money for doing so, is a gift~, not a thing you can demand from them. 145.94.74.23 09:58, 22 September 2008 (UTC)
- Actually, I can demand all I like: I've paid ~200 dollars for this game; I want it to not suck. When a product sucks, you return it and get a refund. But I don't trust the internet to tell me how to make heavy explosives, so I'm trying to get them to do their freaking job. It's not a tremendous request, if you ask me. "Make the game not suck." I'm not even asking them to make it good. Also, recent skill balances were not "OK." They're getting even worse. The recent updates, actually, with the exception of slightly nerfing Ursan (as opposed to what should have happened, which is to drop a B83 on it) have been some of the worst. VoR, Wounding Strike, Shadow Form, Mind Blast, Unyielding Aura, Xinrae's weapon... the list really goes on, and it applies to more than just elites. --Jette 14:39, 22 September 2008 (UTC)
- Wrong reason. Anet already has your $200 and there's no subscription. However, you can demand all you like because "Fix this or I'm not buying Build Wars 2 because Anet is incompetent."
- Personally I didn't see how the Glowing Ice, Glowing Gaze, Glowstone, and Shock Arrow skills needed to be buffed. All that did for me was send another signal that they want your secondary class choice to become completely meaningless. But personally, I still think that the solution right now isn't for them to try and change things back or re-balance them. You've heard the expression "While you're in a whole, the first thing you need to do to get out is stop digging"? Since they keep changing/nerfing/buffing skills and it's bugging so many people (including me), they need to just leave the skills alone for a while, even if a lot of them are screwy. When people come up with a "gimmick build" or if something becomes too popular, let the gamer community respond with a counter build. That's all they did for a long time, and it usually worked. Save nerfing and buffing skills for the really extreme cases, and even then use a light touch. Skill updates are getting too frequent and too drastic, and the solution isn't more skill updates. That's kind of like telling them "go ahead and pick at the wound but pick it better and maybe then it'll heal". PvP has pretty much lost every bit of its luster for me, and it isn't (for me at least) because of how poorly the game is balanced; it's because builds become so volatile that there's almost no point in saving a template anymore, and there's no opportunity for me to deal with the imbalance myself. I think they need to just stay away from skill updates for a while and let the community get used to the current state of things, even if it is a mess. They'll have to fix a lot of the game's skills in the future, but for now they need to just lay off. Just be a pity if by the time they finally got it tweaked the PvP community had already dissolved. :-( Painted Bird 09:57, 23 September 2008 (UTC)
- 95% of the problem in Guild Wars today are caused by secondaries. I think you simply shouldn't be allowed to use a secondary in PvP. Yeah, I konw I'm gonna get flamed for that and it'll get a bunch of players to BAWWWW, but it removes a tremendous number of stupid gimmicks. Shitway, escape, stupid necros abusing SR, and a bunch of other retarded builds that make no sense. Also, make scythes do 9-28 damage. --Jette 17:10, 23 September 2008 (UTC)
- /flame. Face it, single-profession play is limited and boring. Dual-profession is one of the reason I play GW instead of the many other RPGs out there. I'd much rather deal with balance issues than play a boring game. -- Alaris 17:30, 23 September 2008 (UTC)
- I know scythes should do less damage than a hammer but 9-28 damage is a bit excessive for a nerf. Maybe 8-36 damage would be good for them. Maximum damage slightly higher than a hammer and minimum damage a lot lower. And removing secondary profession is not the answer.
- /flame. Face it, single-profession play is limited and boring. Dual-profession is one of the reason I play GW instead of the many other RPGs out there. I'd much rather deal with balance issues than play a boring game. -- Alaris 17:30, 23 September 2008 (UTC)
- 95% of the problem in Guild Wars today are caused by secondaries. I think you simply shouldn't be allowed to use a secondary in PvP. Yeah, I konw I'm gonna get flamed for that and it'll get a bunch of players to BAWWWW, but it removes a tremendous number of stupid gimmicks. Shitway, escape, stupid necros abusing SR, and a bunch of other retarded builds that make no sense. Also, make scythes do 9-28 damage. --Jette 17:10, 23 September 2008 (UTC)
- Actually, I can demand all I like: I've paid ~200 dollars for this game; I want it to not suck. When a product sucks, you return it and get a refund. But I don't trust the internet to tell me how to make heavy explosives, so I'm trying to get them to do their freaking job. It's not a tremendous request, if you ask me. "Make the game not suck." I'm not even asking them to make it good. Also, recent skill balances were not "OK." They're getting even worse. The recent updates, actually, with the exception of slightly nerfing Ursan (as opposed to what should have happened, which is to drop a B83 on it) have been some of the worst. VoR, Wounding Strike, Shadow Form, Mind Blast, Unyielding Aura, Xinrae's weapon... the list really goes on, and it applies to more than just elites. --Jette 14:39, 22 September 2008 (UTC)
Xien's armor
As I was going through Oola's Lab I noticed the armor that Xien was wearing. The hood but not like the dervish and the color, orange and black. Is it possible to make this armor or something close to it availble to Assasins? Blood 04:36, 17 September 2008 (UTC)
- Anton, Xian and the Tengu Accords Assassins are perfect examples of how Assassin armors should have been. They should add a couple of Assassin armors to Prophecies like those, to fix the problem with all those horrible spikes. MithTalk 14:51, 17 September 2008 (UTC)
- Agreed, I like the current armor but they should add more armor for sins, dervs, rits, and paras in both factions and proph. Blood 01:18, 18 September 2008 (UTC)
- it's an outcast model. Backsword 09:38, 21 September 2008 (UTC)
Allow for Multiple key binding
I Think it would be helpful if you could bind multiple keys to perform one action, I don't mean having two keys do the same i mean making combos. For example binding an action to Shift+F1 or Ctrl+4. I don't think this would be too hard to implement and I know it would be helpful - 17 Sept 07:55 (UTC)
- Probally not able to do so if the main kernal would have to be re-worked to allow such a thing, which would be a major-HUGE-headache for the techs, so even though it may be a good idea, no. Btw, please remember to use your signature too ^_^ MystiLefemEle 09:26, 8 October 2008 (UTC)
3 New Core Elite Missions
Zin Ku Corridor, Chantry of Secrets, and Temple of Ages give access to the core elite areas via the statues of Grenth and Balthazar. However, there are 3 other statues in these areas for each of the other gods and they go nowhere. As long as the game has been out, and since there will be no more installments added on to it, I think you should consider expanding the core elite areas to include a mission linked to Melandru, Dwayna, and Lyssa. Since these missions would be core, they would give the entire player population access to them, and be just as enticing and replayable as the other 2 core elite areas.
Usually I oppose new content just for the sake of new content, because it usually just draws the attention of everybody for a short while, and then fizzles out into obscurity. This, however, would be replayable new content since the other 2 elite areas are also replayable, and it would just plain make sense that the other 3 gods had their own elite tasks to give adventurers. You don't have to necessarily add tons of new weapon skins or monsters for the new missions (although it would be nice), but it seems a long overdue expansion.
Examples/Ideas:
- Dwayna: The Celestial Sanctuary-Uses a starry nightsky setting like Nahpui Quarter, and set on the Autumn Ascalon art set from PreSearing and the Charr Homelands. Mission objectives would include guarding weak or lost spirits from malicious forces such as corrupted Celestials and Torment creatures, escorting benefocent spirits to places where they must aid those in need, and maybe freeing some trapped souls from the clutches of Tortureweb Dryders. Celestial items could be among those in the reward chest.
- Lyssa: Realm of Pandemonium-Uses a crystalline setting like in the Dragon's Lair mission, with several 'out of place' environments since Lyssa is a goddess of illusion. Mission objectives would include gathering ancient pieces of a mysterious text, decieving and infiltrating an enemy force, and some other acts where the outcomes of a successful objective don't seem to make sense to the player, just to enforce the wierdness that is Lyssa. Dream Riders and Wind Rider style enemies would fit into a place like this I think. Also something like those crystal spiders from Glint's Lair in Prophecies. Chaos and Eternal items could be among those in the reward chest at the end.
- Melandru: Uncharted Wilderness-Uses a combination of the Maguuma Jungle, Kryta, and Echovald Forest art sets. Mission objectives could be comprised of restoring the natural order of nature, summoning Jungle Guardian spirits, purging an area of a mystic taint, and stalking a wily and dangerous creature. A new charmable animal type would be nice for this area. Zodiac items could be among those in the reward chest at the end.
Anyway that's kind of what I was going for. Shards and Ecto can still drop in all these areas, along with a few rare skin items. But you don't need to go way overboard and add a whole new armor set or anything like that. Someone else has probably suggested this before, but I didn't see it and I think if you add any new content, it should be something along these lines. It just makes sense to me...
- Good: Would make the core elite outposts seem more complete, give more options for player activity, and hold players' interest for longer.
- Bad: Might make partying for elite areas more difficult if there are more areas to party for.
- Comments? Painted Bird 08:26, 17 September 2008 (UTC)
- I'ts a great idea, I think that it have been suggested more times but I don't think it would be implemented in GW, maybe in GW2--Geoden 08:38, 17 September 2008 (UTC)
- Well. It belongs in GW1. They can put it in GW2 as well, or just put different content in GW2, but this idea belongs in GW1. That might not be where they *will* put it, but that's where they *should* put it. Painted Bird 09:28, 17 September 2008 (UTC)
- I'ts a great idea, I think that it have been suggested more times but I don't think it would be implemented in GW, maybe in GW2--Geoden 08:38, 17 September 2008 (UTC)
Extra Guild Hall NPC's for Decoration
A nice little "just because" addition would be to put NPC's in the guild hall while you're not GvG-ing. Two ways you could do this would just be to either add the Bodyguards and Guild Thieves at their respective posts while not GvG-ing, but give them some casual 'off-duty' fidget quotes, or to put in additional NPC's for purchase like accessories to the guild hall.
For example, you could purchase a compliment of "Guardian Golems" who stand outside the entrances of your guild hall, or hire "Mercenaries" who will stand around, walk patrol paths, and talk smack now and then. Or you could add "Recruits" who would have your guild's abbreviation in front of their name, and wear your guild cape while appearing to run drills at the command of a trainer. And maybe even add something like a prison, where for 30 minutes after a victorious guild battle, "Prisoner" NPC's wearing the guild cape and the abbreviation of the last guild you defeated would appear in your guild hall as POGW's (prisoners of guild wars).
The point is just to have extra decoration and 'life' for the guild hall and to add a little bit more attitude.
Oh and I also think that the Guild Lord, Guild Thief, and Bodyguards should all display your guild's cape, including while doing a GvG. So should the non-combat NPC's who appear in your guild hall (material traders and all that).
Anyway. Not a critical update, just extra goodies. Painted Bird 09:53, 17 September 2008 (UTC)
- I'd like to buy one of the giant irukandji that's stuck in the jade blocks for my guild hall. Except, out of the block. Maybe make him a merchant. Also, this is totally pointless and though I would like to see it implemented because it sounds neat, it will never be. --Jette 12:38, 17 September 2008 (UTC)
- I'd like a small herd of farmable smite crawlers in one corner of the map. Sadie2k 16:17, 18 September 2008 (UTC)
- Since Guild Halls are areas where all guild member can enter, it would be wise to keep the number of NPCs there as low as possible. So, if they disapper if many people enter the Guild Hall, don't mind. The Wizard Isle could use some animals like rabbtis and moas running around, for example. And children, everyone loves children playing around. You don't get to see many children in the game. When you are a Hero, it's good to impress people and make legends, and children are the ones to carry the legends for more time and further into later generations, so it's wise to impress them. MithTalk 16:49, 18 September 2008 (UTC)
- I don't want children, they're annoying. I want a giant jellyfish! --Jette 01:39, 19 September 2008 (UTC)
- No way. Bunnies, kitties, puppies, children an mimes. Every guild hall needs those. MithTalk 06:41, 19 September 2008 (UTC)
- Alright, I'll make you a deal. If they put all that stuff in, ANet creates a "trinitrotoluene" bundle item just for me so I can get them out of my guild hall. Or maybe a spell, "explosive was guild lord." :/ Why can't I have a big jellyfish, anyway? You can have happy and sweet and soft and fluffy. (I'll settle for a Jacaranda garden...) --Jette 07:31, 19 September 2008 (UTC)
- No way. Bunnies, kitties, puppies, children an mimes. Every guild hall needs those. MithTalk 06:41, 19 September 2008 (UTC)
- I don't want children, they're annoying. I want a giant jellyfish! --Jette 01:39, 19 September 2008 (UTC)
- Since Guild Halls are areas where all guild member can enter, it would be wise to keep the number of NPCs there as low as possible. So, if they disapper if many people enter the Guild Hall, don't mind. The Wizard Isle could use some animals like rabbtis and moas running around, for example. And children, everyone loves children playing around. You don't get to see many children in the game. When you are a Hero, it's good to impress people and make legends, and children are the ones to carry the legends for more time and further into later generations, so it's wise to impress them. MithTalk 16:49, 18 September 2008 (UTC)
- I'd like a small herd of farmable smite crawlers in one corner of the map. Sadie2k 16:17, 18 September 2008 (UTC)
- I think Jette has some form of tourette's where every time he posts on the wiki he has to either say something is a waste of time or pointless :-P. Of course it's pointless! Most fun stuff is pointless. That's the whole point. If there was a point to it, it'd be a chore, and chores in a game are pointless, because they aren't fun, and a game is supposed to be fun, and should therefore be pointless. Get my point? :D Painted Bird 09:34, 23 September 2008 (UTC)
- Oh and someone mentioned in the Rats and Ooze section that allowing the rats and ooze to be put in Guild Halls would be nice. So maybe tie that in with something like this :-P Painted Bird 10:08, 23 September 2008 (UTC)
- I was the one with the suggestion of Rats and Ooze. But it would be nice if the NPC's working in our guilds wore the cape of the guild they are working, plus I could live with them having idle chatter too. ^_^ MystiLefemEle 09:35, 8 October 2008 (UTC)
Open Chest in Guild Hall
Hey I had an idea that you could make a chest in the Guild Hall that was Accessible to everyone in the Guild. I think it would be a great way to distribute weapons/items/money to other members who might not be on. You could either designate the item as open access or for a certain member. To prevent abuse of the feature by greedy players you could build in a guild leader/officer confirmation for certain members to havse access to the chest! Just an idea what do you guys think? 129.130.98.58 15:11, 17 September 2008 (UTC)Deathdruid
- This has been suggested so often it's disgusting. ANet will never do it for various reasons, not the least of which is people are assholes and will steal all of your shit. --Jette 06:58, 18 September 2008 (UTC)
- There is no limit on how many people can create guilds. Every single player could create its own. The only way to to this would be... probably by setting some of your own character inventory slots as 'shared' for the guild. You go to the Guild Hall's Xunlai agent, talk to her, and a screen appears where you set certain inventory slots to be shared. The color changes so you remember than ,and from then onwards, you can put and take things from there only where you are at outposts and towns. You could also set each slot to be seen only by a certain guild category and changed only by others. That would require that character to be online, of course. As Gw is right now, nothing much different than that could be done. MithTalk 14:35, 18 September 2008 (UTC)
Battery Icon
Right, since my last laptop's battery died because of constant AC. I take out my AC whenever my Battery is full. In result GW closing when my laptop goes to sleep. The Light is terribly placed (my wrist covers it and its out of sight when you look at the screen.).
So what about a little theft from Dungeon Siege 2. It had a nice little icon in the corner showing battery power and displayed % when you hovered over it.
I would be very grateful if this were implemented, and so would the people i party with. ;) (Ixillius)
- Reporting computer status is the job of the operating system, not of individual applications. Just set a warning pop-up when battery is on low charge. --Bob 01:03, 19 September 2008 (UTC)
- There are ways to do it, it would just be too much of a bother. Play in windowed mode to see your battery power. ~Shard 04:09, 19 September 2008 (UTC)
- There is a lot I expect from a professionally designed game, but power management is not one of them. --The preceding unsigned comment was added by User:72.64.9.242 (talk).
- There are ways to do it, it would just be too much of a bother. Play in windowed mode to see your battery power. ~Shard 04:09, 19 September 2008 (UTC)
Ping Spam Solution?
Another thing i really cant stand is people messing with the radar. During one of these sessions i wish i knew who it was just by having each member have his own color.
I'm not talking custom, maybe not even color change. Anything like Color change, a little icon next to the name, ability to turn it off. will do. And I'm sure I'm not the only one who has this problem with Random Groups. This includes the white line, which is also a popular spamming tool >.< . (Ixillius)
- For now, there's only one solution.. Get mature players, shouldn't be that hard of a job. Pulpulpullie 18:23, 17 September 2008 (UTC)
You would be amazed at how hard that is in somethings like random groups or runs, there is always one comedian :( (Ixillius)
- Kill your party members and eat their hearts to gain superhuman strenght. Or use heroes. --Jette 06:56, 18 September 2008 (UTC)
- Be the leader. Kil... I mean, kick the offenders. Oh, wait... there is no way to know who is the one painting... Hm... for that, when someone pings or draws in the map, his name in the party panel should blink. Three slow intermittent blinks when pinging a spot(one for each 'radar wave') and indefinite fast ones while the player is drawing. MithTalk 14:37, 18 September 2008 (UTC)
- The name of the player pinging/drawing could flash in the party window, this wont be noticable unless it is excesive. But, without the ability to kick or ban a party member from using the radar, this feature is pointless for the purpose of identifing the imature players in pug. (if player id isent already send per radar use, doing so will add at least 4bits per ping/draw vector.) --Bob 01:00, 19 September 2008 (UTC)
- How come? All you need to do is change the color of the names from white or yellow to black alternatively. That would be noticeable. This would absolutely gelp identifying the immature players, since all you have to do is ask people stop doing that, and the one that does not stop will keep having its health bar name blinking. Then, all you have to do is dropping and ultimatum: Stop doing that or we'll resign, kick you and start again without you. Kicking people while in explorables is out of the question, it would be way too much exploitable, like when a greedy leader wants the drop that you have just received. . MithTalk 06:40, 19 September 2008 (UTC)
- I dont like multiple colours draw/ping on radar. There is already plently of colours on the map. White and red are the most readable. If kicking ever get implemented the kicked player should have his loot in the unclaimed item box just like when the mission end. For abusing leader; it easyer to party with a good leader then for a leader to pick only mature players :) --Bob 20:15, 20 September 2008 (UTC)
- How come? All you need to do is change the color of the names from white or yellow to black alternatively. That would be noticeable. This would absolutely gelp identifying the immature players, since all you have to do is ask people stop doing that, and the one that does not stop will keep having its health bar name blinking. Then, all you have to do is dropping and ultimatum: Stop doing that or we'll resign, kick you and start again without you. Kicking people while in explorables is out of the question, it would be way too much exploitable, like when a greedy leader wants the drop that you have just received. . MithTalk 06:40, 19 September 2008 (UTC)
- An easier way would be to make the "ignore" feature work for the maps too. But this is such a minor problem that it wouldn't really help much. If the ping noise is bothering you, just mute the SFX for a while. --Jette 01:40, 19 September 2008 (UTC)
- It's not only about noise. Many times you must give instructions with the radar, so others can see them. If you ignore omeone, not everyone may, and the doodles of one member may be seen by most. MithTalk 10:05, 20 September 2008 (UTC)
- I like Mith's solution and agree with Bob's observation. A map spammer should be identified in the roster, just like when someone calls a target. Have their name flash, and put a small number similar to the damage monitor next to their name to show how many times in the last 5 seconds they've pinged. For map drawing, put a little pencil icon next to the person's name with a little timer on it, showing how long they've been drawing on the map. After they stop drawing on the map, they can't draw again for 3 seconds or so. This way you wouldn't have to assign different colors. The party leader should be allowed to target a troublemaker and use something along the lines of a /Kick emote. If the other 6 party members hit /Agree, the little punk gets ejected, but still retains their unclaimed items in their window. That would work better I think, since it's safe to say that one jerk would be the only one who doesn't /Resign, rendering that threat inneffective. Anyway, that's about how I would do it. Painted Bird 09:23, 23 September 2008 (UTC)
- Kicking players in-game is a recipe for failure for reasons I'm too tired and cranky to explain coherently. --Jette 17:05, 23 September 2008 (UTC)
- Its not to kick ppl ingame. just knowing who is responsible and THEN kick them once you reach an outpost is enough for me.(Ixillius)
- Not only that, most people won't even ping and draw that way if they know that they can't do so anonymously. So it's not only a way to know the culprit, but a way to prevent people from making those things. If everyone will know that they were the ones fooling with the radar, only morons will do it anyways. And those will get kicked as soon as possible when the party reaches the next outpost, or even by /resigning and getting someone else if the mission ave just started. The /kick command does exist, but only work in outposts, that must be kept that way in GWO. MithTalk 12:01, 28 September 2008 (UTC)
- Its not to kick ppl ingame. just knowing who is responsible and THEN kick them once you reach an outpost is enough for me.(Ixillius)
- Kicking players in-game is a recipe for failure for reasons I'm too tired and cranky to explain coherently. --Jette 17:05, 23 September 2008 (UTC)
- I like Mith's solution and agree with Bob's observation. A map spammer should be identified in the roster, just like when someone calls a target. Have their name flash, and put a small number similar to the damage monitor next to their name to show how many times in the last 5 seconds they've pinged. For map drawing, put a little pencil icon next to the person's name with a little timer on it, showing how long they've been drawing on the map. After they stop drawing on the map, they can't draw again for 3 seconds or so. This way you wouldn't have to assign different colors. The party leader should be allowed to target a troublemaker and use something along the lines of a /Kick emote. If the other 6 party members hit /Agree, the little punk gets ejected, but still retains their unclaimed items in their window. That would work better I think, since it's safe to say that one jerk would be the only one who doesn't /Resign, rendering that threat inneffective. Anyway, that's about how I would do it. Painted Bird 09:23, 23 September 2008 (UTC)
- It's not only about noise. Many times you must give instructions with the radar, so others can see them. If you ignore omeone, not everyone may, and the doodles of one member may be seen by most. MithTalk 10:05, 20 September 2008 (UTC)
Guild Officer Titles
Just wanted to get an opinion on this. I think it would be nice if titles could be assigned to various officers in the guild. I have been in a large guild and it got confusing sometimes as to who was in charge of what. Some kind of simple titles that would show who is kind of in charge of certain things, like if you have an AB team, who runs it. Things like this could be helpful --Elfmage 23:28, 19 September 2008 (UTC)
- Wouldn't mind rewarding loyal officers, as long as the title is guild bound. When an officer leaves the title comes free for a new officer that earned it. --Silverleaf Don't assume, ask! 15:47, 20 September 2008 (UTC)
- I like that, too. Like if someone has been an Officer in your guild for over 6 months, they get a title they can display that sais "(yourguildnamehere) Elite Officer". And the oldest officer still in the guild could be "(yourguildnamehere) First Officer", and of course whoever's the guild leader is "(yourguildnamehere) Leader". The titles don't count toward the Kind of a Big Deal title track, and are removed automatically if you lose officer/leader status, or leave your guild. Something along those lines would be nice. Painted Bird 08:55, 23 September 2008 (UTC)
- These suggestion go beyond my original thinking but are great ideas. I was thinking more along the lines of something only seen in the Guild window that would identify various 'sub-positions' within the guild. Like so and so is "GvG Team Leader" or even "GvG Team Member". These types of 'titles' would not be restricted to officers only. But I really do like the other suggestions. --Elfmage 21:21, 23 September 2008 (UTC)
- I think the Leader should be in charge of assigning the titles, rather than earned by the oldest or etc... Titles like these represent more the role of the officer, which cannot be captured by some /age or such criteria. -- Alaris 22:05, 23 September 2008 (UTC)
- These suggestion go beyond my original thinking but are great ideas. I was thinking more along the lines of something only seen in the Guild window that would identify various 'sub-positions' within the guild. Like so and so is "GvG Team Leader" or even "GvG Team Member". These types of 'titles' would not be restricted to officers only. But I really do like the other suggestions. --Elfmage 21:21, 23 September 2008 (UTC)
- I like that, too. Like if someone has been an Officer in your guild for over 6 months, they get a title they can display that sais "(yourguildnamehere) Elite Officer". And the oldest officer still in the guild could be "(yourguildnamehere) First Officer", and of course whoever's the guild leader is "(yourguildnamehere) Leader". The titles don't count toward the Kind of a Big Deal title track, and are removed automatically if you lose officer/leader status, or leave your guild. Something along those lines would be nice. Painted Bird 08:55, 23 September 2008 (UTC)
- Yes, good idea and The Guild Leader should be the only one assigning titles, if only this could be made possible in game though :(
Still a good idea though ^_^ MystiLefemEle 09:43, 8 October 2008 (UTC)
Own Guild Officer RAnking
Allow the guild leader to give the rights to officer to do certain stuff. Such as only certain officers can Kick ppl. That will also give the loyal officer more privileges and rights and the ones that are there just to kick everyone out of your guild not be able to.
I like this idea, giving the more loyal officers better rights, this would also stop guild killings, as i dout loyal offciers would think about doing that. - Impact
This would definitly change the way people organize and preform guild operations. Guilds will finally be able to construct a efficiant guild without the threat of false and insucure guild security. - Msm Destroyer
- Simpler solution: make everyone an officer. Then nobody can kick anybody, and everyone can send guest invites. --Jette 21:16, 21 September 2008 (UTC)
- So true Jette, except some would see the guild as a Whole Lot of Chiefs and No Indians. (No Flame Please) But yes, setting all to Officer does prevent the problem.. MystiLefemEle 06:58, 23 September 2008 (UTC)
Hero Armor
i suggest a pull down list of which armor upgrades your hero has gotten and click to choose which you want to display at the moment instead of going back to the armor upgrade to interchange --70.231.138.152 21:27, 21 September 2008 (UTC)
Hero AI Improvements
Heroes are groovy and are quite useful, usually. The main problems I see with them are 1. monk heroes pretty much refuse to heal themselves in a fight and 2. heroes won't move away from area of effect spells. The enemies will do both these things (as one would expect...I mean...hey...theres a meteor shower here, I think I may move out of it...). Perhaps in GW2 the heroes can become less pants-on-head-retarded as they level or if the whole leveling system is expanded/changed allow more flexible hero customization by being able to put some sort of points into intelligence/tanking/energy/whatever. Perhaps this is an intentional thing to force people to use all human groups on really hard places but some of us are misanthropic so screw you.
A .ini file
I'd like to see a .ini file in the GuildWars directory to add command-line parameters to that automatically load, like the automatically entering your email address. I'd mostly use it so I can auto-logon and take .bmp screenshots using TexMod, which doesn't allow command line parameters. — Ebañy Salmonderiel 17:53, 22 September 2008 (UTC)
- It already has decent support command line arguments like -password "***" that automaticly inserts password and presses enter For you. See here: http://wiki.guildwars.com/wiki/Command_line Biz 19:33, 22 September 2008 (UTC)
- Those can't be used with TexMod. --Jette 05:04, 23 September 2008 (UTC)
- And I have already mentioned them: command line parameters. I already use -email, -password and -bmp, when I'm not using TexMod.83.104.37.31 (Ebany) 16:55, 23 September 2008 (UTC)
- You can use .lnk or .bat files. I use a bat fille to make an /image, then start: gwu.bat
gw /image CALL gw
Shell "C:\Program Files\Guild Wars\Gw.exe" -email <removed> -password <removed> -bmp"
— Ebañy Salmonderiel 17:50, 23 September 2008 (UTC)
Segregate Non-Chat/Non-Dialogue messages from the main Chat
This may have been suggested a long time ago, but all the following messages and similar messages should be separate from the social chat messages.
- Enemy drops a this that your party reserves for whoever.
- So and so picks up a whatever.
- You have been playing for x hours, please take a break.
- Your party shares x gold.
These messages clutter up the chat window very fast, especially in the middle of a mission with a bunch of NPC chatty Kathy's like Togo and Mhenlo who keep babbling back and forth in the middle of combat. With monsters dying, players looting, and NPC's rambling, it's real easy to miss a team, local, guild, and alliance message. These notification messages should be separated from the dialogue and social chat, that way the chat window is neat enough that people don't miss messages because they get lost in all the spamouflage. And unless your chat screen is right in the middle of your field of vision, you'll never even know these messages were typed so you won't even know to up-arrow to go read them afterwards.
Here are two relatively simple solutions to this problem.
- 1) Add a "System" channel to the chat window that the user can check and uncheck to disable these messages.
- 2) Add an entirely different "System Messages" window that the user can turn on and off under their interface options, and move to a different location on the screen while it's active, that way the messages don't clutter up the social messages in the chat window but the user can still see all the notifications by looking at a different area of their screen.
Personally, I prefer the second option, but either one will do. If you don't implement this for Guild Wars 1, seriously consider it for Guild Wars 2. Painted Bird 09:08, 23 September 2008 (UTC)
- Most NPC talk that gets put into the chat box is designated as team, so, if you're only chatty people are the NPCs then turn off team chat. Though some system messages it'd be nice to hide. 75.146.48.190 16:25, 24 September 2008 (UTC)
Respawning with no energy in competitive missions and alliance battles.
Respawning with full energy in competitive missions/AB promotes bad strategy, particularly in elementalist builds where you get 100 max energy, use all your skills, then rush into a mob and wait for respawn. Worse, it can get difficult capping resurrect shrines as the elementalists spawn with full energy, ELIMINATING need for any form of energy management on their behalf. They can run trash builds that fail and get rewarded for it.
Perhaps the respawn should change to respawning with zero energy.
- Making you useless for an *extra* 90 seconds. The penalty for dying in AB is sitting on your ass for twenty seconds doing nothing useful but maybe bashing on someone as a big flesh golem. AB is almost balanced, please don't muck around with it. --Jette 17:09, 23 September 2008 (UTC)
- AB use kill count rules when it comes to deaths: fast respawns that makes unnecessary to bring resurrection skills. It is that way to keep it fluent. If they want to make it slower, they would have reduced the respawn rate to less time. 2 minutes or so. Just remember that it's Kill Count when you are playing there and you'll be fine. MithTalk 17:47, 23 September 2008 (UTC)
- Skill needs to be rewarded instead of lame "12345678 LEEROY JENKINS! RESPAWN" builds
- Welcome to guild wars, enjoy your stay. --Jette 12:57, 25 September 2008 (UTC)
- It's Build Wars.
- Welcome to guild wars, enjoy your stay. --Jette 12:57, 25 September 2008 (UTC)
- Skill needs to be rewarded instead of lame "12345678 LEEROY JENKINS! RESPAWN" builds
A new Hero
- → moved from ArenaNet Talk:Guild Wars suggestions#A new Hero
I just felt this would be interesting and a neat add on Hero. How about a Djinn. Since Djinn have been used to guard places and people, perhaps through some quest a Dijnn can come to guard the player as a Hero. --The preceding unsigned comment was added by User:Absion (talk).
- Well, we already have Summon Ruby Djinn, so it's not likely. Still, that'd be cool. --Jette 04:05, 23 September 2008 (UTC)
- The remaining races with humanoid-shaped creatures that can be found as allies but not as heroes are:
- Forgotten Ones
- Tengu
- Dredge
- Undead (Ghost, Zombie and Mummies cane be found as allies) (But you could consider Olias as a ghoul)
- Demon (But you could consider Razah as an demon)
- Elemental (But you could consider the golem as elemental)
- Frogmen.
- My suggestion would be to add the 'missing' ones:
- One female human elementalist
- One mesmer, one Assasin, one Ritualist and One paragon.
- As for the races, I think that the best choice would be Tengu, Dredge, Forgotten one and Mummy. So... I would add:
- Female Human Elementalist. Prophecies + Eye of the North.
- Forgotten one Mesmer. Prophecies + Eye of the North.
- Tengu Assassin. Factions + Eye of the North.
- Dredge Ritualist. Factions + Eye of the North.
- Mummy paragon. Nightfall + Eye of the North.
- Yup... and we would be finally able to make full parties of one proffesion with 2 characters, and set one elementalist for each element. MithTalk 14:00, 23 September 2008 (UTC)
- I don't even care if the human elementalist is female, just as long as it's human. Maybe it makes me a racist, but you can't comprehend how much I hate most of the non-human intelligent species in GW. I hate having to use both Zhed and Vekk... though maybe that's just because neither of them have even remotely decent personalities. I want an ele hero, besides Sousuke, that I don't want to bitch-slap every 5 minutes or every time I hear them talk. --Jette 17:03, 23 September 2008 (UTC)
- What would be the practical reasons for doing this? I myself got some 20 heroes and I don't see how adding any more will do any good, unless 3 hero cap is lifted this is just gonna add more of the same. Biz 11:08, 24 September 2008 (UTC)
- Practical reason? Me and my friend want to fool around with a 8 assassin party. Can we anywhere? No. Only where there are assassin henchmen. If there were 3 assassin Heroes, people could do that. You don't want to? Ok with you. But people could want to. MithTalk 14:16, 24 September 2008 (UTC)
- Practical? It's a game, it's meant to be fun. Personally, I could use a third paragon to help chest running. Otherwise, 3 of each profession is a cool idea, more than that is wasteful IMO (but some disagree). -- Alaris 14:54, 24 September 2008 (UTC)
- Practical reason? Me and my friend want to fool around with a 8 assassin party. Can we anywhere? No. Only where there are assassin henchmen. If there were 3 assassin Heroes, people could do that. You don't want to? Ok with you. But people could want to. MithTalk 14:16, 24 September 2008 (UTC)
- What would be the practical reasons for doing this? I myself got some 20 heroes and I don't see how adding any more will do any good, unless 3 hero cap is lifted this is just gonna add more of the same. Biz 11:08, 24 September 2008 (UTC)
- I don't even care if the human elementalist is female, just as long as it's human. Maybe it makes me a racist, but you can't comprehend how much I hate most of the non-human intelligent species in GW. I hate having to use both Zhed and Vekk... though maybe that's just because neither of them have even remotely decent personalities. I want an ele hero, besides Sousuke, that I don't want to bitch-slap every 5 minutes or every time I hear them talk. --Jette 17:03, 23 September 2008 (UTC)
- The remaining races with humanoid-shaped creatures that can be found as allies but not as heroes are:
I was just thinking, that we have 3 of a few proffesions. Ranger,warrior elementalist, monk etc. So why not add the four we are missing, mesmer,assasin, ritualist, and paragon. An dijnn paragon would be interesting. three hero's per proffesion would be fun and useful. And if the idea of non humans in an unpleasent one I think aiming for soemthing that would be practical and interesting. Like a Kurzick, an Ascalon soldier, And a few others groups that have appeared in the game as allies and enemies. --The preceding unsigned comment was added by User:Absion (talk).
Lyssa's Faction
This is an idea to solve the current skill gap between parties, there are alot of people that has finished the game as well as some people that just bought it. Problem is that new people hardly ever finds help with missions and quests. My suggestion is to make a new kind of faction called Lyssa's faction that gives faction reward whenever a player helps another player with a mission or vanquish that already has finished a that instance before, the amount of reward shall be depending on the average time it takes to complete the instance. Lyssa's Faction shall be usable the same way as Balthazar's Faction but for other items although I think it should be usable to buy Zaishen keys with. For PvP and HA/TA parties I suggest that Fame/Gladiator points gained should be increased if party has low level players to encourage title farmers to take one or two in their party. For example if two parties meet the party and the party with lowest total fame / Glad points win that party gains twice the amount of fame or the win counts as two wins in TA (RA teams should always count as the lowest skilled in TA).--213.100.146.85 14:54, 23 September 2008 (UTC)
Acknowledge a rangers loyalty to his pet // HoM Animal Companion
Currently, only those who switch pets more often than their underwear get a reward for it. Anyone being loyal to his animal companion gets nothing.
Why not add a special statue for a pet you had for X time? Perhaps let it vanish once you switch, or make it mutally exclusive with the "special" pets(I, for one, am probably never getting them, since I won't give up Ravage).
At the very least, please add the name and species of our pets. That'd be better than nothing. Or just tell us we're stupid because we honor a blob of pixels, instead of going for the current "shiny", if that's the reason... -- Cyberman 15:02, 23 September 2008 (UTC)
HA Ganking
- → moved from User talk:Isaiah Cartwright
Although it is a ton of fun to gank, as I myself do it tons... I must admit, being the holding team and getting ganked out by a heroway cause their all like "awww dang it! We r haz no snaers!" is dumb. I think that HoH needs a little reworking as far as rewards or even how to get there. Underworld skips are so stupid and annoying because 95% of the time it's straight up gank. My idea, double the fame earning if you win halls, for example, if it was going to be your second win, give them 4 fame instead of 2. Do this until they get to 40, so 40 is still the cap. This will make people say... hmmmm, 4 fame aint too shabby. Or, another suggestion is make it so that they need to be on at least X consec to skip to halls (2 or 3 i was thinking). Can't wait for your response, PS: You play too much damn GvG, you gotta HA more often :D--'Ñö?iƒý 22:17, 23 September 2008 (UTC)
- When you said "I myself do it tons" you lost all respect this post may of had! ....but anyway herd tombz was serious business!? --ChronicinabilitY 22:28, 23 September 2008 (UTC)
- HA is dumb. Always has been, always will be. End of discussion. --Jette 02:58, 24 September 2008 (UTC)
- HA used to require brains. Now all it requires is a lot of money to purchase all chapters and skill unlocks and "LOL ROFL SCYTHEWAY SAVANNAH HEAT BROKEN GANKS NERF BAT LOLOLOL".
- Hey, you sound like me. --Jette 17:09, 24 September 2008 (UTC)
- Perhaps it's a coincidence. OR MORE LIKELY, THAT WE AGREE THAT BUILD WARS SUCKS? I can't believe I waste $100 on Build Wars only to have the game go down the toilet. I'm NOT getting Build Wars 2 after seeing how Anet threw Build Wars into the trash.
- HA was fun even when you had ganks, but the skills were still balanced. Was it gay when two groups tried to team up on you? Absolutely. Did really good teams have the firepower to deal with it? Yes. Now, they don't, because (insert lame build here)'s pressure output is 5 times more than what (insert build from 3 years ago here)'s was. ~Shard 07:41, 25 September 2008 (UTC)
- Build Wars is less balanced than the Atkins diet.
- Hey, you sound like me. --Jette 17:09, 24 September 2008 (UTC)
- HA used to require brains. Now all it requires is a lot of money to purchase all chapters and skill unlocks and "LOL ROFL SCYTHEWAY SAVANNAH HEAT BROKEN GANKS NERF BAT LOLOLOL".
- HA is dumb. Always has been, always will be. End of discussion. --Jette 02:58, 24 September 2008 (UTC)
Ready? y/n
As we are all accustomed to 8 person (or 12 person) raids, we usually ask "rdy?" and those ready will come up with "1", while those who are not rdy will say something else... when all are ready (difficult to track in the chat log) then will be the time to go.
Wouldn't it be nice to have a system where the party leader will ask for who's ready (clicks a "Ready?" button), and then an icon with red (not ready) and green (ready) comes up next to each player in party window? Obviously the respective player must click it to show that he/she is ready.
[side note] this concept is already implemented in another MMO... --pixy 09:54, 24 September 2008 (UTC)
- ANet is lazy, ask on the GW2 suggestions page where they might actually think about it. --Jette 17:10, 24 September 2008 (UTC)
- Yeah...izzy's a skill balancer, not a UI designer. ~Shard 07:45, 25 September 2008 (UTC)
- Sorry, but this section is defined as "ArenaNet:Guild Wars suggestions" meaning it's not a place for skill balancing ideas, and not even a page dedicated to Izzy alone. Now if this idea could be implemented by ANet in GW2 no worries, but it would be also useful if we see it in GW1. --pixy 08:15, 25 September 2008 (UTC)
- Yeah and it was completely impossible for me to post on an existing section before it was moved to the proper place. My comment just appeared there because I'm ignorant. ~Shard 18:35, 26 September 2008 (UTC)
- Sorry, but this section is defined as "ArenaNet:Guild Wars suggestions" meaning it's not a place for skill balancing ideas, and not even a page dedicated to Izzy alone. Now if this idea could be implemented by ANet in GW2 no worries, but it would be also useful if we see it in GW1. --pixy 08:15, 25 September 2008 (UTC)
- Yeah...izzy's a skill balancer, not a UI designer. ~Shard 07:45, 25 September 2008 (UTC)
The Realm of the Gods areas
Ignoring the actual realities of these places, why not do this to increase the numbers of people playing these areas, and also solve the God's missing areas.
Currently:
Balthazar = Fissure of Woe
Grenth = The Underworld
So, why not add
Melandru = Urgoz's Warren
Lyssa = The Deep
Dwayna = ?????
Any suggestions for Dwayna? I think DoA is a little *too* elite (the lore also kinda relies on someone having beaten the NF end game), and Tombs already has an entrance ... but this would definitely fill out the ToA/etc and provide a bit more choice for people other than endless FoW or UW requests, and expose some players to new some elite areas, and quickly reduce the missing Gods areas to just 1 instead of 3, perhaps with a new Elite area for Dwayna.
Thoughts? - Nick --The preceding unsigned comment was added by User:195.225.81.1 (talk).
- This idea makes no sense. The Deep has nothing to do with Lyssa except there are lots of mesmers and assassins there. There are lots of mesmers and assassins in the RA, should we make that her area too? And Urgoz's Warren is just a big forest. There are other big forests, why not use some of them? I'm all for making new gods' realms, but make them new gods' realms, not teleports to areas that have been around for a long time. --Jette 14:21, 25 September 2008 (UTC)
Er, sorry, I thought I was making sense. I'll try again.
The Fow + UW are elite areas. Easy to access, but the entrance areas has 3 more empty doors. (okay so far?)
The Deep + Urgoz = elite areas. They are not so easy to access/complete for newer players (due to location and lack of players).
Therefore, idea = Put them in the Realm of the Gods area! (I hope you are still with me)
Advantages
1) Revitalize the Factions elite missions with a bunch of new players, meaning they can get completed by newer players, and provide some more variation for old players.
2) Only 1 empty door left (Dwayna).
Finally, Urgoz = Melandru and The Deep = Lyssa? Well, Urgoz is in a big special forest so, of the remaining gods, I figured Melandru fit best. And The Deep, it just feels like a Mesmer place to me. Kanaxai likes to mess with your head as you play. So do Mesmers.
However, I'm not suggesting that the Random Arenas are added to the Realm of the Gods, since that is a PVP area.
Nick --The preceding unsigned comment was added by User:195.225.81.1 (talk).
- Nah. Let's see all the elite areas:
- FoW: Balthazar
- UW: Grenth.
- Anguish: Kormir.
- Urgoz: Kurzick
- Deep: Luxon
- Slavers: Norn, Deldrimor.
- There you go. That's all. You can't just change the allegiance of a place because you think that a certain allegiance needs a one. Adding the Melandru, Dwayna and Lissa's areas would be great, but those listed above have already their allegiances set. --The preceding unsigned comment was added by User:MithranArkanere (talk).
Limited Deck, Sealed Deck, and Variant Guild Battles
Limited Deck: One issue with the game currently is how there are so many skills; 1235 skills, according to the Skill article. This makes the game nearly impossible to balance, as I'm sure you've all heard. However, this opens up a yet-unused opportunity for the GW developers in the form of limiting skill choices.
Sealed Deck: This has been used in the past for tournaments, and should definitely be put into the game.
Variant Guild Battles: The most abstract idea on this list. Basically, the idea is that there could be alternative advantages for holding the flag-stand.
(For example skill set limits and variant GvG's, please visit my Userpage.) --Kite 23:11, 25 September 2008 (UTC)
Statistics
Not sure if its already been mentioned but a little overview of how your team/ yourself has performed in a game is nice to have, eg damage dealt, foes killed, times died and as many precise or basic statistics for a game as Anet decides. I play Halo 3 and its always nice to see how youve done in comparison to other players ; 'yeah i went +14' or 'aww damn i got owned'. --The preceding unsigned comment was added by User:91.109.3.206 (talk).
- Would certainly make it interesting to see how you rank, but the sheer enormity of information collected and shown could be overwhelming. But most inteesting though it is.. ^_^ MystiLefemEle 09:51, 8 October 2008 (UTC)
Stonger Amour/ Weapons
Instead of making the more expensive armour just fashionable, there should be armour and weapons that cost alot more and are harder to get but do more damage and is something worth spending time making money to get instead of having more expensive armour and weapons when they have the same effect as a normal piece of armour. --The preceding unsigned comment was added by User:98.196.116.69 (talk).
- Would completely invalidate any notion of balance. --The preceding unsigned comment was added by User:Salome (talk).
- >balance
- I lol'd. --Jette 00:54, 27 September 2008 (UTC)
- PvE can be unbalanced as long as the imbalance is not disproportionate, but there's the problem of PvE equipment being used in PvP. And making PvE-only equipment would be a HUGE mistake, considering the current storage limitations. The only possible solution would be to add PvE-only upgrades, that can be added to any armor or weapon. But that would be too much of a change for the current GW. A shame, since we could have things like:
- Moving all PvE-onl properties like Highly Salvageable, Increased Value and creature type-Slayer mods to the PvE slot, leaving an slot for properties that do work in PvP.
- Giving unique weapons REAL unique properties, like a permanent +1 Fire magic (Under enchantments, PvE only) to Rago's staff, or +1 energy regeneration (Under stance, PvE Only) to Olunoss' Focus. And things like those.
- Of course, the same effects found in 'pve slots' in unique items would be impossible to get even in gold items. An effect found with a 33% value in a unique item would have a max of 20% in gold items, 15% in purples and 10% in the rest.
- Since it would add another slot to salvage, more weapons would be destroyed when Perfect salvage kits are not used, increasing a little the item sink caused by unsuccessful salvages.
- But unless they made a world-wide item drop revamp, I doubt something like that could ever happen. MithTalk 08:49, 27 September 2008 (UTC)
- PvE can be unbalanced as long as the imbalance is not disproportionate, but there's the problem of PvE equipment being used in PvP. And making PvE-only equipment would be a HUGE mistake, considering the current storage limitations. The only possible solution would be to add PvE-only upgrades, that can be added to any armor or weapon. But that would be too much of a change for the current GW. A shame, since we could have things like:
- best. suggestion. ever! Pulpulpullie 13:00, 27 September 2008 (UTC)
- This suggestion fails. Grinding fails. --The preceding unsigned comment was added by User:72.71.220.238 (talk).
- Knowing how Anet does things like this, I bet you can get very decent weapon while playing normally, in a party trough the storyline. It might be few percent off "Max", still, no one complained when req9 15^50 weapons were some 100k and people were running around with 14^50 as a rule, rather then exception. Biz 07:09, 28 September 2008 (UTC)
- This suggestion fails. Grinding fails. --The preceding unsigned comment was added by User:72.71.220.238 (talk).
Central tranfer Chamber armor (AKA dwarven) dye impact.
Right so i just got that "Dwarven" armor. (No idea what the set of random items are called) And i noticed that when you wanne dye it...
For instance when you use a dye on light breast plate or padded sandals, you only dye the smallest part of them. Why cant we dye (in this case dervish) the whole bottom robe and leave the attachments white like all the other dervish armor's.Dervish_Hooked_Leggings
Sorry for the lame explanation but my head hurts. Long story short. please consider changing hooked leggings robe's dye area from the red attachment to the brown robe. (Ixillius)
Map flagging for overworld map
the idea is that you can place a "flag" or icon on a place on the overworld map and place a short note on it so you can find a point of interest again that you didn't have time to thoroughly explore when you came upon it the first time. For example if you were out in the country side and came upon some ruins and wanted to explore them, but were doing something else you can't get sidetracked from, if the ruins aren't distinct from the rest of the map you can put a flag on the area you found them in and leave yourself a note saying "ruins entrance" or something of that nature so you can come back later when you aren't busy following an NPC or hunting down some monsters.
71.236.252.149 03:28, 28 September 2008 (UTC)
- Step one: Prt Scr/Sys Rq
- Step two: MSPaint
- Step three: Save as ruins.jpg
- There, now you've got it yourself. --Jette 05:37, 28 September 2008 (UTC)
- 71.236.252.149, please don't remove others' posts. -- Gordon Ecker 06:16, 28 September 2008 (UTC)
- Jette, that would require to use EXTERNAL programs. Txetmod, notepad, ventrilo, the volumen controls... those are NOT solutions to in-game problems, those are temporary fixes. So if someone suggest a way to tag point in the world map, or an in-game voice chat, or a main volume slider, or an in-game notebook to put things to remember later, or a way to set the textures in outposts to the maximum possible, external programs ARE NOT VALID SOLUTIONS, they are just partial solutions until something better can be done (even if that may be never). This are suggestions for the game, not for the users.
- This idea is good, the only problem with it could be server space, and, for that, client-side txt files could be used, like th template files. People could even save and send to chat map locations:
- - "Hey, anyone knows were is 'Place name'"
- - "It's at [Place name;Cantha;X0123;Y0456]."
- - "Hey, thanks!".
- Clicking the link could work as clicking one of the quests, and pinpoint the location in your map (just in other color, like yellow or blue). Can you do that with a jpg? NO. MithTalk 12:10, 28 September 2008 (UTC)
- I see you've missed my point. That was my way of being nice: providing a solution, rather than my usual "screw you." Only a very, very small percentage of players would bother to use this feature in any meaningful or even remotely useful way. One of the problems with making suggestions is that ANet doesn't even have time to fix serious, game-breaking issues. So making suggestions that aren't very useful, very popular, or very important is generally a waste of time, because the developers simply do not commit enough time or energy into GW1 to implement most of them. There's a reason features are cut, quests removed, bugs introduced; and that's because the company simply does not have the time to create a perfect game. --Jette 14:48, 28 September 2008 (UTC)
- I use MappingOut for that. Its shows all elites, greens, treasures, etc etc and u can add ur own notes. Though the maps they use arent 100% clean, sometime u find a small note but its not clickable or a few little red X'(Ixillius)
- I like Miths idea, say i wanted to find an NPC someone could just ping where that NPC is, sorta like a build. Also as for saving where these things are, how about where your builds, armor templates are? Even though MappingOut may be useful some programs like it aren't trustworthy (I'm a noob at tinternet, don't rip apart my usage of the internet, please.) and so an in-game feature like what Mith suggested may be useful for finding NPC's such as the glacial gaunts trader (Random example, there will be many others such as bosses, mobs etc). -Lt Death 16:39, 2 October 2008 (UTC)
- I use MappingOut for that. Its shows all elites, greens, treasures, etc etc and u can add ur own notes. Though the maps they use arent 100% clean, sometime u find a small note but its not clickable or a few little red X'(Ixillius)
- I see you've missed my point. That was my way of being nice: providing a solution, rather than my usual "screw you." Only a very, very small percentage of players would bother to use this feature in any meaningful or even remotely useful way. One of the problems with making suggestions is that ANet doesn't even have time to fix serious, game-breaking issues. So making suggestions that aren't very useful, very popular, or very important is generally a waste of time, because the developers simply do not commit enough time or energy into GW1 to implement most of them. There's a reason features are cut, quests removed, bugs introduced; and that's because the company simply does not have the time to create a perfect game. --Jette 14:48, 28 September 2008 (UTC)
A new era of pet taming?
Hello everyone! I will just go straight to the point. I think that GW should have a new pet taming system. I have a pet, a pet tiger that I tamed about 2 years ago. I don't wanna trade her away, to many memories. But when I start to see other rare pets as Phoenix, Black Moa, and ewen Rainbow Phoenix, I wanna tame 'em to. So I was thinking, cant we have a pet tamer in our GH/Hall of monuments, that instead of deleting our pets keep them, like a a "daycare service"...;) U drop of a pet, tame a new one, and then ya can decide which ya wanna adventure with. Then u can change between your different pets, and maybe tame all of 'em? That could be a titlexD
Why I want this? Because, I think that ewery1 out there that want to keep ther good ol' companions, also wanna get the rare pets, maybe for HoM. And the title thing, if you decide to do this, ya maybe can release a new ultra pet in Fissure of Woe? But that's just me making ideas...;)) Well anyway, I would be very grate full for answer:)
Have a nice dayMegalodon 15:23, 30 September 2008 (UTC)
- This has been suggested, neglected, then refused before. Please search before you suggest. --Jette 08:27, 2 October 2008 (UTC)
- Regardless Jette, still a viable and good suggestion ^_^ MystiLefemEle 09:57, 8 October 2008 (UTC)
Oh come on World of Warcraft has multiple pet capabilities. Does GW always have to be in the shadow or are they some how going to know warcraft off the map. Because Aion is coming out soon and how many players are going to leave for that as well. So multiple pets would definatley be a plus. (Shara.cook 08:49, 18 November 2008 (UTC))
October
EotN Diplomacy Title Track
- → moved from Talk:Title#EoN Diplomacy Title Track
New Title Diplomat Eye of the North
There should be a tilte for aquiring all the reputation points for Eye of the North.
EotN Diplomat (1 maxed reputation maxed title)
EotN Senior Diplomat (2 maxed reputation titles)
EotN Master Diplomat (3 reputation maxed titles)
EotN Legendary Diplomant (All 4 reputation Titles Maxed)
That would give a person a chance to earn another title to make 5 for kind of a big deal title.
Just a thought. 205.196.178.196 16:13, 2 October 2008 (UTC)Usil
- Gotta say i like the concept, however i feel it should atleast be like the other legendary titles, such as legendary guardian, carto, vanq etc.. so just Legendary Diplomant, however i think Diplomant is the wrong choice of words also not sure on what that word should be. -Lt Death 16:29, 2 October 2008 (UTC)
- Why not Diplomant? Fits perfectly into the concept and yes, EotN grind titles NEED a legendary, not only Leg. Master of the North. --Treasure Boy Talk 23:27, 2 October 2008 (UTC)
- 1st: Adept Grinder, 2nd: Seasoned Grinder, 3rd: Mindless Grinder, 4th: Incorrigible Grinder Noctarch 23:30, 2 October 2008 (UTC)
- Why not just separate GWAMM into grind and achievement titles? GWAMM would be for Grind, and another one, with ranks taken from "Wake Up, Ron Burgundy: The Lost Movie", for Achievement titles. Then you add Adventurer(quests) and Master(all achievements) to each campaign, their legendaries, (Legandary Master would have two ranks, 1 for 3 Campaigns or 2 campaigns + Eye of the north and a second for 3 Campaigns + Eye of the North), change survivor so it can be retried anytime and count it also as an achievement title, and ding, you have 30 Achievement titles. MithTalk 13:32, 3 October 2008 (UTC)
- Legendary Legend. (For maxing both grind and achievement maxed titles?)Just an Idea. -Lt Death 15:37, 3 October 2008 (UTC)
- Why not just separate GWAMM into grind and achievement titles? GWAMM would be for Grind, and another one, with ranks taken from "Wake Up, Ron Burgundy: The Lost Movie", for Achievement titles. Then you add Adventurer(quests) and Master(all achievements) to each campaign, their legendaries, (Legandary Master would have two ranks, 1 for 3 Campaigns or 2 campaigns + Eye of the north and a second for 3 Campaigns + Eye of the North), change survivor so it can be retried anytime and count it also as an achievement title, and ding, you have 30 Achievement titles. MithTalk 13:32, 3 October 2008 (UTC)
- 1st: Adept Grinder, 2nd: Seasoned Grinder, 3rd: Mindless Grinder, 4th: Incorrigible Grinder Noctarch 23:30, 2 October 2008 (UTC)
- Why not Diplomant? Fits perfectly into the concept and yes, EotN grind titles NEED a legendary, not only Leg. Master of the North. --Treasure Boy Talk 23:27, 2 October 2008 (UTC)
wtf
- simple quick answer is because they dont want heroes running a ton of solo farming builds. Although you can micro manage them into doing so. --The preceding unsigned comment was added by User:71.85.134.57 (talk).
- I wouldn't use the word diplomat, just use Hero of the People or something. Legendary Hero. Work-Horse... stuff like that. Starting rank: Average Joe. Do-Gooder. ^_^ Reputations in GWEN are a 'word of mouth' style thing, where you 'prove yourself' by getting the tier in the title, blah blah. So you impress the people. I do like the concept, also fits within what Arenanet has done with the Legendaries for everything. 000.00.00.00 20:07, 8 October 2008 (UTC)
- What would the benefit of this title be? If it would confer all 4 of the racial bonusses, so you wouldn't have to switch titles, then I'd agree. Otherwise, it's just useless. The difference between a Guardian title and a Legendary Guardian actually means something. This title would only show that you have the same 4 titles that everybody who bothers to get them has. 145.94.74.23 15:00, 7 November 2008 (UTC)
- Oh, and don't forget: the Legendary titles are supposed to be only for people who bought all 3 campaigns. A Legendary title for just an add-on is...well...euhm...cheap. 145.94.74.23 15:02, 7 November 2008 (UTC)
- Oh, and before someone mentions Legendary Spearmarshal...that's not a Legendary title, that's just a title that uses the word legendary. 145.94.74.23 15:03, 7 November 2008 (UTC)
- Oh, and don't forget: the Legendary titles are supposed to be only for people who bought all 3 campaigns. A Legendary title for just an add-on is...well...euhm...cheap. 145.94.74.23 15:02, 7 November 2008 (UTC)
Hero Skill Limitations
- ← moved to HELP:GAME#Hero Skill Limitations
Contest with the 1st prize....
Playing an Elite Mission of your choice with the following party members; Gaile Gray, Regina Buenaobra, Isaiah Cartwright, Linsey Murdock, Mike O'Brien, Patrick Wyatt and Jeff Strain. Now that would be coooooool. --Silverleaf Don't assume, ask! 14:09, 4 October 2008 (UTC)
- If I won, I would probably either make them very cranky and they'd all pretend to disconnect, or terrify them with my ATOMIC RAEG. How about a contest with the first prize being "ANet upper-level employees give a crap about what you say?" I think that'd be much better overall. I'd rig the system using my mad voodoo skillz, then browbeat them into removing everything but the core Prophecies skills and re-implementing everything as it was as of about February 2006. Or so.Please refrain from making threats as you can get into real trouble for that. "Even the threat of power has power." I think I read that on my off-the-wall calendar. It gives me lots of sage advice, like "pain is a crude method of ensuring obedience, but it is cheap and plentiful," or "order pizza; pay with snakes." --Jette 18:31, 4 October 2008 (UTC)
- As alway's Jette, walking on the brighter side of life. --Silverleaf Don't assume, ask! 21:18, 4 October 2008 (UTC)
- If I didn't vent my disdain for various games and their owners, players, and developers on thirty different forums, I'd be in prison for setting EA's offices on fire by now. I think the people who play video games the most also tend to hate video games most of all. Somewhere out there there's a greasy, 450-pound nerd with two-inch-think glasses and a face so covered in pimples that he looks like he has boils or something who plays video games 24 hours a day, seven days a week who hates every single one of them and hasn't enjoyed a game since the original Mario came out. I intend to find him, probably just to post pictures on the internet.
- More on topic, I don't think any of those people have ever actually played the game, so playing an elite area with them would probably not be very fun. --Jette 00:05, 5 October 2008 (UTC)
- It's okay, if the shit hits the fan they still have BAMPH!--Ezekial Riddle 19:25, 5 October 2008 (UTC)
- Nah, they don't even have that. Not on live servers: all developer skills and "special commands" that can be used to get an unfair advantage like /.faction, /.rp, /.fame, etc. are removed. Test servers only. That having been said, they are still permitted to ignore certain restrictions. I've heard rumors that they can equip multiple elite skills at once, but no one's confirmed it. --Jette 21:16, 5 October 2008 (UTC)
- When they play with other players they use normal characters. MithTalk 13:29, 6 October 2008 (UTC)
- Wouldn't that kill the point, though? A contest with the reward of getting to play with bad players just isn't quite the same if those players don't have special abilities to make up for of *some* kind. --Jette 01:15, 7 October 2008 (UTC)
- Not if your party members can tell you about the area they made themselves:
- - See this rock? I made it. (Proud tone)
- - Awwww... (general awe)
- Any true GW fan would find that quite cool. And you don't know how bad they are, just are calling them bad players without knowing how good they are at all. MithTalk 15:51, 7 October 2008 (UTC)
- Pupils tend to try to tower above their masters. Noctarch 01:49, 8 October 2008 (UTC)
- And triteness kicks us in the nads. I assume they're bad players since they don't actually play the game. They must not, because the only possible way they could not see the hideous throng of players crying out for new content, the terribly unbalanced gameplay both in PvE and PvP, the complete lack of anything interesting or new to do, the failing economy, the people whining about how ANet doesn't listen to players; is by not playing the game. If it's not that, then they must turn all chat options off and set themselves to DnD all the time. If that's the case, I only wish I could be that ignorant. --Jette 08:44, 8 October 2008 (UTC)
- Blhblahblahblahblah. Considering how many people they are, they are doing quite a good job. The game it just not made to your image, and that's quite good. Every single update brings the game more and more towards MY idea of a perfect game. Sooner or later inscriptions will reign worldwide, for example. ~Uh, by the way, there's no such things as PvE 'balance', just limits. PvE is unbalanced by design, monsters are there to die 100% of the time, not 50%. The fact is that they do play and they do must know anecdotes about areas they made. That's more than enough. MithTalk 16:34, 8 October 2008 (UTC)
- And triteness kicks us in the nads. I assume they're bad players since they don't actually play the game. They must not, because the only possible way they could not see the hideous throng of players crying out for new content, the terribly unbalanced gameplay both in PvE and PvP, the complete lack of anything interesting or new to do, the failing economy, the people whining about how ANet doesn't listen to players; is by not playing the game. If it's not that, then they must turn all chat options off and set themselves to DnD all the time. If that's the case, I only wish I could be that ignorant. --Jette 08:44, 8 October 2008 (UTC)
- Pupils tend to try to tower above their masters. Noctarch 01:49, 8 October 2008 (UTC)
- Wouldn't that kill the point, though? A contest with the reward of getting to play with bad players just isn't quite the same if those players don't have special abilities to make up for of *some* kind. --Jette 01:15, 7 October 2008 (UTC)
- When they play with other players they use normal characters. MithTalk 13:29, 6 October 2008 (UTC)
- Nah, they don't even have that. Not on live servers: all developer skills and "special commands" that can be used to get an unfair advantage like /.faction, /.rp, /.fame, etc. are removed. Test servers only. That having been said, they are still permitted to ignore certain restrictions. I've heard rumors that they can equip multiple elite skills at once, but no one's confirmed it. --Jette 21:16, 5 October 2008 (UTC)
- It's okay, if the shit hits the fan they still have BAMPH!--Ezekial Riddle 19:25, 5 October 2008 (UTC)
- As alway's Jette, walking on the brighter side of life. --Silverleaf Don't assume, ask! 21:18, 4 October 2008 (UTC)
(Reset indent) Just because they're developers and other staff members of Arenanet doesn't mean they're actually any good at the game, well, compared to the average Joe. Also, from what I hear, some of them are more PvP oreninated. Though, it might be nice to actually play with Arenanet, although, it might be disappointing if they're not all that good. 000.00.00.00 20:00, 8 October 2008 (UTC)
- I would not mind if they we're good, bad or avarage. It would be a rare treat to be in a party like that. And for that matter, the winner might not be an experienced player either. It would be fun!! --Silverleaf Don't assume, ask! 13:30, 9 October 2008 (UTC)
- Yes, a Rare, Cool treat at that, I to would welcome a party/hunt with the ANet peeps.. ^_^ MystiLefemEle 05:29, 11 October 2008 (UTC)
A Known scammer tag of somesort
Just to have some way of knowing who is a know scammer and who is honest. A lot of gamers make extra money rushing people through mission's etc. Haveing a easy, fast way to tell if they are honest or just out for a quick scam. maybe have a rateing system ( like e-bay,under the friends window) that we can type in the players name and get info.
- This suggestion has been made and proven a poor idea before; please search before you post. Furthermore, new ideas should be added to the bottom of the page, not the top. --Jette 18:33, 4 October 2008 (UTC)
New title
there should be a title for people who complete missions withouts having skills on their skillbar.
- Players should not be rewarded for playing badly, especially not playing badly intentionally. --Jette 23:37, 4 October 2008 (UTC)
- That's impressive. Now do it with 0 scythe mastery. ~Shard 03:21, 5 October 2008 (UTC)
- /fail. gogo gadget mission runs. --Ezekial Riddle 03:24, 5 October 2008 (UTC)
- Please refrain from posting joke suggestions. MithTalk 12:57, 5 October 2008 (UTC)
- On a side note it could be fun to have a challenge mode where you select various handicaps in a drop down list before starting a mission, ex: party members agree to select "Do not use any enchantment and earn 4000 gold pieces upon mission completion". By stacking the handicaps selections you could earn a huge amount of money but, well, it would require player skills and coordination. If you tell me that it's a silly idea i will answer that, well..yes it's a silly one and that it's not the only one i ever had. Yseron - 90.29.177.47 21:42, 5 October 2008 (UTC)
- That would actually be pretty cool. The problem is, people would figure out a way to do certain missions with a lot of handicaps and farm them. --Jette 23:54, 5 October 2008 (UTC)
- There should be a massive reward for "Complete mission without heroes or henchmen". You know having real players is a disadvantage right?
- That would actually be pretty cool. The problem is, people would figure out a way to do certain missions with a lot of handicaps and farm them. --Jette 23:54, 5 October 2008 (UTC)
- On a side note it could be fun to have a challenge mode where you select various handicaps in a drop down list before starting a mission, ex: party members agree to select "Do not use any enchantment and earn 4000 gold pieces upon mission completion". By stacking the handicaps selections you could earn a huge amount of money but, well, it would require player skills and coordination. If you tell me that it's a silly idea i will answer that, well..yes it's a silly one and that it's not the only one i ever had. Yseron - 90.29.177.47 21:42, 5 October 2008 (UTC)
- Please refrain from posting joke suggestions. MithTalk 12:57, 5 October 2008 (UTC)
- /fail. gogo gadget mission runs. --Ezekial Riddle 03:24, 5 October 2008 (UTC)
- That's impressive. Now do it with 0 scythe mastery. ~Shard 03:21, 5 October 2008 (UTC)
- Only if it's an actual pug. If it's full of smart people, completing a mission with SY/TNTF/orders/dark fury/splinter/earth shaker/IA/9001 chants isn't hard. 64.241.37.140 19:42, 6 October 2008 (UTC)
Suggestion layout talk
- http://wiki.guildwars.com/wiki/ArenaNet_talk:Guild_Wars_suggestions#make_suggestion_page_neater.3F] --The preceding unsigned comment was added by User:Wings of Blood (talk).
my preferences to gw2
Party Merchant
- → moved from HELP:GAME#Party Merchant
We got merchant for drunk & sweets. May wee see some day a party points merchant?--81.172.7.82 21:11, 8 October 2008 (UTC)
- Merchants in each region should have the 'specialties' of that region. Why is not Vabbian wine sold in Vabbian merchants? ~With Cantha is quite easy, all of them Drink sak... and some fireworks would help too. The Guild Hall merchant should also have a set of three items that are different (although ahve the same price and effect) depending on the setting of the hall. MithTalk 13:46, 9 October 2008 (UTC)
- Makes sense to me. They'll probably overcharge, though... --Jette 15:25, 9 October 2008 (UTC)
- Make Party Points a wee bit more fun to get, but yes, they may be Pricey.. ^_^ MystiLefemEle 05:34, 11 October 2008 (UTC)
- Makes sense to me. They'll probably overcharge, though... --Jette 15:25, 9 October 2008 (UTC)
New Expansions
Speaking as someone that is most likely not going to get Guildwars 2, I think they should come out with new expansions or campaigns. To me it seems simple, yes it is a lot of work in makeing a new game. But for those of us who do not wish to partake in GW2 (I know of a number that do not) would still go out and buy expansions and other campaigns for the original. --The preceding unsigned comment was added by User:Absion (talk).
- Umm, no. No one's going to pay for a game that's already been thrown in the trash bin as a failure.--The preceding unsignedcomment was added by User:96.233.5.27(talk)
- There will be no other expansions for gw(1). GW2 will be the new game. While you state you will not participate in GW2 that's it. There are a lot of beautifull games that are worthy of your attention. --Silverleaf Don't assume, ask! 13:27, 9 October 2008 (UTC)
- Most likely anet isn't going to make expansions or new campaigns for gw1 because they got there new baby called gw2. And btw, gw1 is not thrown away in the trash bin as a failure. It's a great game and it's a great succes. Nobody should insult my favo game;) 84.24.164.244 13:45, 9 October 2008 (UTC)
- Besides, Anet has confirmed support for GW1 & GW2. No new content for GW1 but continued availability when GW2 is here. --Silverleaf Don't assume, ask! 13:48, 9 October 2008 (UTC)
- All I want is this: when ANet finally pulls the plug, I desperately and sincerely hope they will have the common decency to release the source code for the game. I'll set up my own little server and play by myself with maybe a few friends, just for kicks. It'll be like the old days. And I'll run around setting fireworks everywhere with my dev powers. I'll use it thirty times at once and see if all the lights can crash the computer. More on topic, yes, new expansions and campaigns would be nice. ANet is known for waffling constantly, but they have stated that there will be new content, possibly even new expansions/full campaigns for GW1. Which would be sweet. --Jette 15:28, 9 October 2008 (UTC)
- They did? Where did you read that? --Silverleaf Don't assume, ask! 15:37, 9 October 2008 (UTC)
- A forum, many months ago. Probably Guru. Don't know if it's still there, sorry. --Jette 19:09, 9 October 2008 (UTC)
- I heard something about that. I would actually pay for the other 2 chapters if they did that. Right now I'm not paying Anet any more until they show me that they can be competent. Right now, with the change to "For Great Justice!" they're doing a poor job of that.
- Izzy stated that there will be 'more explore' when he was interviewed. I don't know what does that mean, but I'd love to see the explorable versions of all Prophecies areas. The ring of Fire Islands are too lonely with a single overpopulated explorable area. MithTalk 13:53, 10 October 2008 (UTC)
- I really hope we won't get more expansions. EtoN felt very rushed regarding some issues (see the armors in the game), and adding more skills would only make balance worse than it already is. Erasculio 13:59, 10 October 2008 (UTC)
- Izzy stated that there will be 'more explore' when he was interviewed. I don't know what does that mean, but I'd love to see the explorable versions of all Prophecies areas. The ring of Fire Islands are too lonely with a single overpopulated explorable area. MithTalk 13:53, 10 October 2008 (UTC)
- I heard something about that. I would actually pay for the other 2 chapters if they did that. Right now I'm not paying Anet any more until they show me that they can be competent. Right now, with the change to "For Great Justice!" they're doing a poor job of that.
- A forum, many months ago. Probably Guru. Don't know if it's still there, sorry. --Jette 19:09, 9 October 2008 (UTC)
- They did? Where did you read that? --Silverleaf Don't assume, ask! 15:37, 9 October 2008 (UTC)
- All I want is this: when ANet finally pulls the plug, I desperately and sincerely hope they will have the common decency to release the source code for the game. I'll set up my own little server and play by myself with maybe a few friends, just for kicks. It'll be like the old days. And I'll run around setting fireworks everywhere with my dev powers. I'll use it thirty times at once and see if all the lights can crash the computer. More on topic, yes, new expansions and campaigns would be nice. ANet is known for waffling constantly, but they have stated that there will be new content, possibly even new expansions/full campaigns for GW1. Which would be sweet. --Jette 15:28, 9 October 2008 (UTC)
- Besides, Anet has confirmed support for GW1 & GW2. No new content for GW1 but continued availability when GW2 is here. --Silverleaf Don't assume, ask! 13:48, 9 October 2008 (UTC)
- Most likely anet isn't going to make expansions or new campaigns for gw1 because they got there new baby called gw2. And btw, gw1 is not thrown away in the trash bin as a failure. It's a great game and it's a great succes. Nobody should insult my favo game;) 84.24.164.244 13:45, 9 October 2008 (UTC)
- There will be no other expansions for gw(1). GW2 will be the new game. While you state you will not participate in GW2 that's it. There are a lot of beautifull games that are worthy of your attention. --Silverleaf Don't assume, ask! 13:27, 9 October 2008 (UTC)
(Reset indent) Yeah. I want fresh, delicious new content; not new skills and a rushed storyline. EotN was an advertisement for GW2, that's all it was, if you think about it. "Oh hey look! Asura, Norn, Charr, Sylvari... huh, oh what? No, you can't play them yet, you have to buy GW2." It was a wrap-up campaign, nothing more. It was also a wrap-up campaign that makes virtually no sense: why set the next game 250 years into the future, when you could just set it 250 days in the future? Or a week? Why say, "oh, well the dragon wakes up 250 years later since his best buddy got killed," when they could just as easily have it wake up immediately following the Great Destroyer's death? It would be a great way to set things down for a new campaign, to play as one of the new races: the Charr have just started an entire civil war, plenty of room for story there. Asura have had their colossal egos checked by those destroyers and are going to need adventurers to help clear out the old underground caverns, and the Norn will... well, I assume the Norn will return to drinking, fighting, and generally making asses of themselves; but that would probably be the same 250 years from now anyway. To be perfectly honest, I would be fine with -- and, indeed, pleased -- if there was not a single new skill or profession added to a new campaign for GW1. Just new content. Make it a big game: the size of Prophecies, at the very least; but with more dungeons, more missions, and a storyline that makes sense. All of the areas and a lot of the characters in Factions and Nightfall were alluded to in Prophecies. Yet ANet quite literally pulled the Asura and Norn right out of their asses. The Sylvari I can forgive because A) they're a new race, as opposed to the Sylvari and Norn who have just "always been there, you've just never seen one," and B) directly connected to a character in Prophecies, that centaur guy whose name escapes me. /sigh </rant> --Jette 16:30, 10 October 2008 (UTC)
- You mean Ventari? --The preceding unsigned comment was added by User:96.233.8.248 (talk).
- That's the one. --Jette 20:09, 10 October 2008 (UTC)
- Yes, oh yes. I wish they could just finish the map of the guildwars world. We don't need new skills like you just said, we need more things to do. And as for GW2 I see no use for it, they would be makeing more money by adding new expansions. However I gues A-Net is just not interested. --Absion
Mini mania contest?
Maybe it's an idea to have a mini mania contest again... Didis 17:31, 9 October 2008 (UTC)
- Would love that too, BUT lets first be creative for the Halloween 2008 contest? One at a time? --Silverleaf Don't assume, ask! 18:01, 9 October 2008 (UTC)
- Honestly, I think they should have given out Mad King Thorns as '08 Halloween minipets, rather than give them as birthday presents. In exchange, they could have given something different as the third-year green, like... hmmm. Well, I dunno. That said; yes, I'd love an opportunity to get my hands on a mini Oni or something. Oni look almost like Mallyx, if you just replace the red parts with glowing purple. --Jette 19:13, 9 October 2008 (UTC)
Zaishen cap
I'd like the cap to be changed to reset daily at midnight. The way it is now I do the Zaishen Challenge on day 1 at 20:00, then the next day at 20:30, the next day I'm doing something else at 21:00 so I do Zaishen at 23:30, but the day after it's too late so I miss a day. If the timer would reset at midnight we could play any time we want and still gain pretty much the same amount of points. It'd be just a little bit more flexible. EyeContact 18:50, 9 October 2008 (UTC)
- Agreed. I don't keep an eye on the time I do ZC so often end up doing it for 0 BF... – jos?ph 15:35, 20 October 2008 (UTC)
Show salvage percentages...or at least if there are any rare materials.
I find myself constantly exiting the game to go to the wiki to find out what materials I can salvage from something...and I've salvaged materials which I had to add to the wiki myself since in a few cases they weren't even yet listed for the item in question. Wouldn't it make more sense if when I clicked on a salvage kit and hovered over the item it showed what materials it might yield? Is there really any good reason that it doesn't, and if so, what is that reason? Knowing the percentage chances and what quantity would be ideal, but even just knowing what materials you might get would be good. Even a warning that there is no reason to use an expert kit when there are no rare materials would be better than how things are currently. --Amazing Goat 22:35, 9 October 2008 (UTC)
- Well, correct me if I'm wrong, but I think just about everything can salvage into rare materials. But yes, it'd be nice to know what you can get. It'd also be nice to choose what you can get, but that would be a little weird in some cases. Case in point: Geodes, which will either salvage into 2 piles of glittering dust... or a ruby/sapphire. Difference between eight gold and four platinum is significant. --Jette 03:14, 10 October 2008 (UTC)
- Well, many times I've used expert salvage kits on items that didn't have a rare salvage material listed on the wiki, just to see if I'd ever get anything rare, and I'm pretty sure it's never happened (even though I've gotten common materials nobody had listed), so I don't think everything can yield rare materials. --Amazing Goat 03:47, 10 October 2008 (UTC)
Loose or Tight formation button for henchmen.
In areas where enemies use a lot of large AoE spells, this would be really handy. Also, it would be great if you could set one to ignore target calls, mostly for mesmers or characters using a lot of hexes. --Amazing Goat 23:03, 9 October 2008 (UTC)
- A scatter button would be nice. 000.00.00.00 23:21, 9 October 2008 (UTC)
- Both of those would be nice things. --Jette 03:10, 10 October 2008 (UTC)
- Extremely handy and useful, and possibly easy to impliment with out a major hassle. ^_^ MystiLefemEle 05:45, 11 October 2008 (UTC)
- Both of those would be nice things. --Jette 03:10, 10 October 2008 (UTC)
New Idea for monster drop
After defeating the great Destroyer or any destroyer boss, they should drop any type of destroyer weapon --The preceding unsigned comment was added by User:24.34.250.166 (talk).
- That would instantly make destroyer weapons worthless. I can solo the Great Destroyer in, like, five minutes. So can a horde of other people. In fact, a lot of them charge for it (not me, I have better things to do). I admit that some destroyer weapon designs are... ehm... questionable, at best, but they're still supposed to be more expensive than the standard crafted weapons. --Jette 03:09, 10 October 2008 (UTC)
- The Destroyer set is a prestige set. Prestige sets do not easily drop from monsters, they are earned by hard gri---- I mean, hard work. This would be as senseless as considering Zodiacal or Celestial weapons 'prestige' sets and letting them to be added to the HoM Valor monument, when they drop so much that you an almost find them under every stone of the areas they usually drop. No. More weapons to add would be nice, but they would have to be new sets, like Titan (Prophecies) and Shiro'ken (Factions) weapons, and the means to get them would have to require making an Elite mission and prevent people from getting more than one every week. MithTalk 13:58, 10 October 2008 (UTC)
- Why would they need an Elite Mission? Destroyer Weapons only require you to have beaten Eye of the North and travel to Slaver's Exile. Why Arenanet didn't add an elite set of each campaign is beyond me; well, no its not, its not profitable enough for me to invest the time it would take to do it. A Prophecies set could be crafter after completing the Titan quests, for example, this would actually encourage people to do it. I was dreaming up a weapon set, basically drew up a mock version of Glint's head as the shield lol. You could even have it that the players can be teleported back into Glint's chamber where a crafter is afterwards or something (though making it as easily accessible as Slaver's would be an issue) Some sapphires, lots of glittering dust etc and so forth as the materials to craft them [shrugs]
- Just having Eye of the North and Nightfall represented is just lazy on Arenanet's part. For crying out loud they could have two design-a-weapon contests for the two new sets, spreading the project out over a few months.
- Anyway, that was off topic. On it, Destroyers can be too easily farmed. 000.00.00.00 06:05, 11 October 2008 (UTC)
- The Destroyer set is a prestige set. Prestige sets do not easily drop from monsters, they are earned by hard gri---- I mean, hard work. This would be as senseless as considering Zodiacal or Celestial weapons 'prestige' sets and letting them to be added to the HoM Valor monument, when they drop so much that you an almost find them under every stone of the areas they usually drop. No. More weapons to add would be nice, but they would have to be new sets, like Titan (Prophecies) and Shiro'ken (Factions) weapons, and the means to get them would have to require making an Elite mission and prevent people from getting more than one every week. MithTalk 13:58, 10 October 2008 (UTC)
Dye Stripper
This may have been suggested before, but I didn't see an older post. It would be nice to be able to buy (as a dye from the dye trader) something that would remove any applied dye and return the item to the default color. Sometimes, when trading items, they have been colored and it can be difficult to get it back to the original shade sometimes.--Elfmage 13:47, 11 October 2008 (UTC)
- This actually existed before. It was called "dye remover," and it was part of the old system. Aside from letting you restore your armor to its default combination, it also could be mixed with other dyes allowing for all sorts of unique, cool color combinations. The new dye system removed dye remover, replacing it with grey dye. It also made it impossible to get a lot of shades that look really good in-game. The only benefit we've received appears to be the ability to preview dyes. What I'd like to happen is this: they should "split" the dye system in two. First, allow dye removers to be bought at the merchants again. Then, divide the dye preview window into two tabs: "classic" dye and "modern" dye. In Classic, you could use all of the colors you were able to use before on the old color palette. This would include dye remover, but would exclude white, brown, and grey dyes; since they weren't part of the original scheme (unless, of course, ANet wants to make it possible to use them in the old version without changing the old available colors; in which case cool for them). In Modern, you could use any dye you want except for Dye Remover (again, it'd be nice if they made that available too). That way you have access to both systems. Or if that's too much work, just revert it to the old system, keeping the dye preview window. Ask anyone, they'll agree that the old dye system was far and away the superior one. --Jette 16:01, 11 October 2008 (UTC)
- Yeah. The dye system is all messed up now. And when you add one dye, it works correctly, but if you add two, it's like addind dye remover too to the mix, and colors get mixed with the base colors, sometimes with reversed hues. The main problem here is that skins were made with base colors: Yellow for warriors, blue for assassins, purple for elementalists, red for necromancers... also red for all Eye of the North armors... they should have made the skins with Raw material colors: Gray for metal, beige for cloth, pale brown for leather... craft the armors without colors instead of dyed gray, and keep the dye remover. That would have worked better that how it works now. MithTalk 18:52, 11 October 2008 (UTC)
Guildhall mobs?
I spend alot of time in my hall waiting and chatting and i suddenly thought "If only there was something to do in the hall itself." So i came up with a desire for one or several monsters in the hall.
The halls are exploration zones(or something like that, you can wield weapons and use skills), so what about some hall dwellers. A boss or a small group of monsters to kill that keep on regenerating somewhere in the hall.
Maybe something like a boss that can never die, see who can hit the highest?
A boss that has insane regen and hp, united effort to take it down?
A boss that runs around with 70% speed buff, trapping the boss? XD
Or just some groups that randomly spawn, ofcourse without dropping anything.
I know my explanations suck but basically something of a challenge to do in the GH with or without guildies. (Ixillius) Forgot to sign again >.< soz
- Disagreed. It's kind of impossible to do. As you can't wield weapons n ANY outpost, Anet would have to make explorable guild halls. Which is stupid. Gelei 17:46, 15 October 2008 (UTC)
Ya soz got confused with the chantan ambasador halls. Got a new hall when i got this idea >.< (Ixillius 12:46, 20 October 2008 (UTC))
Artisan trade prices.
I think some of the material artisan prices need to be reevaluated. For example, to make a lump of charcoal it costs 200 gold and 10 wood planks, but the price to buy a lump of charcoal from the rare material trader right now is 160 gold, so there is really not much point to it at all. For a lot of the low demand materials there is never a reason to craft them. --24.131.223.113 21:32, 11 October 2008 (UTC)
- More importantly, let us buy more than one item at a time. Having to click request/buy seventy times is annoying. --Jette 21:34, 11 October 2008 (UTC)
Changes on Prophecies
Some of the Prophecies mistakes were fixed on Factions and Nightfall, but nothing changed on Prophecies itself. I'm talking about: -On Prophecies you have to enter on the missions to explore some areas, sometimes running aginst the time or w/e; -ANet knowed bugs that could be easily fixed, like going through walls; -When getting Skill Hunter title, luck is needed to make the right boss spawn; -Serious problem with Cartographer title: you can get 100% before really exploring everything,but there are places like the low levels arenas that you can't explore if you aren't Prophecies born; There's one more thing that I can't remember right now, but w/e. Finally, my suggestion is fix that stuff on Prophecies so it'll become a better campaign :-)
- It would be nice if you could explore missions after completion without any monsters or anything, or as a standard explorable area. However, if there were monsters inside, it'd screw up the vanquishing title. "Going through walls?" Not sure what you mean; most of the time I just stop moving when I run into one. The Skill Hunter thing I agree with wholeheartedly with, it's kind of ridiculous having to zone 8-9 times to get the right boss (I'm looking at YOU, Kor). However, the 'problem' with the cartographer title is entirely intended. If they restricted 100% completion to the original zones that were closed with the advent of the "random arenas" outpost, then only people with enough spare time, energy, inclination, and foresight to have entirely scraped those areas would be allowed to get the title. Which would be kind of unfair. --Jette 18:33, 12 October 2008 (UTC)
- I agree with jette, as it is im having enough trouble hunting down my last 3% as it is. But it would be nice to explore the fire isle missions without having to do the missions. (Ixillius)
- Occasional bug fix is all you might hope for, you really pay for content "as is" when you buy the game, on the account of capturing elites its Suppose to be hard. Same with Cartographer if you were only to run around on empty maps you will much faster and easier. Prophecies map was changed around a lot more then others, some areas and outposts can not be accessed so you have a rather big leeway then it comes to opening the map, as it should be. Biz 07:39, 17 October 2008 (UTC)
- I agree with jette, as it is im having enough trouble hunting down my last 3% as it is. But it would be nice to explore the fire isle missions without having to do the missions. (Ixillius)
- I dont see what the problem. Elite skill arent hard to get, worst case you zone in and out to roll the boss. Also i did get 100% carthography without any arena. Check carthography guide to find place you have overlooked. --Bob 00:04, 18 October 2008 (UTC)
Halloween Weapons
I've always wondered why wintersday has candy cane weapons but halloween doesn't have special weapons.
Things like Trick or Treat Bag Focus Grim reaper like scythe Pumpkin wand and staff (old dirty wooden stick going trough a pumpkin)
or just weapons made from bones or pumpkins.
With the same specs as candy cane weapons i think it would make a fun addition:D (Ixillius)<- Still uses candy cane scythe
- There are 4 main festivals that fully decorate a town. And each one has some different things. MithTalk 18:15, 13 October 2008 (UTC)
- Those would be nice things, I suppose. But chances are they'd all be virtually zero-damage and uninscribable, like all of the candy cane ones. I can't support it unless the weapons are usable. --Jette 18:57, 13 October 2008 (UTC)
- Actually, the CC weapons are useful on new characters since they have no reqs. Anyway, I agree that we don't really need more. My Xunlai Chest is overflowing with unique but pointless crap as it is. --Amazing Goat 19:09, 13 October 2008 (UTC)
- Those would be nice things, I suppose. But chances are they'd all be virtually zero-damage and uninscribable, like all of the candy cane ones. I can't support it unless the weapons are usable. --Jette 18:57, 13 October 2008 (UTC)
Consumables Nerf
suggestion: remove consumables ability to stack. this includes all consumables mentioned below: grail of might, essence of clarity, power stone of courage, armor of salvation, cupcakes,candy apples. this is to reduce there overuse and outright abuse for the purpose of elitism in the Underworld and Fissure of Woe.--The preceding unsigned comment was added by User:24.79.241.72 (talk).
- I'm not sure that would work, because most people would still have plenty of inventory space to store a couple of non-stacked consumables. And in most teams you only really need 1-2 per person for any of the elite areas.- TheRave (talk) 05:01, 14 October 2008 (UTC)
- IMO a better solution would be to add a party wide debuff similar to Summoning Sickness which prevents consumables from being stacked. -- Gordon Ecker 07:35, 14 October 2008 (UTC)
- That's true. Consumables are meant to help in 'hard spots', like against a certain boss or during a certain mission where the party is attacked by waves of enemies without pause. So they should be saved for those hard spots. So there could be changed to cost less, last less (10 min) and have a 20 minutes aftereffect that prevents them from being used again. That people would keep them to use in certain spots at the proper time right moment instead of having their effect all the time. But I won't keep them from being used at the same time. Their effects don't overlap because they are meant to be used at the same time. MithTalk 15:56, 14 October 2008 (UTC)
- They should just remove consumables from PvE. This is Build Wars, not Potion Wars a.k.a. most mainstream MMOs. --The preceding unsigned comment was added by User:71.174.21.250 (talk).
- Or greatly increase their costs. I like the idea of consumables, but I dislike the idea of them being used so readily. Mind you, they are already costly enough that you can't just drink them carelessly, like often done in other MMOs. A good balance needs to be found. -- Alaris 16:02, 15 October 2008 (UTC)
- Limit them by time. You can receive on free conset per month, or perhaps per week. After that, they cost 50K to craft each. That way you'll think twice before using them in area unless you're obscenely, disgustingly rich. --Jette 17:20, 15 October 2008 (UTC)
- That doesn't work because it favors people with more characters and multiple accounts.
- Or have their base cost increase each time you craft them, much like skills. Eventually, the only way to avoid paying a lot would be to make a new character just to get to the point of crafters, which is a big investment in time. -- Alaris 17:41, 15 October 2008 (UTC)
- No thanks. Don't reward grinding. JUST REMOVE CONSUMABLES.
- Remove everything except candy-based consumables like the rabbits and the candy corn. And give them points towards the sweet tooth thing. --Jette 22:32, 15 October 2008 (UTC)
- What's the problem with consumables? You don't want other people to use them? or you're addicted to them? Sadie2k 21:04, 16 October 2008 (UTC)
- They've ruined the economy. Anyone who says "hurf durf they don't effect you, lulolololol" is an idiot. They, in combination with Ursan, have completely destroyed the GW economy. --Jette 21:31, 16 October 2008 (UTC)
- What's the problem with consumables? You don't want other people to use them? or you're addicted to them? Sadie2k 21:04, 16 October 2008 (UTC)
- Remove everything except candy-based consumables like the rabbits and the candy corn. And give them points towards the sweet tooth thing. --Jette 22:32, 15 October 2008 (UTC)
- No thanks. Don't reward grinding. JUST REMOVE CONSUMABLES.
- Limit them by time. You can receive on free conset per month, or perhaps per week. After that, they cost 50K to craft each. That way you'll think twice before using them in area unless you're obscenely, disgustingly rich. --Jette 17:20, 15 October 2008 (UTC)
- Or greatly increase their costs. I like the idea of consumables, but I dislike the idea of them being used so readily. Mind you, they are already costly enough that you can't just drink them carelessly, like often done in other MMOs. A good balance needs to be found. -- Alaris 16:02, 15 October 2008 (UTC)
- They should just remove consumables from PvE. This is Build Wars, not Potion Wars a.k.a. most mainstream MMOs. --The preceding unsigned comment was added by User:71.174.21.250 (talk).
- That's true. Consumables are meant to help in 'hard spots', like against a certain boss or during a certain mission where the party is attacked by waves of enemies without pause. So they should be saved for those hard spots. So there could be changed to cost less, last less (10 min) and have a 20 minutes aftereffect that prevents them from being used again. That people would keep them to use in certain spots at the proper time right moment instead of having their effect all the time. But I won't keep them from being used at the same time. Their effects don't overlap because they are meant to be used at the same time. MithTalk 15:56, 14 October 2008 (UTC)
- IMO a better solution would be to add a party wide debuff similar to Summoning Sickness which prevents consumables from being stacked. -- Gordon Ecker 07:35, 14 October 2008 (UTC)
- I keep hearing about a "ruined" GW economy, but have yet to see it. Items go in and out of fashion and prices change. People farm expensive items more, so they reduce in price. This is just the way of things. There is nowhere written in stone that a particular item should cost 500k. If anything, its the reduction in players that's affecting the economy. Sadie2k 21:37, 16 October 2008 (UTC)
- Ah you know, people no longer will pay 10k for some req 9 Gold weapon, so people say the economy is ruined =P Its just that people who still play are either new or chronically farmers making all low and mid range items extremely common, with no demand at all you get lower prices etc.
- There is nothing wrong with Consumables, games don't have "Economy" to start with, its all supply/demand, Ursan basically popularized high end areas, giving people a chance to see Torment maps/UW and Fow in a new light, the more are farming the less it pays off, thats it. Biz 07:53, 17 October 2008 (UTC)
- I agree, Leave the Consumables ALONE!, as for the Economy, it is either a Bear or Bull Market day... ^_^ MystiLefemEle 08:17, 24 October 2008 (UTC)
- Everyone seems to be assuming that "remove consumables ability to stack" means "prevent consumable items from stacking in the same inventory slot", but I just noticed that "remove consumables ability to stack" could mean "prevent consumable effects from stacking with eachother". -- Gordon Ecker 10:13, 24 October 2008 (UTC)
- I agree, Leave the Consumables ALONE!, as for the Economy, it is either a Bear or Bull Market day... ^_^ MystiLefemEle 08:17, 24 October 2008 (UTC)
- The only 'ecomoney' in GW it's at traders. Direct trades between players are something... for a few. There are basically two kind of players that trade: Those that either use outside systems like auction sites or forums or waste hours spamming in outposts, and those that get so bored of trying to sell something or having to put the game in window mode or to leave the game to trade that they barely trade at all. With time, those that are bored are more and more. If selling is slow, sales are low, and since more and more items are entering the economy and customization is so crappy that not much people customize items to use them, there are no 'item sinks' in the game removing the existing ones to leave room for new ones. Solutions? Eh, most people would hate it, but requiring customization to use ANY equippable item would be one of the possible meassures to help solving the problem.
- It doesn't matter how many people use consumables or not, trades for items without a trader and without sinks are going towards stagnation anyways, specially for Prophecies and Factions drops, since new and average players prefer inscriptions. MithTalk 12:47, 24 October 2008 (UTC)
Fixing the Hero Battles ladder ranking system
It has come to my attention that the ladder ranking system for hero battles is quite out of date as you would put it. Today in hero battles i faced a rank 130 and lost thusfar i was penalized and lost 3 rating I at the time had 1610 rating (actual rank 106). Anyways i went on to do another match, my next match was against a rank 103 he had i think a 5 rating or so difference. The match was played and I won and to my amazement i recieved only 2 rating. This is very frustrating when you are trying to play and their are people that are purposely ruining their rank in order to play easier people and to tank people (ruin their rank). I like many find this very annoying and we expect a change. If guild wars would like to continue their legacy and keep the people happy maybe give people a reason to play hero battles again, here is my idea. For the new ranking system first you restart the ladder, second for every win with a difference of less then 50 rating between the two players you receive one rating, now for matches played and there is a difference greater then 50 rating you will receive 2 rating points. With the current pairing system it wont pose a major threat because most of the people that play each other are ruffly 50 or less rating difference. Now for a loss, just make it strictly -1 rating per loss this way when you face a rank 6000 and your rank 100 and both players are of = talent the player wont be penalized for the wrong doing of the rank 6000. Now i have made this point to a few hero battle players and they find this idea very interesting and hopefully guildwars crew will put this into action.
- I would like to here more opinions so please post sub categories here and give feedback**
--75.67.251.179 01:19, 15 October 2008 (UTC)
Send average ping value to team chat by ctrl-click
Simple and very useful. I would not be surprised if someone else had already suggested it in the past. 58.5.245.251 23:17, 15 October 2008 (UTC)Aliabastre
- I can't see "adding one more reson to discriminate" as useful. Ping measurement is not perfect. Sometimes you may have absolutely no lag problems and have over 250 ping. There is no need to add a factor to discard people from parties: "u ping 251 go to hell lagga nub". MithTalk 13:19, 16 October 2008 (UTC)
- I don't support this idea either Gelei 14:24, 18 October 2008 (UTC)
- or much much worse than 250... It's a really bad idea indeed. Jaxom 06:53, 19 October 2008 (UTC)
- This would sure as shit confuse a lot of people when ANet's servers randomly spaz out.
- Idiot: *invites Starcraft, not knowing anything about him*
- Idiot: wut's ur ping?
- Starcraft: *Having problems staying connected due to ANet's servers deciding to spaz out*
- Starcraft: My average ping is 1,500 ms!"
- Idiot: U r teh ubar nub.
- Idiot: *kicks Starcraft*
- I could see this happening. --Riddle 07:01, 19 October 2008 (UTC)
- I can also see how people might kick Starcraft for being bad. ~Shard 20:41, 19 October 2008 (UTC)
- I used him as an example because he's famous. I'm sure a lot of the HA gimmickers would kill to play with him. --Riddle 22:05, 19 October 2008 (UTC)
- Nah, Starcraft has way better balancing than Build Wars. Plus Blizzard hasn't had to update it in forever either. --The preceding unsigned comment was added by User:96.233.11.131 (talk).
- I used him as an example because he's famous. I'm sure a lot of the HA gimmickers would kill to play with him. --Riddle 22:05, 19 October 2008 (UTC)
- I can also see how people might kick Starcraft for being bad. ~Shard 20:41, 19 October 2008 (UTC)
- This would sure as shit confuse a lot of people when ANet's servers randomly spaz out.
- or much much worse than 250... It's a really bad idea indeed. Jaxom 06:53, 19 October 2008 (UTC)
Help others with Quests & Missions
I like to help friends and other players with quests but can not always remeber the quest you helping with so have trouble see where i have to go and what to do.
Could a possible update be put in like City of Heros and Villians where the leader of the team can pick from any of there team members quests and for this to show every one in the team where to go on the maps and what is needed to be done(may be already considered for Guild Wars 2).
Regards
Blaze Devo
- Might require some effort. Might require more effort than it deserves. Not a bad idea, but I doubt anyone would make it. Gelei 14:25, 18 October 2008 (UTC)
Fix. The. Game
Brains will block me if I tell izzy how to do his job on his talk page, so I thought I'd post here instead.
- Wail of Doom
- Dancing Daggers
- Scythe
- Paragon
- Visions of Regret
- Wastrel's Worry
- Charm Animal
- Rampage as One
- Rend Enchantments
- Order of Apostasy
- Warmonger's Weapon
- Xinrae's Weapon
- Shout
- Chant
- Amulet of Protection
- Shadow Step
- Soul Reaping
- Expertise
- Heroes' Ascent
- Guild Battle
- Soul Bind
- Weapon of Remedy
- Wounding Strike
- Augury of Death
- Blinding Powder
By the way, there is at least one good suggestion to EACH of these at Arenanet:Skill feedback. ~Shard 20:40, 19 October 2008 (UTC)
- ...and to think they'd almost care if you weren't so damn childish and annoying... -FireFox 20:42, 19 October 2008 (UTC)
- Yeah I'm the childish one pretending to care about my company's game after 3 years of the community asking them to fix things. ~Shard 21:14, 19 October 2008 (UTC)
- You'll find no endorsement of ArenaNet or Guild Wars in these comments, but I am also not an idiot. -FireFox 21:35, 19 October 2008 (UTC)
- Brains will block me if I tell you to die in a fire, so I won't. Shard's not an idiot, nor are any of the other people on the site who are tired of kissing ANet's ass. I tried asking them to fix things politely, I tried asking them with ALL CAPS, now I'm just tired and cranky and going to keep being an ass until the game is fixed. --Jette 00:36, 20 October 2008 (UTC)
- Agreed with both Shard and Jette. Almost all of those skills cause problems. --The preceding unsigned comment was added by User:96.233.11.131 (talk).
- Brains will block me if I tell you to die in a fire, so I won't. Shard's not an idiot, nor are any of the other people on the site who are tired of kissing ANet's ass. I tried asking them to fix things politely, I tried asking them with ALL CAPS, now I'm just tired and cranky and going to keep being an ass until the game is fixed. --Jette 00:36, 20 October 2008 (UTC)
- You'll find no endorsement of ArenaNet or Guild Wars in these comments, but I am also not an idiot. -FireFox 21:35, 19 October 2008 (UTC)
- Yeah I'm the childish one pretending to care about my company's game after 3 years of the community asking them to fix things. ~Shard 21:14, 19 October 2008 (UTC)
- Sometimes you have to insist to so people listen to you. I keep saying "Xunlai Marketplace" every time I get a chance to do so, for example. By the way... Xunlai Marketplace. MithTalk 13:41, 20 October 2008 (UTC)
- How about fixing Freezing Gust so it isn't a spammable maintainable 66% snare? A while ago I posted a corrected description of it somewhere
- Sometimes you have to insist to so people listen to you. I keep saying "Xunlai Marketplace" every time I get a chance to do so, for example. By the way... Xunlai Marketplace. MithTalk 13:41, 20 October 2008 (UTC)
- Freezing Gust 10e 1s 5r "Target foe moves 66% slower until you die or get power blocked/dshotted."
Timestamp for chat
Would be nice to see when people said a particular line, with a timestamp in front of every chat line (which could be disabled/enabled from the Options menu). Cemc 09:30, 20 October 2008 (UTC)
- Reason? Chatting is realtime. Just look on the clock above your computer, on the wall. So unless it has a reason, that I couldn't guess in this half-a-minute, it's a bad idea. Gelei 13:48, 20 October 2008 (UTC)
- Some of us like to know how long ago someone said something while we were afk. If you don't like it, just turn it off. -- Armond Warblade{{Bacon}} 15:06, 20 October 2008 (UTC)
- Yea, what Armond said. It's sort of a basic thing to have in any game with a chat mechanic. Currently the only thing to gauge chat times by is halls wins, which are anywhere from every 2-12 minutes, so they're not exactly reliable. -Auron 15:16, 20 October 2008 (UTC)
- You want AFK at [19:00], you go back after a wide while. Now it's [21:00].
- Last chat line [20:58]. You know the conversation is recent, you may continue it.
- Last chat line [19:30]. You know they haven't talked for some time ago.
- It would come in handy. Not that it's an urgent matter, but it's so easy to add that won't harm at all. MithTalk 17:59, 20 October 2008 (UTC)
- Yea, what Armond said. It's sort of a basic thing to have in any game with a chat mechanic. Currently the only thing to gauge chat times by is halls wins, which are anywhere from every 2-12 minutes, so they're not exactly reliable. -Auron 15:16, 20 October 2008 (UTC)
- Some of us like to know how long ago someone said something while we were afk. If you don't like it, just turn it off. -- Armond Warblade{{Bacon}} 15:06, 20 October 2008 (UTC)
- It'd also be nice for screenshots, sometimes. Some people like that sort of thing (and, though not likely, it can sometimes be useful for proof of something). -- Armond Warblade{{Bacon}} 19:32, 20 October 2008 (UTC)
Guild titles
In order to increase the interaction between members of the guild and to promote party playing, I think it would interesting the introduction of Guild Titles, that are given if the Guild Members do something together. They could derive from the existing Titles (for example if ten people in the guild have reached the Protector of Elona title, that Guild can show the Guild title Protectors of Elona), or they could derive from other team activities. This would encourage helping the guild members and promote guild playing.
- Squee, more pointless retarded elitism and meaningless titles. --Jette 14:37, 20 October 2008 (UTC)
- Don't count the number of titles in common across the Guild. Instead, give a player some points towards the title each time some other player in the party (Guild members for Guild title, or PUG for Friends title) accomplishes something towards their own titles. ANet should decide what counts and what doesn't to reduce these titles being farmed. For example, I would include finishing dungeons, missions at masters (only off the newbie island), title hunts, and vanquishes, *only* if those activities add points to their respective titles (i.e. increases the teammates' counter). -- Alaris 14:50, 20 October 2008 (UTC)
- IMO titles need to be removed entirely for promoting grinding.
- Personally, I think all methods of recognition should be removed from the game to eliminate elitism and grinding entirely. Including character names: everyone will simply be labeled as anonymous. When you need to whisper someone, you click on the name and it lets you whisper them, but without telling you their name or anything. Remove the friends list and ignore list, too. And eliminate *all* aspects of titles, including benefits like the Zaishen and Hero emotes. Also remove guilds. There will be absolutely no way of knowing who you're dealing with. Your character will appear normal to you, but everyone else's will just be those plain stick figures they showed during April Fool's. Then nobody can be a dick about what they've done. I'm not being sarcastic, I just enjoy people being confused. --Jette 20:26, 20 October 2008 (UTC)
- Wow you sound like me, Jette.
- Personally, I think all methods of recognition should be removed from the game to eliminate elitism and grinding entirely. Including character names: everyone will simply be labeled as anonymous. When you need to whisper someone, you click on the name and it lets you whisper them, but without telling you their name or anything. Remove the friends list and ignore list, too. And eliminate *all* aspects of titles, including benefits like the Zaishen and Hero emotes. Also remove guilds. There will be absolutely no way of knowing who you're dealing with. Your character will appear normal to you, but everyone else's will just be those plain stick figures they showed during April Fool's. Then nobody can be a dick about what they've done. I'm not being sarcastic, I just enjoy people being confused. --Jette 20:26, 20 October 2008 (UTC)
- IMO titles need to be removed entirely for promoting grinding.
- Don't count the number of titles in common across the Guild. Instead, give a player some points towards the title each time some other player in the party (Guild members for Guild title, or PUG for Friends title) accomplishes something towards their own titles. ANet should decide what counts and what doesn't to reduce these titles being farmed. For example, I would include finishing dungeons, missions at masters (only off the newbie island), title hunts, and vanquishes, *only* if those activities add points to their respective titles (i.e. increases the teammates' counter). -- Alaris 14:50, 20 October 2008 (UTC)
Elitism is not a problem of the game, is a problem of the people playing it. If you remove titles, people would ask how many Exp you do have, if you remove exp, they would ask how many hours you did play, if you remove hours they will ask something different. I am a discrete player, but I very often helped my friend or the member of the guild in the very first coop, just to help, without thinking at my titles or my mission, even if I enjoy them very much. The introduction of guild titles, from my point of view, would only increase the interest to play toghether and not selfishly (do selfhisly exists in english?). And would give a better sense to guilds also, and will permit people to decide wich guild they like more, for example pvp or pve, with an objective valutation of the guild. Many people end in guild that are only a set of strange guys without an order and without a scope... It is not easy to find a good a well organized guild that would increase the player experience and enjoyment. This discrimination could be useful, in my opinion.
- Search PvP Party
- Joins Party
- Leader asks to show your title
- Show God Walking Amongst Mere Mortals
- OMG PvE NEWB kick GWAMM player. Fox007 12:25, 21 October 2008 (UTC)
- Is this an objection?
- I agree with Jette, this would promote elitism. The difference between this and experience or time played is that we cannot see how much experience a character has or how long someone has played (if there were titles for either of those things, they would also lead to elitism). The moment you give people in a guild advantages thanks to how many titles its members have, you are basically asking guild leaders to only invite players who have plenty of titles maxed. Erasculio 14:11, 21 October 2008 (UTC)
- This depend on the guild leader. I would invite every kind of players, but of course this is not general. However this is not too bad at all. Young player with no or little titles would be encouraged to form their own guild or to enter in guild of their same level, in which they would play toghether to raise the title of the guild. Moreover this would create more homogenous guilds. For example if i like Team Arena I would join a guild with many gladiators. If I dont like to max title I will find a guild where people don't do it. Elitism is not the root of evil! I have been in guilds in which the leader did not care at all about the members. He/she only thought about its own interests. Having a title that says what people in the guild like to do, and how much professional are they, will permit people to better choice their guild, without changing a guild a week. Moreover, if you don't like pro-playing, but doing 10 times the same coops with different characters, you can choice a low level guild, that have the same way to play as yours.
- I agree with Jette, this would promote elitism. The difference between this and experience or time played is that we cannot see how much experience a character has or how long someone has played (if there were titles for either of those things, they would also lead to elitism). The moment you give people in a guild advantages thanks to how many titles its members have, you are basically asking guild leaders to only invite players who have plenty of titles maxed. Erasculio 14:11, 21 October 2008 (UTC)
Making festival hats accessable if you had the game at the time
I personally have had Guild wars since '05 when it first came out, around August of that year. After that year, I haven't had GW on a holiday since because of lack of internet. It depresses me because I absolutely love a lot of the hats, like the wicked hat, and the Jester's hat. I don't care about getting holiday items like the absinthe etc, but just because I didn't have internet, I don't feel that means I should not be able to have a hat to show I had the game.
- In before whiny idiots come in and say 'HORF DORF U WERNT AT THE FESTIVAL LOL.' I've always thought you should be able to buy somebody else's festival hat and show it to the hatmaker, in order for it to be unlocked. Even if he charges something to unlock it, like 15K. --Jette 20:23, 20 October 2008 (UTC)
Precisely. I don't know how to edit my thing to make it look like I quoted you.. (I'm the OP, finally actually signed up). I'd have no problem paying for one of the hats. they're fucking aweseom. Not only that, there's gotta be people who couldn't get a hat for some family related issue too... yanno? :P ok nvm I'm a dork xD --The preceding unsigned comment was added by User:PhaedraDraevyn (talk).
- The thing is that people that were there and got the hat, but had to discard it due to storage problems, becae you were not even able to buy more characters slots a long time ago, they had no way to keep them. It's better having everybody being able to get all hats even if he wasn't there, than having one person that got the hat but lose it afterwards due to lack of storage, mistakes, sccount theft, etc... without it. MithTalk 21:25, 21 October 2008 (UTC)
- I am of the opinion that everyone should get the hats, regardless of whether or not they owned the game or were at the festival. But that's just me. --Jette 21:57, 21 October 2008 (UTC)
- The thing is that people that were there and got the hat, but had to discard it due to storage problems, becae you were not even able to buy more characters slots a long time ago, they had no way to keep them. It's better having everybody being able to get all hats even if he wasn't there, than having one person that got the hat but lose it afterwards due to lack of storage, mistakes, sccount theft, etc... without it. MithTalk 21:25, 21 October 2008 (UTC)
- May seem a silly idea, but how about a single day, twice a year to get the hats you missed. You see the Hat Man, pay a price (1k) to have that hat you are missing added. ^_^ MystiLefemEle 06:28, 11 November 2008 (UTC)
Expanding friends list
I don't know about everyone else but after a few years of gameplay and new expansions coming out, the amount of people I talk to has gone way up. It'd be great if there could be more "slots"
- I have never had more than five people on my friends list at one time because I'm mean and nasty and all my characters wear wicked hats whenever they're not fighting. But I can understand your point and think more friends list slots would be nice. --Jette 20:21, 20 October 2008 (UTC)
- How about give everyone 9 ignore list slots for every 10 Build Wars accounts created? 90% of the Build Wars community is trash. (NO offense directed to anyone on the wiki intended, remember that the people on the wiki are a relatively small percentage)
- If server space it' a problem they could do like they did with Templates: Cliend-side. There would be a limited lists of nicks that would be 'dinamic' (change when users change name or delete characters) and some that would be static, saved in .txts client-sided. There should be a temporal ignore list much like there is for trades and parties, for quick ignores you don't care much about. MithTalk 21:28, 21 October 2008 (UTC)
Alliance Roster
Last one I'll post for now.. My alliance is awesome. Very vocal, very helpful, etc.. but not everyone on it talks all the time. I wish there was a roster for your alliance itself. Maybe being able to choose a guild and see who is on in that guild? Or just have a list for "Alliance Members Online"?
^_^ Just saying.
- Organizationally, the best way to go about this would be to add a new tab to the guild menu (or whatever you call it when you press G) that lets you pick guilds in your alliance and displays a roster similar to the default tab. This could also prove very handy for alliance leaders if they need to find an officer for a troublesome guild. That sort of thing would be much easier to do than adding important people to your friends, as even in a medium-sized alliance (like the [MEEP] alliance or, way back in the day, the [SMS] alliance, both of which I was a part of) with 300-400 people, that can fill your friends list pretty fast. -- Armond Warblade{{Bacon}} 19:36, 20 October 2008 (UTC)
- This is a great idea and should already be implemented. Personally speaking as an officer, it would help others to find me so I can deal with complaints from alliance members about members of my guild. There is nothing like having the dispute arbitrated immediately, rather than from a position hours or even days later. Likewise, guild leaders/officers would know who troublemakers were and could talk to each other more easily ~ even with all the character generation/deletion. Finally, it would eliminate the need to have every officer in the alliance on your friends list. This becomes more important when you have alliance that are constantly changing due to various reasons. Kyly 22:13, 24 October 2008 (UTC)
- Makes sense. --Jette 23:27, 24 October 2008 (UTC)
- This is a great idea and should already be implemented. Personally speaking as an officer, it would help others to find me so I can deal with complaints from alliance members about members of my guild. There is nothing like having the dispute arbitrated immediately, rather than from a position hours or even days later. Likewise, guild leaders/officers would know who troublemakers were and could talk to each other more easily ~ even with all the character generation/deletion. Finally, it would eliminate the need to have every officer in the alliance on your friends list. This becomes more important when you have alliance that are constantly changing due to various reasons. Kyly 22:13, 24 October 2008 (UTC)
Armor and Weapon Unlocking for PvE
Plenty of people complain about how they lack storage. One way to lessen the storage problem is the hat maker NPC, who introduced a system in which we basically unlock hats for our entire account.
I suggest the same system, but character based, for weapons and armors in PvE. We could use the same NPC, even. It would work like this:
Armor
- A character presents his/her armor to the NPC. Then, the NPC will make, for that same character, as many copies of that armor as the character wants, with any rune and insignia unlocked by that player, for free.
- The need to store that armor would almost vanish; the only aditional cost would be the dye, which isn't really an issue other than for those armors dyed black or white. It wouldn't hurt the economy too much given how very few players make multiple copies of the same armor for the same character (and I have never seen someone trying to exhbit himself by saying one of his character has multiple FoW sets).
Weapons
- A character presents a customized weapon to the NPC. Then, the NPC will make, for that same character, as many copies of that weapon as the character wants, with any inscription and mods unlocked by that player, for free.
- The need to store that weapon would almost vanish. It wouldn't hurt the high end weapon economy too much given how not that many players bother to farm multiple copies of the same weapon for the same character (it would not change anything for the Hall of Monuments, for example). The need for a mods trader would likely disappear, as players would have an easier way to get mods, after they have been unlocked.
Erasculio 14:05, 21 October 2008 (UTC)
- Ehm.. it would kinda ruin the economy:p Think of all those salvage materials you can get our ur armor (think of the materials out of obsidian armor). The great business of selling mods will also vanish.
- Mods would still be sold to those who don't have unlocked them (and without a Mods Trader, selling mods is already more annoying than it's worth, IMO). You are right about the salvaging materials, I had forgotten about those. The armors and weapons made by this crafter couldn't be salvaged, then, just like the /bonus weapons cannot be salvaged and the festival hats can't, either. Erasculio 14:57, 21 October 2008 (UTC)
- Yeah but all the same, do you have any CLUE how much this would screw up the economy? it's already pretty messed up as is. I say leave it the way it is. User:PhaedraDraevyn
- Heh, it's already messed up, let's kick it while it's down : D This would only significantly impact the mods and rune economy anyway. Erasculio 17:07, 21 October 2008 (UTC)
- How do you measure the state of the economy anyway? By how rich you are? I'd like for a change to see someone say the economy is bad, and actually use serious economic indicators to back it up. -- Alaris 18:58, 21 October 2008 (UTC)
- Someone mentioned an interesting point: by implementing this, players lose the storage constraining, and so may actually seek more items than they have today. In other words, someone who wants to have all armors for his character but cannot do so because he does not have storage space would be free to buy as many items as he wants; someone who wants to have all high end weapons but lacks the space would then be free to get everything. In this aspect, this change would actually help the economy, as it would allow more players to seek more items. I'm sure we would even get some overachievers who would try to unlock all weapons and armors in the game, creating a nice gold sink. Erasculio 21:00, 21 October 2008 (UTC)
- How do you measure the state of the economy anyway? By how rich you are? I'd like for a change to see someone say the economy is bad, and actually use serious economic indicators to back it up. -- Alaris 18:58, 21 October 2008 (UTC)
- Heh, it's already messed up, let's kick it while it's down : D This would only significantly impact the mods and rune economy anyway. Erasculio 17:07, 21 October 2008 (UTC)
- Yeah but all the same, do you have any CLUE how much this would screw up the economy? it's already pretty messed up as is. I say leave it the way it is. User:PhaedraDraevyn
- Mods would still be sold to those who don't have unlocked them (and without a Mods Trader, selling mods is already more annoying than it's worth, IMO). You are right about the salvaging materials, I had forgotten about those. The armors and weapons made by this crafter couldn't be salvaged, then, just like the /bonus weapons cannot be salvaged and the festival hats can't, either. Erasculio 14:57, 21 October 2008 (UTC)
- Ehm.. it would kinda ruin the economy:p Think of all those salvage materials you can get our ur armor (think of the materials out of obsidian armor). The great business of selling mods will also vanish.
- As I always say: The only way to solve storage problems is removing the need for storage.
- Here's my latest revision of your idea, based on other ideas of mine:
- They way to do the unlock could be something like this:
- Unlocks made by a PvE character would be for that character only.
- Unlocks made by any PvP characters (like Zaishen chest, HoH chest and PvP rewards would be account wide, but ONLY for others PvP characters)
- Unlocks made by any character will automatically appear at the HoM corresponding Monument is unlocked the first time.
- Items added to the HoM would be automatically unlocked.
- Hat makers would be renamed to 'Xunlai Crafters' or something like that, and added to all Mayor cities. Guild Halls already have Hat Makers, so just the name change would be required there.
- They way to do the unlock could be something like this:
- In order to unlock an item, the item must meet certain requirements firts:
- The base stats of the item must be 'maxed'. The same stats of those items must be those of a PvP item of the same kind: req9, max base, max armor, available upgrade slots, etc... low grade items like armors with non maxed armor or without upgrade slots won't be allowed (like maxed collector armor that do not allow insignia).
- Req8 and req7 maxed items won't be replicable either, they would stay 'more rare than rare'(XD) as they are.
- The exceptions would be Shing Jea and Istan uniques and festival masks.
- In order to unlock an item, the original must be either customized or destroyed in the process. No "having the pie and selling it too".
- In order to unlock an item, the item must meet certain requirements firts:
- So, the items allowed would be:
- All 'maxed' crafted items, both Weapon and Armor.
- All maxed collector armors with insignia and rune upgrade slots.
- All Gold and Unique items. Once you remove upgrades from a gold, there's no much difference between a gold an other rarity item, this would give them a bit of extra 'ding' other than the color.
- 'Toy' uniques like the Istan, Shing Jea and Tombs funny uniques.
- Bonus items will automatically appear unlocked, and crafted without upgrades and with inscription insignia, unlike when created with /bonus.
- So, the items allowed would be:
- And the items that would be left out are:
- Common (white, blue) that are not crafted and uncommon (purple) that are not crafted.
- Collector weapons and quest rewards that are not rare (gold) or unique (green).
- And the items that would be left out are:
- Copied items would have also limitations:
- NO UPGRADES. Copies would come clean and clear. People would have to get upgrades in traders, from other characters or salvage them from other items. Weapon upgrade traders would be a great addition to help upgrading weapons. PvP outposts would get also Traders so PvP characters and upgrade Zaishen, HoM and PvP rewards too.
- They would be either not salvageable or salvageable only with perfect kits, so only upgrades can be removed, never materials.
- Copies could have a price to add a little gold sink:
- Copied items would have also limitations:
- What would we get with this?
- Most storage problems would vanish. There are lots of armors and hundreds of weapon skin. Harm the economy? NO WAY! No one buys an Elemental sword every week. But would you buy it if you get the chance, If you won't have to worry to buy the skin again ever? Even more if miniatures and everlasting tonics were unlockable too.
- More activity in material traders. Since people would buy more armors, due to not having to care about storing the ones they would have to discard to make room for the new ones.
- More upgrades sold, since in some cases it would be more expensive to use a Perfect Salvage kit than buying a new rune or upgrade... If you make the copies not salvageable, which I don't agree much with, it would be MUCH more movement in upgrade traders. But in that case, Some of the runes would require an increase in drops, like Vigor runes, since they won't be bought just once or twice per character anymore.
- A place in market for every single skin. Items would be "Gotta catch'em all" like skills, people could choose between getting them all or getting the ones they want. But they won't think twice, get it once, use it forever. Even not very sought skins would be seek by many people. Even the 'toy' ones. Give the unlocking an achievement title called "Equipment " (something I don't support much either) and the fever is guaranteed.
- I hope I'm not missing something. MithTalk 16:37, 22 October 2008 (UTC)
- Great job. I think mods could be a problem, with the the newest salvage kits there's a way around that. Mods traders would really help this idea, though. Erasculio 16:59, 22 October 2008 (UTC)
- These are all good ideas, but they sound like they'd be hell to program. Which is to say, not that bad to program. But if it takes more than 2 minutes, it's not worth it to ANet. Rite guise? Rite? groan --Jette 18:23, 22 October 2008 (UTC)
- Great job. I think mods could be a problem, with the the newest salvage kits there's a way around that. Mods traders would really help this idea, though. Erasculio 16:59, 22 October 2008 (UTC)
- What would we get with this?
Ranger Shouts
The idea is to create 5-10 shouts that, when the player uses a ranger shout (pet attack), an overhead phrase appears much like the Warrior and Paragon shouts. These shouts could include well known phrases (like from Pokemon, "I choose you, <Petname>!"> when the player begins attacking a foe this shout could show up (randomized chance ofc. Like Air of Superiority) And whenever the player would use a Ranger's pet attack, 1 of the 5-10 shouts that have been randomized to appear, show over the player's head.--Underwood 22:36, 21 October 2008 (UTC)
- I cannot begin to describe how dorky this sounds. I'm not saying it's a bad idea, just that it will look extremely silly. --Jette 23:07, 21 October 2008 (UTC)
Weapon Spells
I'm not going to make another post requesting weapon spells to be balanced, there are enough of those EVERYWHERE. Instead, I'm asking for the option to turn off the "weapon change" effect. I spend lots of time farming for my weapons, and I think it's rather ridiculous that I never get to see them because some stupid ritualist keeps turning them into stupid bones. You can already tell if a player has a weapon spell from the icon on their health bar. --Jette 23:13, 21 October 2008 (UTC)
Pre-Searing Dungeon
How about making a dungeon for Pre-Searing of some sort? Make it a place where you have to be e.g. lvl 16 to enter the staging area (a staging area like Urgoz's & Deep) The dungeon party would consist of 6 players and the party would HAVE to include one of each profession. This would really inspire 'old-school' teamplay! Make it a dungeon with e.g. lvl 18-22 foes and a bit higher lvl'ed bosses (some grouped, others not). --Ky Ay 13:47, 22 October 2008 (UTC)
- Make it so you have to be level 20, so you can't get LDoA and Survivor on the same character. -- Alaris 13:53, 22 October 2008 (UTC)
- Meaning that only a tiny, *tiny* percentages of players will be able to actually play the dungeon? Even if it's for level 16's, the number of players who will actually try it is pitifully small. Aside from that, you don't really have enough skills to fight level 18-22 monsters in pre-searing. I'm all for new content, but not new content that almost no one will be able to access. --Jette 14:06, 22 October 2008 (UTC)
- Jette is right. It's a stupid idea. Why not reduce everyone HP in pre to 1 health point and introduce a contant health degen of -1? Gelei 15:07, 25 October 2008 (UTC)
- Meaning that only a tiny, *tiny* percentages of players will be able to actually play the dungeon? Even if it's for level 16's, the number of players who will actually try it is pitifully small. Aside from that, you don't really have enough skills to fight level 18-22 monsters in pre-searing. I'm all for new content, but not new content that almost no one will be able to access. --Jette 14:06, 22 October 2008 (UTC)
- There IS a dungeon in pre-Searing. It's called the Catacombs. It even has a Boss. What could be done is:
- Make the trip to the boss harder by increasing level of the skeletons waiting in the corridor to the boss. Skeletons there are level 1 and 3. The ones next to the boss should be level 11 and 13, and the level would increase from 1 and 3 to 11 and 13 the near they get to the boss. So the further you walk into that corridor, the higher the level is. Since it's in the middle of the Catacomb and there are not many enemies there, it won't be very effective to level up.
- Increase the level of the Boss to 15 and give him a couple of skills... Warriors Skull Crack, Endure Pain, Power Attack and ranger's Throw Dirt would suffice to make him boss-like enough, dealing both blindness and dazing, would be a problem for both casters and physical attackers. Being W/R instea of just W would make him more different from the rest of pre-Searing bosses.
- Give the Boss a 'toy' reward chest. Shing Jea has its 'toy' greens. Istan has its 'toy' greens. Pre-Searing could have its toy greens inside that chest. Even without the toy greens, and even if the drops from the chest are just like the rest of the barrel drops all over pre-Searing, it would be funny to see the chest appearing after you kill the boss.
- Pre-Searing it's like a mini-campaign, everything there is 'soft'. You don't even get morale penalty. If a dungeons is to be added, it must be 'toy-like' too. We already have the area and the boss. The only thing left is the chest. MithTalk 17:20, 25 October 2008 (UTC)
- If anything involving Ascalon is to be done, it should be regrowing it all. It's been 8 years; for heaven's sake, shouldn't there be at least soft green fuzz growing somewhere? Also, re-open the catacombs and make it a difficult area that can only be done with one person, but is still solo-able with any profession. Brings back memories. Granted, most of them involve me getting torn to pieces by skeletons three times my level and/or running in and out of chase range for monsters to cast Flare, but memories nonetheless. Ascalon pre- and post-searing were my favorite parts of the original Prophecies. The quests were generally more interesting, the collectors had items with cool effects (remember the 20% enchanting axe? That was awesome, for about a week before they nerfed it), and it was all soloable. I didn't have to bring idiotic henchmen with me in order to play. I remember somehow managing to get through all of Ascalon on my own before I finally gave in at Yak's Bend and took Alesia. Or if that's too much work, let me have the castle floating by Fisherman's Haven. I've always wanted that. --Jette 19:09, 25 October 2008 (UTC)
- If they give you that castle, I want whatever is behind the doors Rotscale is guarding. MithTalk 22:36, 25 October 2008 (UTC)
- I moved my camera around a bit to look through, and it's apparently just a latrine. :/ Not sure why a legion of the undead would be guarding one though... --Jette 00:47, 26 October 2008 (UTC)
- If they give you that castle, I want whatever is behind the doors Rotscale is guarding. MithTalk 22:36, 25 October 2008 (UTC)
- If anything involving Ascalon is to be done, it should be regrowing it all. It's been 8 years; for heaven's sake, shouldn't there be at least soft green fuzz growing somewhere? Also, re-open the catacombs and make it a difficult area that can only be done with one person, but is still solo-able with any profession. Brings back memories. Granted, most of them involve me getting torn to pieces by skeletons three times my level and/or running in and out of chase range for monsters to cast Flare, but memories nonetheless. Ascalon pre- and post-searing were my favorite parts of the original Prophecies. The quests were generally more interesting, the collectors had items with cool effects (remember the 20% enchanting axe? That was awesome, for about a week before they nerfed it), and it was all soloable. I didn't have to bring idiotic henchmen with me in order to play. I remember somehow managing to get through all of Ascalon on my own before I finally gave in at Yak's Bend and took Alesia. Or if that's too much work, let me have the castle floating by Fisherman's Haven. I've always wanted that. --Jette 19:09, 25 October 2008 (UTC)
- There IS a dungeon in pre-Searing. It's called the Catacombs. It even has a Boss. What could be done is:
Crafting Automaton Summoning Stone
How about being able to return to Zinn and have him craft Automaton Summoning Stones? I have enjoyed the ones I got and would like more with out buying them from someone else.---- 17:08, 23 October 2008 (UTC)
- One summon could be added to each [consumables] NPC. MithTalk 16:28, 23 October 2008 (UTC)
- This makes sense. However, there are many many mini many players who would be happy to sell them to you, as they don't use them. --Jette 16:38, 23 October 2008 (UTC)
worst idea EVER as this would make legendary defender less time consuming. then NO titles would have significance anymore. why have titles at all if you can get any of them by throwing money at them. titles are ment to be things of distinguishability not a marker as to how fat your wallet is.
- Legendary defender of Ascalon is a title that can be acquired only in pre-Searing. You can talk with Zinn only in post-Searing~, and let's be serious, a single summon that can't be resurrected, can be summoned only once per hour and only one of them can be kept for the whole party at the same time, will not make much difference. But it's quite cool to see and to fool around with it, and being crafted would also be nice as both a gold and time sink for thos with cash that want to get the time. Gold for the price, time to get to Zinn or to get to rank 3 in order to talk with the Asuran [consumables] crafter... MithTalk 19:23, 30 October 2008 (UTC)
Guild Storage
I have mentioned and received positive feedback from my fellow guild members about the possibility of guild storage (purchased as an amenity like all else) for guilds to use to help members, store prizes & gold for events, etc. The members who heard this idea and questioned me on it thought it was a terrific idea and made me promise to send it off to you for possible use. In my idea, Guild Storage would be the same as the regular player storage with the following exceptions:
1. Any guild member can put items and/or gold into the locker.
2. Only the guild leader and officers designated by the guild leader would be permitted to remove anything once it was placed in guild storage. To make things easier, one could even limit the amount of officers that could be so designated by the leader.
The benefits are numerous:
1. Guilds would have access to items to help newer players/members more often.
2. Officers and leaders would not have to store everything themselves, thus freeing up their storage space.
3. The limited ability for removal from guild storage would make people think twice about putting something in it they wanted, or might want back.
4. It would be easier for guild to host events, as everything would be right in one place. It could be gathered over time and kept for events. Anything not used during an event would still be kept and able to be utilized for the next one. This would promote more player/guild/alliance interaction and encourage guilds to host events more often and players to attend, as they can take a look at some of the items that might be prizes (even if they can’t take them out of Guild Storage themselves).
Kyly 21:35, 24 October 2008 (UTC)
- Though this issue has never been addressed by ANet, it has been oft-suggested before, and the general response from the community is, "no matter how nice you think everybody is, some colossal fuckstick will steal everyone's stuff." And no, limiting it to certain people only will not prevent this. Although I find it amusing to watch idiots get screwed for being idiots, this would just create another 30-page pile of BAWWWW on every GW forum in existence. --Jette 23:18, 24 October 2008 (UTC)
- Just because folks that post here have said no does not mean that the majority would not want it. When mentioned within my guild/alliance, every guild wanted it. Bottom line here is this, when you put anything into the Guild Storage, you relinquish ownership. It is no longer yours to cry over - it now belongs to the guild to dispose of as they see fit. If the leader and/or certain officers are the only ones that can pull from it, there is no one "taking everything of theirs."Kyly 04:26, 25 October 2008 (UTC)
- Kylynda is making a good point, nice way to rid your personal locker of stuff you wish to donate to their Guild. ^_^ MystiLefemEle 06:39, 11 November 2008 (UTC)
Trading House
Let me preface this by saying this idea is not meant in any manner to replace the trade chat, but rather to augment it and lighten the verbal spam in chat. If each guild had access to the Trading House (another amenity purchased as the guild halls purchase everything), more people would be able to sell their items and enjoy the game at the same time. Here is what I propose.
An NPC, called a Trader for purposes of explanation, would accept items for sale at a price the player would set. These items would then be listed with all Traders for other players to view and purchase should they so wish. The monies from the sale would be held until the seller checked with a Trader, at which point they could then pick up the funds from the sale, adjust the price if their items are not selling, or remove the items for sale altogether.
1. Items for sale are no longer in the seller’s inventory or storage. Rather, they are held with the Trader for immediate dispersal should someone purchase the item at the listed price. The seller would not have to be online at the time of purchase and basically has a 24/7 ad up to sell the item, freeing them up for more interaction.
2. I would propose a maximum of 10 items per player account – across all characters. This will keep the load down to a minimum and increase the ability of sellers to merchant items and still play.
3. Items could be up for sale across ALL areas – Prophecies, Factions, Nightfall & Eye of the North. This makes it easier for sellers to reach their target audience and for buyers to find what they want at a reasonable price, without either having to jump from town to town, district to district and game to game. It will also allow for easier price checks for both sellers and buyers and immediately weed out those overcharging.
4. Since there would be a limit of 10 items per account (an item could be a full stack of feathers, a sword, inscriptions, etc. – anything that would take up one slot in an inventory or storage), the likelihood of people using it as extra storage would be lowered significantly.
5. The Sale list would be separated by item type in a tree-type menu for perusal – for instance: Runes, with subcategories for each rune in the game; Insignias in the same manner; Weaponry, with subcategories for one-handed, two-handed and off hand items; Consumables; Materials; Rare Materials, etc. – all with the appropriate sub-menus to make finding and/or listing what you want much faster and easier. Once you got to the exact item type, you would see a list of items, price, and seller character from which to choose.
This is a broad overview with enough detail to give you a clear idea of how it might work for your perusal. I have the above idea worked out completely and would be more than willing to answer detailed questions. Kyly 21:36, 24 October 2008 (UTC)
- This has been asked for more times than I care to count. ANet has said they will not implement it, ever. And that it is extremely unlikely to be implemented in GW2. But hey, they lie to the community all the time, so who knows? --Jette 23:11, 24 October 2008 (UTC)
- I Agree with Kyly. Anet should add something like these to guild wars or guild wars 2. --MasterKarazard 7:39pm, 24 October 2008 (UTC)
- I don't think there's a single person on GW who disagrees with him. This is a feature virtually everyone has wanted. Even those indifferent towards it don't not want it. I know I could use it: I have sold so many obviously valuable items to the merchant because I simply do not have 3 hours to waste in Spamadan. I'm just saying it's not going to happen. --Jette 23:46, 24 October 2008 (UTC)
- I Agree with Kyly. Anet should add something like these to guild wars or guild wars 2. --MasterKarazard 7:39pm, 24 October 2008 (UTC)
- Yup, even if it was an expansion pack you had to buy separately, unlocking an oupost where you can set items to sell, and them make evey single Xunlai Agent be NPCs to buy the items put there, many people will pay. Price keep going down and down, and a Healthy market does not need a few high-value sales, a Healty market has LOTS of many kits of sales. For a game 'ecomoney', 1000 of 1k are better than 10 sales of 100K. Why? Because items and gold move around a lot an between a lot of people, not just between a few players. You could also make that you could set one item per character slot in your account. ANet should like that, since there would be one more reason to buy character slots, other than making mules. MithTalk 00:24, 25 October 2008 (UTC)
- There are very good reasons why it is not possible, to do with the way the game makes item records. There is an essay on it somewhere on the internet. I think everyone would agree that it would be nice to have, and I am sure if it was simple it would have been done by now. The fact is that it would require an epic re-working of some core architecture of the game. --Lemming 00:27, 25 October 2008 (UTC)
- Even if it require people being online, it would be good enough. When people is online it MUST be possible, since trades are already made. You just have to make something based on the Trade panel, without requiring input from the seler and without having to be in the same outpost. MithTalk 00:36, 25 October 2008 (UTC)
- There are very good reasons why it is not possible, to do with the way the game makes item records. There is an essay on it somewhere on the internet. I think everyone would agree that it would be nice to have, and I am sure if it was simple it would have been done by now. The fact is that it would require an epic re-working of some core architecture of the game. --Lemming 00:27, 25 October 2008 (UTC)
- Yup, even if it was an expansion pack you had to buy separately, unlocking an oupost where you can set items to sell, and them make evey single Xunlai Agent be NPCs to buy the items put there, many people will pay. Price keep going down and down, and a Healthy market does not need a few high-value sales, a Healty market has LOTS of many kits of sales. For a game 'ecomoney', 1000 of 1k are better than 10 sales of 100K. Why? Because items and gold move around a lot an between a lot of people, not just between a few players. You could also make that you could set one item per character slot in your account. ANet should like that, since there would be one more reason to buy character slots, other than making mules. MithTalk 00:24, 25 October 2008 (UTC)
- I would really like to see this essay about why it is not possible. The way it is outlined, it would be a separate module. I think this would help everyone tremendously and would hope it would happen, if not in GW, then in GW2. Kyly 04:27, 25 October 2008 (UTC)
- You misunderstand: there's no reason it's not possible. ANet just isn't going to do it. No, they have never once given a reason, valid or otherwise. And they refuse to even discuss or consider it. --Jette 04:30, 25 October 2008 (UTC)
- I would really like to see this essay about why it is not possible. The way it is outlined, it would be a separate module. I think this would help everyone tremendously and would hope it would happen, if not in GW, then in GW2. Kyly 04:27, 25 October 2008 (UTC)
- Pardon my ignorance in misunderstanding what this page was for. I THOUGHT it was here to discuss the ideas themselves, not what ArenaNet may or may not do with them in the long run. In my substantial gaming experience, when ideas that have been brought up in the past are hashed out completely, sometimes the "no" turns into a "hmmm...maybe we could". Frankly, what we need to be doing here is discussing the ideas themselves to either toss them or get them to the best possible and easiest way of accomplishing them if they will be an asset. No offense Jette, but just about every post I have read of yours has the basic attitude of "ANet won't do it, discussion over". This is counterproductive to the page itself and not what I believe we are here to achieve. Might I respectfully suggest that you focus on the ideas themselves, rather than what ANet is going to do or say? Kyly 00:18, 29 October 2008 (UTC)
(Reset indent) I believe I already said that this was a good idea. If not when you suggested it, the other dozen times people have said it. My point is simply that ANet isn't going to do it. Nothing wrong with pointing that out. --Jette 00:46, 29 October 2008 (UTC)
- Thank you for making my point for me with regard to referencing ANet. I am sure the general opinion of what ANet will and will not do is shared by many who agree with you. Once again, however, the point of the discussion should be the ideas themselves, not ANet's possible actions. Kyly 01:23, 29 October 2008 (UTC)
- I for one agree wholeheartedly with this idea. If not considered for GW1, I hope it will be considered for GW2. Spamming to find materials, weapons, or whatever is a colossal waste of time in my opinion, and the trader option will enable all players to buy and sell conveniently. Great idea KYLY. Stygian Might 22:00, 14 November 2008 (UTC)
Hero Skill Use
it would be a neat idea to create a third option for heroes skill use instead of just enabled or disabled. create a "self only" option so the hero will only use the skill on themself. this way, if you make koss a w/mo and give him vigorous spirit, he wont try to be a party healer, hell just use the skill to help him stay alive. it could also prevent hero monks from runnig up to the front lines (were they get killed) to use healing touch on the whammo. Githyan 01:05, 25 October 2008 (UTC)
- If your heroes are using Healing Touch and Vigorous Spirit, the reason they're dying has nothing to do with who they're targeting. --Jette 01:15, 25 October 2008 (UTC)
- I dont see why. healing touch is good self heal, its just that the heroes/henchies always run up to the front line to use it on koss. i put vigorous spirit on meloni so she heals three times a swing. just cause u dont like them doesnt mean they are bad skills. its just anoying when koss cant use a build properly cause hes trying to be the party healer instead of healing just himself. i also hat it when people comment on my builds instead of actually saying something useful about the main topic, like wether you think its a good idea or not. Githyan 09:08, 28 October 2008 (UTC)
- Healing touch is a good self heal. But that's all it is. You can't use it on anybody else. The lack of versatility makes it useless. Vigorous spirit can be... somewhat... useful on a primary monk, but using it on a warrior is just stupid. You're wasting large numbers of attribute points in healing prayers when you should really be investing them into something more useful, like damage or tanking. Perhaps you should read the guide to playing as a warrior and wammo articles. In response to your original suggestion, I suppose it would be reasonable for a third option. But ANet will more than likely screw up and just renew the bug that makes heroes stand in place canceling then recasting then canceling then recasting ad infinitum. --Jette 22:06, 28 October 2008 (UTC)
- AI has its limitations. Heroes are better on using simple direct builds with few attributes. They already fix a lot of skill usages, but for most of them, they set the 'intended use' in Hero AI. Why to set a Warrior with monk healing skills when another hero monk will always be more efficient on healing? MithTalk 23:11, 28 October 2008 (UTC)
- Healing touch is a good self heal. But that's all it is. You can't use it on anybody else. The lack of versatility makes it useless. Vigorous spirit can be... somewhat... useful on a primary monk, but using it on a warrior is just stupid. You're wasting large numbers of attribute points in healing prayers when you should really be investing them into something more useful, like damage or tanking. Perhaps you should read the guide to playing as a warrior and wammo articles. In response to your original suggestion, I suppose it would be reasonable for a third option. But ANet will more than likely screw up and just renew the bug that makes heroes stand in place canceling then recasting then canceling then recasting ad infinitum. --Jette 22:06, 28 October 2008 (UTC)
- I dont see why. healing touch is good self heal, its just that the heroes/henchies always run up to the front line to use it on koss. i put vigorous spirit on meloni so she heals three times a swing. just cause u dont like them doesnt mean they are bad skills. its just anoying when koss cant use a build properly cause hes trying to be the party healer instead of healing just himself. i also hat it when people comment on my builds instead of actually saying something useful about the main topic, like wether you think its a good idea or not. Githyan 09:08, 28 October 2008 (UTC)
Map enter delay till all party members are ready to enter (PvE)
since not everybody has a fast internet-connection i find myself a lot of times fighting mobs near map-entrance while whaiting for my party to come. This is usually my sure death and a reason why i play less & less together with others in PvE. So ether not placing mobs near map entrance or a map-entry-delay would be apreciated anyone look at this?-may eddit it as u want
- I've never heard of anyone having this problem except very rarely in the Fissure of Woe. Not to mention 99% of all areas don't have monsters where you start. --Jette 13:21, 25 October 2008 (UTC)
- Yeah, another idea what will be ignored. This time I agree with that. Agree in ignoring it. Gelei 15:08, 25 October 2008 (UTC)
- What if you just happen to pick a dude that sits on a 28.8 kbit modem? will you wait 3 hours for him? I believe there was/is a feature that halts map load for the party if a party member haven't got the map downloaded. Not like its a big issue that needs Any attention, as Jette pointed out, almost all maps have a buffer between monsters and entrance. Biz 12:19, 26 October 2008 (UTC)
- I feel obligated to point out that anyone uses a 28.8kbit connection is more likely to to be shopping for wigs than playing GW, as they have no doubt already pulled out all of their hair. --Jette 15:39, 26 October 2008 (UTC)
- not very constructive, but that gag is genius ^ ^ --Elijah 19:55, 26 October 2008 (UTC)
- Would rather have this implemented for pvp. Costume battle is getting annoying with so many people loading slow. Maybe add an extra 30seconds of waiting time if not everybody has loaded? Sadie2k 20:54, 26 October 2008 (UTC)
- not very constructive, but that gag is genius ^ ^ --Elijah 19:55, 26 October 2008 (UTC)
- I feel obligated to point out that anyone uses a 28.8kbit connection is more likely to to be shopping for wigs than playing GW, as they have no doubt already pulled out all of their hair. --Jette 15:39, 26 October 2008 (UTC)
- What if you just happen to pick a dude that sits on a 28.8 kbit modem? will you wait 3 hours for him? I believe there was/is a feature that halts map load for the party if a party member haven't got the map downloaded. Not like its a big issue that needs Any attention, as Jette pointed out, almost all maps have a buffer between monsters and entrance. Biz 12:19, 26 October 2008 (UTC)
- Yeah, another idea what will be ignored. This time I agree with that. Agree in ignoring it. Gelei 15:08, 25 October 2008 (UTC)
- Well Jette, for once I had a good laugh at your gag. But yes, perhaps extra wait time is needed.. MystiLefemEle 06:50, 11 November 2008 (UTC)
Clean up places that are infested with idiotic spammers.
Places like GToB need to be cleaned up. Every time I zone in I zone out as quickly as possible, because of all the spamming. Not only that, there are usually a few people spewing out stuff that no one needs to hear.
Would it be possible to randomly send gamemasters to known trouble spots to warn/suspend people spamming the chat system with inappropriate garbage?
- You can use /report name to report spamming, but the wary account buyers always zone out (probably bots?) before you can report them so you get an error message. Perhaps this is something else that can be addressed too? – jos?ph 00:42, 26 October 2008 (UTC)
- They say they ban 5,000 accounts a week. Personally, I think that's a crock. But there's not much you can do besides /report them (which really ought not to cancel if you're not in the same district, that's dumb) and hope for the best. Well, unless you have a way to punch people through the internet. If so, would you like to share it with me? And if so, would you care to join me in my constant fight against idiots? I'm in a war against trolls trolling trolls trolling trolls trolling trolls ad infinitum. --Jette 00:57, 26 October 2008 (UTC)
- I've been helping you for 3 months already. --The preceding unsigned comment was added by User:72.71.220.142 (talk).
- I zay we invent a way to zend ze EMP signalz trough ze internetz zo we can fry zpammer'z toazterz. Biz 12:32, 26 October 2008 (UTC)
- There should be a leeway of 5 minutes for people that has been in the same outpost as you, in your party and who was whispered to you. During that time, you should be able to report them even if they are not in the same area. MithTalk 14:21, 26 October 2008 (UTC)
- I also agree with that. Ther are a lot of griefers out there who will PM you with something insulting and then zone to their guild hall quickly so you cannot report them. Perhaps there should be a "Report offensive PM" option.
- There should be a leeway of 5 minutes for people that has been in the same outpost as you, in your party and who was whispered to you. During that time, you should be able to report them even if they are not in the same area. MithTalk 14:21, 26 October 2008 (UTC)
- I zay we invent a way to zend ze EMP signalz trough ze internetz zo we can fry zpammer'z toazterz. Biz 12:32, 26 October 2008 (UTC)
- I've been helping you for 3 months already. --The preceding unsigned comment was added by User:72.71.220.142 (talk).
- They say they ban 5,000 accounts a week. Personally, I think that's a crock. But there's not much you can do besides /report them (which really ought not to cancel if you're not in the same district, that's dumb) and hope for the best. Well, unless you have a way to punch people through the internet. If so, would you like to share it with me? And if so, would you care to join me in my constant fight against idiots? I'm in a war against trolls trolling trolls trolling trolls trolling trolls ad infinitum. --Jette 00:57, 26 October 2008 (UTC)
- Having a way to report offensive players and including screenshots as proof would be a great way to handle this. It could even start the same as it does now, with two changes.
- 1. Add a choice for offensive language per ANet rules; and
- 2. Allow you to describe what happened and upload screenshots as proof.
- The screenshots will help to ensure that it is not harassment, but truly happened. This will also cut the GM's time from going through all the logs to actually verify offenses.
- Having a way to report offensive players and including screenshots as proof would be a great way to handle this. It could even start the same as it does now, with two changes.
- Frankly, this is the least policed game on player behavior that I have ever seen and that in itself is its main detractor to me. I am tired of hearing the F bomb from the lips of folks that have no idea what it means in the first place (which, to be honest, is upwards of 90% of the general population - but still). I know you have all seen the folks that are being totally obnoxious and are bragging about the fact they have been doing it for a week and haven't gotten banned. It's frustrating, annoying, sometimes demeaning, and complete detracts from the game itself. Kyly 00:32, 29 October 2008 (UTC)
- I thought it was a derogatory term for sexual congress. What's it supposed to mean? Anyway, trying to ban people for saying naughty things would like trying to ban them for using their skills. It'd eliminate 99% of the community within about 2 hours. Hmm... maybe this isn't such a bad idea. --Jette 00:59, 29 October 2008 (UTC)
- Frankly, this is the least policed game on player behavior that I have ever seen and that in itself is its main detractor to me. I am tired of hearing the F bomb from the lips of folks that have no idea what it means in the first place (which, to be honest, is upwards of 90% of the general population - but still). I know you have all seen the folks that are being totally obnoxious and are bragging about the fact they have been doing it for a week and haven't gotten banned. It's frustrating, annoying, sometimes demeaning, and complete detracts from the game itself. Kyly 00:32, 29 October 2008 (UTC)
Guild Hall personalisation
I think we should be able to have a bit more personalisation in the guild hall. For example, the cape on a large banner somewhere at least. Maybe a slogan? Could apply to GvG as well. I couldn't see this anywhere else, so I thought I'd post it Lashbrook002 21:06, 29 October 2008 (UTC)
- I've always wanted various pets in the hall. Mallyx, an irukandji, a wind rider, an iboga, a jacaranda, some thorn wolves, assorted wurms, some turtles, a juggernaut, maybe an oakheart, a Mursaat merchant... anyway, yeah, customization would be nice. --Jette 21:16, 29 October 2008 (UTC)
- Absolutely, excellent and fine idea, since it is our hall, why not at least give us a Banner or something other than House of (insert name) or however that guild is so named. ^_^ MystiLefemEle 06:57, 11 November 2008 (UTC)
Construction Set
A lot of people seem concerned with the lack of content with GW1. Is it possible to expand the number of content producers by selling a Construction Set? People could build quests and such and submit them to an Arena Net curator. It would be tested and balanced by Arena Net then added to the game. There are plenty of talented programmers out there who would contribute content using this model. Tsafran 15:53, 30 October 2008 (UTC)
- I've always wished they would do this. But it might not be as simple as making the software available to the public, as it's probably much more (unnecessarily) complicated than the construction sets released by some other games. Stack that on top of the various copyright issues, and you might have a real problem. But yes, if they could do it, they should. I've also always thought that they should release the source code for Guild Wars so that people with a valid serial number can set up their own little servers. It wouldn't work without a valid CDKey, so people would still have to buy the original game to play on the servers. That would make it possible for people to balance their own skills, create their own features, introduce new areas, maybe even create entire campaigns. But ANet won't do that, either, because... well, I don't even know why. Probably laziness and/or misplaced greed. --Jette 16:44, 30 October 2008 (UTC)
- And there's the issue of helping making a 'pirate' server by giving one of the tools required to do that. MithTalk 19:24, 30 October 2008 (UTC)
- What, are you kidding? Pirate servers are awesome. They make it possible to do whatever you want. All those suggestions you make that, while valid, take colossal amounts of time on ANet's part all become viable. --Jette 22:20, 30 October 2008 (UTC)
- Nonsense. Pirates just suck. Ninjas are way better. It's common knowledge. Next December 6th is Ninja Day. You better remember that. The tools they use to make new GW content already exist (and If I'm correct some of them are available to public already, like Granny), but the tools that they developed should stay theirs until they get bored of the game and retire and make all the code and server sources open. Around the release of Windows 42. MithTalk 23:52, 30 October 2008 (UTC)
- What, are you kidding? Pirate servers are awesome. They make it possible to do whatever you want. All those suggestions you make that, while valid, take colossal amounts of time on ANet's part all become viable. --Jette 22:20, 30 October 2008 (UTC)
- And there's the issue of helping making a 'pirate' server by giving one of the tools required to do that. MithTalk 19:24, 30 October 2008 (UTC)
- Ninjas are cooler than pirates! Now that is a quote you don't hear every day, not to mention one I agree with. Kyly 00:26, 31 October 2008 (UTC)
- Ninjas and pirates both suck and could be reasonably defeated by anyone with a fair attention span and excessive firearms. --Jette 02:23, 31 October 2008 (UTC)
- Agreed, they are both gimmick builds and any team that loses to them is bad.
- Ninjas and pirates both suck and could be reasonably defeated by anyone with a fair attention span and excessive firearms. --Jette 02:23, 31 October 2008 (UTC)
- Ninjas are cooler than pirates! Now that is a quote you don't hear every day, not to mention one I agree with. Kyly 00:26, 31 October 2008 (UTC)
Improved AI for Heroes with Elite Armors
The title says it, but I'll explain a little bit. Basically I was thinking about the crappy AI the heroes have so we tend to play more with real humans than heroes, which is somehow a good thing. But then I was thinking their AI could be improved when you craft Elite Armor for your heroes, making it a good alternative for those that do invest in their heroes equipement. The amount you pay would not only serve the look but also their effectiveness to use their skills (ex.: use heal party correctly or Zealous Bendiction with intelligence). That would be a good way to reflect they are now experienced and also "real" heroes ! Lady Minuit 17:10, 30 October 2008 (UTC)
- No it wouldn't be! It would be a colossal waste of ANet's time, making a new AI purely for the purpose of being dumb. Not to mention it would promote more grind! I have fourteen characters to take care of, finding elite armor for every one of their heroes is simply too much to do. --Jette 22:15, 30 October 2008 (UTC)
Formation Flags for Heroes/Henchies
Also, in the same way of thinking, that would be a good idea to have formation flags (a bit like in Baldur's Gate), so your party is not all stuck together and get nuke easily if you don't previously separate them 1 by 1 which is annoying and long if you just want to get through fast. Think about it! Lady Minuit 17:10, 30 October 2008 (UTC)
- That sounds reasonable, I guess. --Jette 22:17, 30 October 2008 (UTC)
Make Heroes Ascent More Appealing
As per the discussion on the Heroes Ascent (HA) page Talk:Heroes'_Ascent I would like to propose that something be done about the large gap between those who have fame and those that are new, or have no fame. The gap creates a serious problem, as HA is largely unused the way it is, and new players, or players with little rank have no chance to ever experience it. The idea, which is discussed on the discussion page, is to create rank based areas (r0-r1, r1-r3, etc) for HA. These areas do not need to go to Halls, or have chests at the end. They are simply for slowly easing players into the true end game of Guild Wars, 8v8 Combat, and earning initial rank. --Seren Knight 17:37, 30 October 2008 (UTC)
- HA is dumb. --Jette 22:19, 30 October 2008 (UTC)
- The solution is easy. Give ore points the lower the rank of each character of the winner team and the higher the average rank of the loser party. So if you are a rank 1, you'll get more points from a team of average rank 15 than when fighting another rank 1. That will help lower ranks approach higher ranks. MithTalk 23:49, 30 October 2008 (UTC)
Double Zaishen faction event
Could we please at some point have an event weekend where you get double Zaishen faction for using Z keys on chests? I've been saving mine almost since Zaishen title came out, hoping to take advantage of such a weekend, but there hasn't been one yet BrankoZ 16:57, 31 October 2008 (UTC)
- I think it would be better to just double Balthazar faction. I don't know why, it just seems like it. --Jette 18:21, 31 October 2008 (UTC)
- That would make people save keys until that event. Better not. Double Balthazar or double Tournament points for participants sounds better. 91.117.187.8 10:09, 3 November 2008 (UTC)
Stats on event masks
Why can't event masks (zombie mask, witch hat, etc) have max stats so you can wear them without penalty? Would be a way of having something a little different to wear without spending a fortune on elite armor BrankoZ 16:57, 31 October 2008 (UTC)
- I've always thought the same thing. Make them max armor for their profession, and let us put insignii on them. I've also always thought they should just give everyone access to all the festival hats: I think that the Mad King's appearance, the costume brawl, the decorations at the two major cities, and the various items (candy corn, witch's brews, etc.) were sufficient for people who wanted to take part in the festival. Hats, I think, should be accessible to everyone. Especially seeing as how many people simply were not able to log into the game during the times hats were being made available. I, myself, would love a wicked hat for a few of my characters, but was unable to log in due to an exceedingly inconvenient network down time. --Jette 18:27, 31 October 2008 (UTC)
- I'd love this but I think this would make a max headpiece too readily available to new characters, and would cut out the material and general cost for normal headpieces.-- anguard 18:39, 31 October 2008 (UTC)
- Well then, make it a craftable version. 10 gold for a normal one, 10K for one with armor and an insignia slot. No materials involved. --Jette 19:32, 31 October 2008 (UTC)
- That would make sense.-- anguard 19:51, 31 October 2008 (UTC)
- I totally vote in favour of his. :) -- Elv 19:53, 31 October 2008 (UTC)
- A maxed headgear soon it's only a problem in Lion's Arch, since Prophecies has a slower pace when it comes to armor and levels. At level 10, you can get maxed armor in Eye of the North. In Factions, you get to Kaineng in less that 20 hours. In Kamadan, people can use taxis to get to the armor at level 2. And it's just one piece, after all. Allowing to make "Reinforced" headgear pieces, as someone said, would be great, since it would add more head pieces to use like those in Eye of the North. Making the models and making them fit with the rest of pieces is the hard work, but those models are already made. 91.117.187.8 10:08, 3 November 2008 (UTC)
- The Kamadan taxi thing shouldn't be able to work. But the level 10 in EoTn makes sense but I personally think people shouldn't be allowed in EoTn untill 20, as it was advertised for being for level 20's.-- anguard 21:35, 4 November 2008 (UTC)
- It's a head piece, Torso and Legs are 5/8 of the armor. Head, feet and hands are just 1/8 each. It's not like a GREEEEAAT help or anything like that. MithTalk 14:15, 5 November 2008 (UTC)
- I disagree. Getting the mask is the players' reward for being at the event. If you weren't there, for whatever reason, tough! Life's not fair. I like the idea though of being able to put the insignia's on them, but ANET chose not to do that, so tough. Life's still not fair.--24.92.116.83 06:17, 9 November 2008 (UTC)
- >i am unable to express my (entirely invalid) opinions except by saying "hay lifes tuff lol ^___^ fuk u"
- WORDS ARE UNABLE TO EXPRESS HOW MUCH I WANT TO HIT YOU RIGHT NOW. GTFO AND DO NOT RETURN. THE ENTIRE POINT OF THIS PAGE IS TO DISCUSS WHETHER OR NOT AN IDEA IS VALID OR INVALID, OR POSSIBLY IF IT'S NOT EVEN WORTH TALKING ABOUT BECAUSE ANET WILL NEVER DO IT. YOU HAVE GIVEN ABSOLUTELY NO JUSTIFICATION FOR YOUR VIEWS OTHER THAN THE SAME STUPID SERMON MY FATHER GAVE ME WHEN HE STOLE MY ALLOWANCE FOR BOOZE MONEY. AGAIN, I SAY, GTFO AND TAKE YOUR FAIL WITH YOU. --Jette 06:43, 9 November 2008 (UTC)
- I disagree. Getting the mask is the players' reward for being at the event. If you weren't there, for whatever reason, tough! Life's not fair. I like the idea though of being able to put the insignia's on them, but ANET chose not to do that, so tough. Life's still not fair.--24.92.116.83 06:17, 9 November 2008 (UTC)
- It's a head piece, Torso and Legs are 5/8 of the armor. Head, feet and hands are just 1/8 each. It's not like a GREEEEAAT help or anything like that. MithTalk 14:15, 5 November 2008 (UTC)
- The Kamadan taxi thing shouldn't be able to work. But the level 10 in EoTn makes sense but I personally think people shouldn't be allowed in EoTn untill 20, as it was advertised for being for level 20's.-- anguard 21:35, 4 November 2008 (UTC)
- A maxed headgear soon it's only a problem in Lion's Arch, since Prophecies has a slower pace when it comes to armor and levels. At level 10, you can get maxed armor in Eye of the North. In Factions, you get to Kaineng in less that 20 hours. In Kamadan, people can use taxis to get to the armor at level 2. And it's just one piece, after all. Allowing to make "Reinforced" headgear pieces, as someone said, would be great, since it would add more head pieces to use like those in Eye of the North. Making the models and making them fit with the rest of pieces is the hard work, but those models are already made. 91.117.187.8 10:08, 3 November 2008 (UTC)
- I totally vote in favour of his. :) -- Elv 19:53, 31 October 2008 (UTC)
- That would make sense.-- anguard 19:51, 31 October 2008 (UTC)
- Well then, make it a craftable version. 10 gold for a normal one, 10K for one with armor and an insignia slot. No materials involved. --Jette 19:32, 31 October 2008 (UTC)
- I'd love this but I think this would make a max headpiece too readily available to new characters, and would cut out the material and general cost for normal headpieces.-- anguard 18:39, 31 October 2008 (UTC)
November
Online Messages
When a friend or guild member comes online, there can be a lilltle message, like in icq, or msn, that he is online the same can be when people go offline, then you everytime know who´s online
- Or you could just press "N" and see for yourself. --Jette 18:05, 1 November 2008 (UTC)
Add a Forgotten Hero
The Forgotten is a well-like race in Guild Wars and it would be very interesting to add a forgotten hero. Also it would add contrast to the already colorful list of heroes. Please add a forgotten hero. --209.51.72.219 01:30, 2 November 2008 (UTC)
- I would rather a Mursaat hero, but I suppose a Forgotten one would be okay too. --Jette 02:02, 2 November 2008 (UTC)
- Mursaay are never allies of the player characters. Forgotten ones always are (even when they fight you in the desert, that's only a test) there are only 4 professions with 2 heroes left: Paragon, Assassin, Mesmer and Ritualist. Mesmer is the perfect choice. There are male and female human mesmer, the third should be non-human. MithTalk 16:09, 2 November 2008 (UTC)
- Razah is a demon, they're otherwise never allies of your character. Pyre is a Charr, they're otherwise never allies of your character (except for his silly warband, which irks me almost as much as he does). Mursaat look cooler, what with the floating. But yes, a Forgotten hero would be nice. --Jette 17:38, 2 November 2008 (UTC)
- Even if its only one NPC, you find at least some allies of those races. Razah is more like... something else although it is made of the same stuff that demons are made out of. And there are demons that, at least temporarily, are allies of the player party like the Apostate and The Lost. And as you said, some Charr were allies, and one of them joined player as a Hero. Mursaat are always enemies. They are enemies even to the White mantle, when they reveal themselves and take control, making them almost slaves. A Seer would make more sense than a Mursaat. MithTalk 20:54, 2 November 2008 (UTC)
- Seers look really... *weird* though. Not to mention it's pretty strongly implied that they're nearly extinct anyway. Mentioning the White Mantle, WM armor should be craftable for male warriors. Make the ones used by normal Knights/Justiciars the 1K version, and make Justiciar Hablion's version 15K. That's the best warrior armor in any of the four games, and it's not even available to craft. More on topic, I think all members of the Oddbodies should have been made heroes. I liked them. And that does include a Forgotten mesmer and even a monk (though [spoiler] he dies, so there'd have to be some sort of a hand-wave to make him available. Death is never permanent in MMO's, anyway.[end spoiler]). Margonites are cool too, so it'd be nice to have the Lost as a hero. He'd look cute next to my mini Mallyx. --Jette 22:16, 2 November 2008 (UTC)
- The is no paragon non-human hero. He could be the paragon non-human hero. And a dredge would be the perfect ritualist, since they are almost blind already. That leaves only the non-human assassin left. A Tengu or an undead (preferably a ghoul or a mummy) would be perfect choices for that. 91.117.187.8 10:01, 3 November 2008 (UTC)
- Hmmm. Do we even have mummies in Guild Wars? I guess Ritualist Ancient armor makes them look like mummies, but I don't think that really counts... --Jette 11:55, 3 November 2008 (UTC)
- There are, most awakened are mummies. They are recognized for their Mummy Wrappings and because they look really dry compared to other fleshy undead, like ghouls, zombies and liches. MithTalk 14:23, 3 November 2008 (UTC)
- Hmmm. Do we even have mummies in Guild Wars? I guess Ritualist Ancient armor makes them look like mummies, but I don't think that really counts... --Jette 11:55, 3 November 2008 (UTC)
- The is no paragon non-human hero. He could be the paragon non-human hero. And a dredge would be the perfect ritualist, since they are almost blind already. That leaves only the non-human assassin left. A Tengu or an undead (preferably a ghoul or a mummy) would be perfect choices for that. 91.117.187.8 10:01, 3 November 2008 (UTC)
- Seers look really... *weird* though. Not to mention it's pretty strongly implied that they're nearly extinct anyway. Mentioning the White Mantle, WM armor should be craftable for male warriors. Make the ones used by normal Knights/Justiciars the 1K version, and make Justiciar Hablion's version 15K. That's the best warrior armor in any of the four games, and it's not even available to craft. More on topic, I think all members of the Oddbodies should have been made heroes. I liked them. And that does include a Forgotten mesmer and even a monk (though [spoiler] he dies, so there'd have to be some sort of a hand-wave to make him available. Death is never permanent in MMO's, anyway.[end spoiler]). Margonites are cool too, so it'd be nice to have the Lost as a hero. He'd look cute next to my mini Mallyx. --Jette 22:16, 2 November 2008 (UTC)
- Even if its only one NPC, you find at least some allies of those races. Razah is more like... something else although it is made of the same stuff that demons are made out of. And there are demons that, at least temporarily, are allies of the player party like the Apostate and The Lost. And as you said, some Charr were allies, and one of them joined player as a Hero. Mursaat are always enemies. They are enemies even to the White mantle, when they reveal themselves and take control, making them almost slaves. A Seer would make more sense than a Mursaat. MithTalk 20:54, 2 November 2008 (UTC)
- Razah is a demon, they're otherwise never allies of your character. Pyre is a Charr, they're otherwise never allies of your character (except for his silly warband, which irks me almost as much as he does). Mursaat look cooler, what with the floating. But yes, a Forgotten hero would be nice. --Jette 17:38, 2 November 2008 (UTC)
- Mursaay are never allies of the player characters. Forgotten ones always are (even when they fight you in the desert, that's only a test) there are only 4 professions with 2 heroes left: Paragon, Assassin, Mesmer and Ritualist. Mesmer is the perfect choice. There are male and female human mesmer, the third should be non-human. MithTalk 16:09, 2 November 2008 (UTC)
Giuld wars bui;d a client for apple users
Instead of getting half baked programms to try to run gw on macs or tryign to run dual ops on mac. BUild a client that is for apple and pic up those users as well. I want to switch to apple and this holds me back.
- Don't switch to apple. If Windows is like an electric razor and Linux is like a straight edge, then Mac is like shaving with a bowling pin. --Jette 04:13, 3 November 2008 (UTC)
- Please correct your ridiculously bad spelling. This is a wiki, not a cell phone text messaging service. Also, please refrain from double posting suggestions.
- Windows can be installed in newer Macs use Boot Camp. Macs don't have Direct X. 91.117.187.8 10:03, 3 November 2008 (UTC)
- Guildwars should not use directx. --Bob 19:23, 9 November 2008 (UTC)
- DIRECTX IS ESSENTIALLY THE FOUNDATION OF VIRTUALLY ALL VIDEO GAME GRAPHICS OUT THERE AT THE MOMENT. I DEFY YOU TO FIND A PROFESSIONALLY MADE GAME WITH MODERN GRAPHICS THAT DOES NOT USE DIRECTX. WHILE I AM ALL FOR BRANCHING OUT TO USE DIFFERENT SOFTWARE FOR DEVELOPMENT, DOING SO PURELY FOR THE PURPOSE OF SUPPORTING MAC COMPUTERS IS POINTLESS. AS HAS BEEN PREVIOUSLY STATED, USING APPLE COMPUTERS IS LIKE TRYING TO GET HIGH OFF A BASEBALL. --Jette 21:46, 9 November 2008 (UTC)
- Doom3, Quake4, World of Warcraft. Just what on top of my head. Also all console game except xbox game do not use directx(Wii, Playstation, ..). Developing graphics with OpenGL work as good as DirectX on Windows, plus you get MacOS and Linux market for free. Crossplatform developement force proper coding policies and weed out rare bugs. It improve the software even for the primary platform it was developed for! About the "AS HAS BEEN PREVIOUSLY STATED, ..", If you say so it must be true. I would not dare disagree on such a insightful comment write by a great expert. Apple is teh suxor, Linux is for poor jackass, Vista look awsome! k00l luzl! BTW WHAT UP WITH THE CAPPS?? --Bob 18:04, 11 November 2008 (UTC)
- I MENTIONED NOTHING ABOUT LINUX. LINUX IS ACTUALLY A FAR BETTER OPERATING SYSTEM THAN WINDOWS OR MAC. IF ARENANET WERE TO DEVELOP GW2 FOR LINUX, I WOULD BE QUITE PLEASED. AND VISTA COMPLETELY SUCKS. COME TO THINK OF IT, NEARLY ALL WINDOWS VERSIONS SUCK BUT FOR SOME REASON NO ONE WANTS TO ACTUALLY DEVELOP PROGRAMS FOR FREE SOFTWARE. GO FIGURE. --Jette 19:25, 11 November 2008 (UTC)
- Jette, quit using allcaps. And if you look up the history of gaming graphics, DirectX overtook OpenGL even though OpenGL was clearly better, because DirectX had lower quality standards that allowed graphics card developers to make their cards at lower costs. So the argument that "game developers use DirectX because it is better" is flawed, they use it because it is better supported by the industry. -- Alaris 20:24, 11 November 2008 (UTC)
- That's why DirectX is better. Maybe a golden nutcracker looks better, but a steel one will crack nuts better. 91.117.187.8 10:28, 12 November 2008 (UTC)
- Jette, quit using allcaps. And if you look up the history of gaming graphics, DirectX overtook OpenGL even though OpenGL was clearly better, because DirectX had lower quality standards that allowed graphics card developers to make their cards at lower costs. So the argument that "game developers use DirectX because it is better" is flawed, they use it because it is better supported by the industry. -- Alaris 20:24, 11 November 2008 (UTC)
- I MENTIONED NOTHING ABOUT LINUX. LINUX IS ACTUALLY A FAR BETTER OPERATING SYSTEM THAN WINDOWS OR MAC. IF ARENANET WERE TO DEVELOP GW2 FOR LINUX, I WOULD BE QUITE PLEASED. AND VISTA COMPLETELY SUCKS. COME TO THINK OF IT, NEARLY ALL WINDOWS VERSIONS SUCK BUT FOR SOME REASON NO ONE WANTS TO ACTUALLY DEVELOP PROGRAMS FOR FREE SOFTWARE. GO FIGURE. --Jette 19:25, 11 November 2008 (UTC)
- Doom3, Quake4, World of Warcraft. Just what on top of my head. Also all console game except xbox game do not use directx(Wii, Playstation, ..). Developing graphics with OpenGL work as good as DirectX on Windows, plus you get MacOS and Linux market for free. Crossplatform developement force proper coding policies and weed out rare bugs. It improve the software even for the primary platform it was developed for! About the "AS HAS BEEN PREVIOUSLY STATED, ..", If you say so it must be true. I would not dare disagree on such a insightful comment write by a great expert. Apple is teh suxor, Linux is for poor jackass, Vista look awsome! k00l luzl! BTW WHAT UP WITH THE CAPPS?? --Bob 18:04, 11 November 2008 (UTC)
- DIRECTX IS ESSENTIALLY THE FOUNDATION OF VIRTUALLY ALL VIDEO GAME GRAPHICS OUT THERE AT THE MOMENT. I DEFY YOU TO FIND A PROFESSIONALLY MADE GAME WITH MODERN GRAPHICS THAT DOES NOT USE DIRECTX. WHILE I AM ALL FOR BRANCHING OUT TO USE DIFFERENT SOFTWARE FOR DEVELOPMENT, DOING SO PURELY FOR THE PURPOSE OF SUPPORTING MAC COMPUTERS IS POINTLESS. AS HAS BEEN PREVIOUSLY STATED, USING APPLE COMPUTERS IS LIKE TRYING TO GET HIGH OFF A BASEBALL. --Jette 21:46, 9 November 2008 (UTC)
- Guildwars should not use directx. --Bob 19:23, 9 November 2008 (UTC)
- Windows can be installed in newer Macs use Boot Camp. Macs don't have Direct X. 91.117.187.8 10:03, 3 November 2008 (UTC)
- Please correct your ridiculously bad spelling. This is a wiki, not a cell phone text messaging service. Also, please refrain from double posting suggestions.
(Reset indent) DOES ANYONE ACTUALLY USE NUTCRACKERS ANYMORE? I HARDLY EVER EAT ANY NUTS IN THE FIRST PLACE AND WHEN I DO I JUST USE A PAIR OF PLIERS I BOUGHT SPECIFICALLY FOR THAT PURPOSE. --Jette 13:07, 12 November 2008 (UTC)
Search Bodies
What if instead of having enemies drop items, we could search their bodies for loot. Kinda like Oblivion, okay, alot like oblivion, FINE Exactly like oblivion. Edmond The Ranger 03:15, 3 November 2008 (UTC)
- Drops wouldn't be fairly shared then. calor (talk) 03:36, 3 November 2008 (UTC)
- Because... that would be a pointless waste of time? The subject of this discussion is now "have minipets bring items to their owners." --Jette 03:52, 3 November 2008 (UTC)
- Please refrain from pointless responses, the above response was quite helpful, unlike yours. Edmond The Ranger 03:56, 3 November 2008 (UTC)
- Please refrain from shitposting. You're suggesting that people have to take the time to search a corpse instead of get items automatically. What advantage could this possibly bring? --Jette 04:16, 3 November 2008 (UTC)
- This one sounds like it falls squarely into the "Realism vs. Game Play" debate. For much the same reason as we don't have to fiddle around our inventories to restock our quivers full of arrows in Guild Wars we also don't have to stop and inspect every kill for our loot. The style of Guild Wars is such that we can maintain a persistent flow of action, moving from one conflict to the next, with minimal interruptions between. The mechanic of scavenging from slain bodies has been simplified for us by having the loot drop on the ground where we can glance at it and move on, or pick it up if we so choose. You'll probably find that the majority of players prefer that approach for this type of game. -- WarBlade 04:49, 3 November 2008 (UTC)
- Yes. Yes, we do. Oblivion was an immersive experience, and having to loot corpses contributed to the realism of the game. GW is not, and therefore shouldn't have pointless stuff thrown in to make it seem more real when it won't. --Jette 04:53, 3 November 2008 (UTC)
- This one sounds like it falls squarely into the "Realism vs. Game Play" debate. For much the same reason as we don't have to fiddle around our inventories to restock our quivers full of arrows in Guild Wars we also don't have to stop and inspect every kill for our loot. The style of Guild Wars is such that we can maintain a persistent flow of action, moving from one conflict to the next, with minimal interruptions between. The mechanic of scavenging from slain bodies has been simplified for us by having the loot drop on the ground where we can glance at it and move on, or pick it up if we so choose. You'll probably find that the majority of players prefer that approach for this type of game. -- WarBlade 04:49, 3 November 2008 (UTC)
- Please refrain from shitposting. You're suggesting that people have to take the time to search a corpse instead of get items automatically. What advantage could this possibly bring? --Jette 04:16, 3 November 2008 (UTC)
- Please refrain from pointless responses, the above response was quite helpful, unlike yours. Edmond The Ranger 03:56, 3 November 2008 (UTC)
- Because... that would be a pointless waste of time? The subject of this discussion is now "have minipets bring items to their owners." --Jette 03:52, 3 November 2008 (UTC)
Menu option -- Export User Interface
Please make an option similar to the way you can export skill bar builds, but for the user interface of window positions, etc. Trying to setup multiple accounts to be exactly the same is very tedious. Spouse doesn't play a ton, so I want our stuff to be configured the same so it's easier to talk through what to do. Thanks!
The previous was unsigned, but I think this is a great idea, but its probably hard to implement. a similar thing for control system would be nice though 71.84.240.55 08:35, 5 November 2008 (UTC)
- This would please me. Similar things that would please me might be the option to have different interfaces for different characters. --Jette 11:16, 5 November 2008 (UTC)
An Event Missed Is A Hat Missed
I just think it would be nice if there were some sort of "make-up" event or way in which players who were unable to attend events could still get a copy of the masks/hats made available during any particular event. Even though hats have little more function than aesthetic pleasnatries, I enjoy that aspect but am always sad when I miss an event or am unable to log on during any of those days. Maybe some sort of "Ghost of Festivals Passed" that you could do a quest for in order to get a certain mask/hat...something to get those awesome snowman masks or lantern heads! --Gestelle I could accept that only if players themselves gave away (that is, NO selling) the hats to others. Especially if the gave away was completely anonymous. For example:
- An NPC accepts hats given by people (it could be the hat maker himself).
- The NPC gives NOTHING in exchange for the hat, and removes it from the inventory.
- A variable for that kind of hat is increased.
- Once a year, in Wintersday, people can find one of those hats inside a gift, as long as they do not have that certain hat unloked for their account. Once one of those hats is given, the variable for that hat is decreased.
- Either that, or just for every 5 hats given, one 'Hat unlock token' can drop from one of those presents, and be used to unlock any hat.
- That way people that want to give them away or don't bother about others having older hats can give the hats, but without getting any benefit at all from that. MithTalk 14:28, 5 November 2008 (UTC)
- This sounds exceedingly complicated. Keep it simple: just let people turn in other people's hats. --Jette 17:45, 5 November 2008 (UTC)
- That would be simpler, but will also allow people get cash from selling them. It must be anonymous to prevent that. MithTalk 18:32, 5 November 2008 (UTC)
- Well, I really think that if a person asks in a large town "Paying 10 gold" or even 100 gold for a specific hat, someone among the teeming masses will have the decency to give it to them. And I don't think earning 90 gold for the time spent walking to the hat maker is too objectionable. And people with lots of friends or guild mates could just ask them. --Jette 19:14, 5 November 2008 (UTC)
- That would be simpler, but will also allow people get cash from selling them. It must be anonymous to prevent that. MithTalk 18:32, 5 November 2008 (UTC)
- This sounds exceedingly complicated. Keep it simple: just let people turn in other people's hats. --Jette 17:45, 5 November 2008 (UTC)
A Role Play mode
I think that for players Roleplay it would be nice to add a mode (as difficult mode) to delete all the monsters of an exploration area and to promote exchanges between players. This mode could unlock the account after obtaining evidence of Carthography legendary (to avoid easy explorations), or that the card did not disclose when we are in this mode of Thursday Next to improve the roleplay : the players the same group can beat them in the areas of exploration from a special button as the share button in the outposts. When you think ? --Anvar Le Barbare 16:30, 5 November 2008 (UTC)
- Well, that sounds nice but I think ANet needs to encourage actual role-players to want to play the game. Do you know how many I've met in the game, over more than three years of playing? Five. Five! I'm told you can't swing a dead orc in WoW without hitting a roleplayer on their official roleplay servers. I'm all for letting people have features intended for roleplaying, but you need to find some actual roleplayers to play the game first. --Jette 17:51, 5 November 2008 (UTC)
- Actually having roleplay districts would be a good start, but they would need to be moderated to avoid anti-rp abuse. Thing is, lots of players would be interested in this, but they don't want to do it in an environment that is potentially hostile to it, or at least not conducive to it. And moderating districts can be quite expensive. -- Alaris 18:13, 5 November 2008 (UTC)
- I think that if the players in those districts were to report people who were abusing them, then a GM would be able to handle it. Of course, I'm unaware how many GMs they have actively watching for reports, so perhaps that's not a great idea. In any event, the "ignore" feature is there for a reason. This actually seems like it would be extremely simple to do. All they'd have to do is add a new nation, of sorts, to the selections. Alongside "International," there could be an option: "International - Roleplay." And then post a message on the log-in screen that they exist for roleplaying only, not ordinary discussions, selling items, or other, similar things. Shit, I'd use the RP servers just to get away from idiots talking about politics and spouting off memes like a 12-year-old with Tourette's. --Jette 18:43, 5 November 2008 (UTC)
- Yeah, but you can bet that there will be lots of them going into RP with the purpose of annoying the RPers. Unless ANet efficiently deals with them, it might create more frustration overall than good. It seemed to work well in WoW though, but then again, subscriptions are probably paying for the moderators. -- Alaris 19:01, 5 November 2008 (UTC)
- Pity. Maybe they could designate one GM to patrolling abuse reports from the roleplay server locations so they could deal with it efficiently. Or, if not designate, make sure that individual places a high priority on said reports. --Jette 19:12, 5 November 2008 (UTC)
- Yeah, but you can bet that there will be lots of them going into RP with the purpose of annoying the RPers. Unless ANet efficiently deals with them, it might create more frustration overall than good. It seemed to work well in WoW though, but then again, subscriptions are probably paying for the moderators. -- Alaris 19:01, 5 November 2008 (UTC)
- I think that if the players in those districts were to report people who were abusing them, then a GM would be able to handle it. Of course, I'm unaware how many GMs they have actively watching for reports, so perhaps that's not a great idea. In any event, the "ignore" feature is there for a reason. This actually seems like it would be extremely simple to do. All they'd have to do is add a new nation, of sorts, to the selections. Alongside "International," there could be an option: "International - Roleplay." And then post a message on the log-in screen that they exist for roleplaying only, not ordinary discussions, selling items, or other, similar things. Shit, I'd use the RP servers just to get away from idiots talking about politics and spouting off memes like a 12-year-old with Tourette's. --Jette 18:43, 5 November 2008 (UTC)
- Actually having roleplay districts would be a good start, but they would need to be moderated to avoid anti-rp abuse. Thing is, lots of players would be interested in this, but they don't want to do it in an environment that is potentially hostile to it, or at least not conducive to it. And moderating districts can be quite expensive. -- Alaris 18:13, 5 November 2008 (UTC)
Hairdresser
Put one in every major town to change hair colour/design. +1 maybe GH addition. Discuss. — Warwick 18:21, 5 November 2008 (UTC)
- This has been suggested more times than I care to remember. I agree with it entirely, as well as other basic re-customization features, like name changes. Why ANet hasn't bothered to implement is really beyond me. It's been suggested so many times in so many different places that it's impossible for them to not know it's wanted. It seems like it'd be simple, too. A barber and a name changer would greatly help people customize their characters. People get tired of the same look, people get tired of the same name. And in my case, two of my favorite character's hairs clip with damn near everything. Very frustrating. I should hope ANet would have the common sense to allow changing hair color as well as hair style if they choose to implement this, which they really ought to. --Jette 18:37, 5 November 2008 (UTC)
- Name changed would not work. — Warwick 20:29, 5 November 2008 (UTC)
- Elaborate. --Jette 00:26, 6 November 2008 (UTC)
- Name changes should be fine as long as they can't be done too frequently and support has easily accessible name change records. -- Gordon Ecker 03:34, 6 November 2008 (UTC)
- You can only change your account name once every thirty days. Restricting a character name change to 30 days would be fine, I think. Not to mention that the friends/ignore/guild list track your account's ID number, not your characters, so you wouldn't lose any contacts or whatever. The biggest obstacle I could see would be customized items, but again, customized items are bound to the character's individual ID tag, not the name. So long as the game isn't programmed to reset the ID tag, instead merely changing the label, it should be fine. --Jette 05:17, 6 November 2008 (UTC)
- Name changes should be fine as long as they can't be done too frequently and support has easily accessible name change records. -- Gordon Ecker 03:34, 6 November 2008 (UTC)
- Elaborate. --Jette 00:26, 6 November 2008 (UTC)
- Name changed would not work. — Warwick 20:29, 5 November 2008 (UTC)
Duels
I would like their to be an arena our some sort of option to do 1v1, of course this would never be for a rating or anything and mostly friends would duel each other. But it would be fun to do duels between same builds or something. Just a thought and wish they implemented this. Some sort icon near the hm and nm things where a team can enter a area hostile towards each other. Just anything so I can fight my friends.
- It's called a scrimmage and people do it all the time. Join a guild, meet at the guild hall and start a scrimmage with only one person in each team. Instant 1v1. Misery 11:13, 6 November 2008 (UTC)
- Aside from that, 1v1's generally result in 13-year-olds running showing off their e-penors and screaming immature obscenities at each other in local. I want to hate them to death. Do not encourage them. --Jette 12:14, 6 November 2008 (UTC)
Trade Channel Suggestions
Hello all Gamers, Developers, etc.
I have a suggestion for the trade channel, which is to Add tabs for better understanding of who is selling, buying or trading what. The actual trade channel becomes a mess when we are reading X and new users put a new item to trade, which can cause people to talk to the wrong person, besides if there's someone selling or buying what X needs that can become a problem, since the more the users posting items, the bigger the problem.
So my idea is: since the game detects the WTS/WTB/WTT and automatically put them on the trade channel (knowing that we are using another channel) the idea is to add a tab, or category (i think tabs would help more...) for each of that trade shorts, like "WTS" would go to the "Selling Tab/Category", the WTB to the "Buying Tab/Cat", and so on, placing the specific on the proper section (like without the WTB between lots of WTS, etc) will be much more easy for everyone.
PS: This is based on the "Party Search" window (P Key), because i have my trade channel turned off due to the huge amount of messages so i can't read a single thing, because when i start reading a line after 1 second it disappears due to new messages. Thanks for reading and i hope people understand what i said, because my English is not the best. --Inflame 12:35, 6 November 2008 (UTC)
- Your English is fine. I suppose this would be a start to a better trade system, but I'm afraid it'll just help to separate the spam a little, rather than actually solve the problem, that problem being players forced to spend hours spamming away to sell their stuff. Still, I suppose it's better than nothing. --Jette 12:57, 6 November 2008 (UTC)
- Thanks for the reply. :) Well, the idea is not to "kill" spam, because i would say it's like impossible to kill it, since it's everywhere on the internet not only GW (spam is a Big problem for sure), anyway like i've said i have my trade chat turned off due to spam, so i use the P key for the Party Search window, still it's a mess, my suggestion is only to make things easier on the party search window, again thanks for the reply, regards. --Inflame 13:24, 6 November 2008 (UTC)
- Well, it's pretty simple to kill spam once and for all: Introduce an in-game auction house, trading house, bazaar, marketplace, whatever you feel like calling it. You put the item up for sale, set a price, go do whatever you feel like doing. Then someone sees said item for sale in the market interface, clicks "buy item," and it puts their gold into the booth, giving them their new item. Then you get a message from the system that says something along the lines of "An item for sale at the marketplace has been successfully sold." Then, you go to the drop box, and pick up your gold when you feel like it. It's like eBay, only better because you don't have to pay those losers at PayPal or pay for shipping. Now, obviously there'd need to be a search function... but overall, it's a very simple system. --Jette 18:58, 6 November 2008 (UTC)
- Oh, I forgot to mention. ANet has repeatedly stated they're not going to do that and given no reason whatsoever, not even something that would make everybody shut up real quick like "LOL HARDCODED, CAN'T FIX IT." My advice is to send them a spam script that reproduces itself throughout their office until all computer-related functions cease to work. I'm not really sure what that would accomplish but it would be funny to watch at least. --Jette 19:08, 6 November 2008 (UTC)
- They gave reasons. You just have to pay some more attention. To give us a non-fee game, they made some sacrifices. MithTalk 20:19, 6 November 2008 (UTC)
- Personally, I'd prefer it if the game required a fee. Aside from not having to make so many sacrifices, it would help prevent as many idiotic kids from playing since their parents wouldn't want to "fund" them. And although I can understand not wanting to expend the considerable effort in changing how a trade system functions, I feel as if I should point out that designing a flawed system from the beginning is not an excuse. Still, I suppose there are more important features to introduce. Like the skill update today that wasn't today. disgusted.jpg --Jette 01:43, 7 November 2008 (UTC)
- Fee or no fee, brats will still show up. Look at Age of Conan, it had just as many kids as any other game, despite being pay-to-play not to mention age limit much higher than most games. Kherec 16:59, 8 November 2008 (UTC)
- Ah ah ah, AoC had an M rating. M means "mature," which means that anyone whose parents says they're mature can play it. They should have given it an AO rating, meaning Adults Only, meaning that kids aren't actually permitted to play it. They generally reserve that rating for video games containing explicit pornography, but I'm sure they could up the rating if somebody asked real nicely. But, like every other faceless corporation out there, they're more concerned with commercial viability than making good products. --Jette 17:53, 8 November 2008 (UTC)
- Fee or no fee, brats will still show up. Look at Age of Conan, it had just as many kids as any other game, despite being pay-to-play not to mention age limit much higher than most games. Kherec 16:59, 8 November 2008 (UTC)
- Personally, I'd prefer it if the game required a fee. Aside from not having to make so many sacrifices, it would help prevent as many idiotic kids from playing since their parents wouldn't want to "fund" them. And although I can understand not wanting to expend the considerable effort in changing how a trade system functions, I feel as if I should point out that designing a flawed system from the beginning is not an excuse. Still, I suppose there are more important features to introduce. Like the skill update today that wasn't today. disgusted.jpg --Jette 01:43, 7 November 2008 (UTC)
- They gave reasons. You just have to pay some more attention. To give us a non-fee game, they made some sacrifices. MithTalk 20:19, 6 November 2008 (UTC)
- Oh, I forgot to mention. ANet has repeatedly stated they're not going to do that and given no reason whatsoever, not even something that would make everybody shut up real quick like "LOL HARDCODED, CAN'T FIX IT." My advice is to send them a spam script that reproduces itself throughout their office until all computer-related functions cease to work. I'm not really sure what that would accomplish but it would be funny to watch at least. --Jette 19:08, 6 November 2008 (UTC)
- Well, it's pretty simple to kill spam once and for all: Introduce an in-game auction house, trading house, bazaar, marketplace, whatever you feel like calling it. You put the item up for sale, set a price, go do whatever you feel like doing. Then someone sees said item for sale in the market interface, clicks "buy item," and it puts their gold into the booth, giving them their new item. Then you get a message from the system that says something along the lines of "An item for sale at the marketplace has been successfully sold." Then, you go to the drop box, and pick up your gold when you feel like it. It's like eBay, only better because you don't have to pay those losers at PayPal or pay for shipping. Now, obviously there'd need to be a search function... but overall, it's a very simple system. --Jette 18:58, 6 November 2008 (UTC)
- Thanks for the reply. :) Well, the idea is not to "kill" spam, because i would say it's like impossible to kill it, since it's everywhere on the internet not only GW (spam is a Big problem for sure), anyway like i've said i have my trade chat turned off due to spam, so i use the P key for the Party Search window, still it's a mess, my suggestion is only to make things easier on the party search window, again thanks for the reply, regards. --Inflame 13:24, 6 November 2008 (UTC)
Just wanted to throw in something based on the original post. There is a website that does exactly what Jette suggest - http://www.gwauctions.org/ - It is a free site and work pretty good for buying and selling items. --Elfmage 13:01, 9 November 2008 (UTC)
- I know, i have account there (HG), but what's the point of use third party things when we could have it in-game like some Free to play MMORPGs (that i'm gonna say names -- again lol). What Mith sais is true, however there's other MMORPGs that have in-game auction and are free to download and play, anyway my suggestion was not for auctions, was for better understanding of the trade channel which is a big mess >.< --Inflame 11:16, 11 November 2008 (UTC)
- Fine, no auction house, been discussed, been denied, I guess we'll have to deal with that, that's life. But I do think that the initial suggestion of separating tabs from "Trading" into "WTB" "WTS" "WTT" would be useful and not difficult to implement. More often than not, you are just selling or buying, and don't need to see both, saving you from mistaking buys from sales, which happens quite often. I'd be buying something, and I'll get more than one PM with cash offers, and I'm like: "did you happen to see the "B" part in my WTB? cus I'm BUYING too!" The opposite happens just as often. I'll see that "ARMBRACE...42e" part with big eyes, only to notice the wtB part a split second after... I guess it's not an epic problem, but it's still annoying, and reasonably easy to fix. 71.34.159.173 21:46, 12 November 2008 (UTC)
- /signed. I'm not sure it necessarily needs extra tabs, but simply split out the existing single "Trade" option in the party window into "Trade-Selling", "Trade-Buying", and "Trade-Trading" (or maybe "Trade-Swap" / "Trade-Exchange") --BramStoker (talk, contribs) 15:36, 15 November 2008 (UTC)
- Fine, no auction house, been discussed, been denied, I guess we'll have to deal with that, that's life. But I do think that the initial suggestion of separating tabs from "Trading" into "WTB" "WTS" "WTT" would be useful and not difficult to implement. More often than not, you are just selling or buying, and don't need to see both, saving you from mistaking buys from sales, which happens quite often. I'd be buying something, and I'll get more than one PM with cash offers, and I'm like: "did you happen to see the "B" part in my WTB? cus I'm BUYING too!" The opposite happens just as often. I'll see that "ARMBRACE...42e" part with big eyes, only to notice the wtB part a split second after... I guess it's not an epic problem, but it's still annoying, and reasonably easy to fix. 71.34.159.173 21:46, 12 November 2008 (UTC)
herp a derp cons are good, lulz xd
Dear Whoever It May Concern,
I have been playing Guild Wars since the Free E3 Alpha Weekend in 2003. I have played every expansion and I must admit, I haven't liked everything you have done with this game. However I have liked this game for it's content, events and players. These aspects, I am happy to say, have contributed to the reasons as to why I have played this game as long as I have. Technically, five years of admiring/playing this game. I agree that managing of several imbalanced skills should be done. However with the addition of consumable items implemented in the latest Eye of the North expansion, I have come to like this game a lot more. I don't always use them, but in the time of need they have become a luxury. I didn't have a problem with what you changed with the Blessing skills under the Norn pve-only skills. But now that you are touching the consumable items I must say I am very unhappy.
I am sending you this message because I am concerned with your priorities towards the players. Right now it seems as though you're slowly degrading the luxuries of this game so that more people will migrate to Guild Wars 2. Consumable items are very expensive for a lot of people in this game, and if they are very imbalanced, in your opinion, up the price or add more materials needed to craft them. It took you a year to take away the Blessing skills, and from what I heard you lost 700,000+ players for doing that. Now it's taking longer to do the same with consumables? Why did you even implement them in the game if you were going to do this anyway? I understand that skills need managing. There were many skills that were more powerful than others, especially in the Player vs Player aspect of the game. But now you're going to attack Player vs Environment hard, and this isn't even a skill it's a luxury that you buy.
I did not expect to migrate to another game in this fashion; a fashion in which a game that was once so fair and fun, will now die because you don't want players to have luxuries. In fact I was looking forward to play Guild Wars 2. Not anymore. I will be one of the people who retires from Guild Wars completely, and the money that was going to Guild Wars 2 will no longer exist because I am not having another game die in the same fashion just for another migration scheme. I have never met anyone who has played the game as long as me. If you tamper with consumables you're probably not only losing me, but a lot of players who have come to love this game. So this is my suggestion in in-game terms: Do not nerf consumables. --The preceding unsigned comment was added by User:72.89.64.111 (talk).
- Consumables have ruined PvE. End of discussion, please uninstall the game. --Jette 09:37, 7 November 2008 (UTC)
- All that text to say "I didn't like what you did with the Essence of Celerity". Meh. Those items where meant o be a little help in some areas, not a requirement. Even if they decreased the duration of those items to 5 minutes, there won't be any room to complain, since they are not meant to be active at all times, just for missions, quests and dungeons that result specially hard. No one needs them to play, if you need them, the problem it's you lack of skill, not your lack of consumables. MithTalk 14:14, 7 November 2008 (UTC)
- I lol'd hard. 5% is srs bzns. They could remove consumables from the game and it would still be too easy. -Auron 14:16, 7 November 2008 (UTC)
- "from what I heard you lost 700,000+ players for doing that" - I heard they got 7,000,000 new players when they nerfed Ursan. Yes, it's true, despite how I don't have any credible source; we all know that's how the internet works. I'm happy with the consumables nerf, and I actually know that some other people will be happy if they are nerfed more, too. Erasculio 15:31, 7 November 2008 (UTC)
- I lol'd hard. 5% is srs bzns. They could remove consumables from the game and it would still be too easy. -Auron 14:16, 7 November 2008 (UTC)
- All that text to say "I didn't like what you did with the Essence of Celerity". Meh. Those items where meant o be a little help in some areas, not a requirement. Even if they decreased the duration of those items to 5 minutes, there won't be any room to complain, since they are not meant to be active at all times, just for missions, quests and dungeons that result specially hard. No one needs them to play, if you need them, the problem it's you lack of skill, not your lack of consumables. MithTalk 14:14, 7 November 2008 (UTC)
- QQ -- Mini Me 15:55, 7 November 2008 (UTC)
- Agreed with Jette, in a different way though. Consumables are an excuse/counter against bad game design. In Nightfall, Grind of the North, and Tard Mode, there are a lot of retardedly overpowered monster skills due to lack of effort on Anet's part as they don't care about PvE. People QQ that they can't finish those areas, and instead of spending effort to rebalance PvE they just throw broken trash like consumables into PvE, ruining its already bad reputation and turning it into Potion Wars. --The preceding unsigned comment was added by User:71.174.29.217 (talk).
Edit character button, yes yes?
- → moved from User talk:Linsey Murdock/Journal
Add a button in in the Character Selection to edit an existing character's appearance.
You know, face/hair/hair color/skin color/height. Not the name.
Gaile said something along those lines would be added in the distant future --- that was about 2 years ago now. It would be super nice to actually see it happen. I'd love you forever.
Pretty please?
Neato 08:58, 8 November 2008 (UTC)
- This would be greatly appreciated. However ANet is known for their lying ways. Hell will freeze over before someone bothers. --Jette 09:27, 8 November 2008 (UTC)
- I still want to change the name of my dervish.-- anguard 14:07, 8 November 2008 (UTC)
Well, there has been a statement that a change menu for the caracters won't be added a long time ago. --Erz
- A long time ago they stated they would never split skills into PvP and PvE versions. So, not we may get "we are not planing this in long term", but never a "we are never getting this". MithTalk 16:36, 8 November 2008 (UTC)
- Runescape has a feature like this. Owned by JaGex, Anerf, owned. --The preceding unsigned comment was added by User:72.71.211.43 (talk).
- WHILE I FEEL THAT ARENANET HAS NO EXCUSE FOR NOT IMPLEMENTING THIS, I FEEL AS IF I SHOULD POINT OUT THAT RUNESCAPE WAS CONSTRUCTED ENTIRELY OUT OF CONCENTRATED ESSENCE OF FAILURE. --Jette 00:54, 9 November 2008 (UTC)
- So Anerf has just gotten owned by concentrated essence of failure?
- RUNESCAPE IS RIDDLED WITH AIDS AND I REFUSE TO GO NEAR IT. ANET, HOWEVER, MIGHT ACTUALLY BE WORSE. --Jette 06:04, 10 November 2008 (UTC)
- So Anerf has just gotten owned by concentrated essence of failure?
- WHILE I FEEL THAT ARENANET HAS NO EXCUSE FOR NOT IMPLEMENTING THIS, I FEEL AS IF I SHOULD POINT OUT THAT RUNESCAPE WAS CONSTRUCTED ENTIRELY OUT OF CONCENTRATED ESSENCE OF FAILURE. --Jette 00:54, 9 November 2008 (UTC)
- Runescape has a feature like this. Owned by JaGex, Anerf, owned. --The preceding unsigned comment was added by User:72.71.211.43 (talk).
Hrm, I must say it's only my ele's hair I'm concerned about... but well, I'm not especially blarrgh about it Nikdanbro 07:31, 12 November 2008 (UTC) check out the bizarro prof I am developing
- runescape is made out of cancer and failure and filled with 12 year old social outcasts who gladly waste their life and money on a game that sucks dick. and no, anet isn't owned by it in any way, they should continue to do the opposite of what runescape do. changing name would be kinda confusing if there weren't a limit, changing appearence would sort of be too unreal unless it's only like hairstyle and haircolor. --Cancer Angel 07:43, 12 November 2008 (UTC)
- Runescape does not store characters in Microsoft Server Blobs. MithTalk 14:02, 12 November 2008 (UTC)
- Changing hairstyle and color would be much appreciated and would introduce some variety to 2-3 year old characters, especially if you can borrow styles from other campaigns, and I can't see it being too difficult to implement. At most, a day's work for a bored dev who finished their project part before a deadline (I know, yeah right :P). But, it'll be almost as exciting as a bunch of new armor sets, but much easier to do, and much less phail compared to EotN armor fiasco... :) A chance to change your character's name like once per calendar year or 6 months would also be welcome, but not quite as important. I just find it funny seeing as many misspelled as I do on a daily basis. Did that myself once, but caught it early and remade the char. Wasn't so lucky on D2, and ended up with a Lvl 73 Cystal instead of Crystal... 71.34.159.173 20:07, 12 November 2008 (UTC)
Paragon
Alright, the paragon is my favorite profession, but, lately, I have been having the hardest time playing with them... they are nerfed frequently b/c of their high armor and being ranged. Honestly, spear mastery and the high armor are nice, but they really are terrible in comparison to the other benefits of the paragon... so why are those being nerfed? If the paragon kept his armor and the spear was made a melee weapon, he could be brought back to his old glory, but, that would probably be impossible with the game how it is today. still, I'd like to see a melee spear in GW2, because, quite honestly, where are the spears coming from? The archers have a quiver, and the casters have magic, but to randomly get a limitless number of bulky spears seems so absurd... and if the pants aren't going to be fixed, the spear(which is even worse) should. maybe in GW2... I'm going to post there under professions also...Zeph 23:11, 8 November 2008 (UTC)
- PARAGONS ARE BEING NERFED BECAUSE A) THE SKILL BALANCE TEAM IS INCOMPETENT AND B) THEY STACK TOO WELL WITH EACH OTHER. HAVING A BUNCH OF SHOUTS THAT CAN BE INSTANTLY REPLICATED FOR EXPONENTIAL BENEFITS IS OVERPOWERED NO MATTER WHAT WAY YOU LOOK AT IT. THE CLASS SHOULD BE REDESIGNED IN SUCH A WAY THAT PARAGONS WILL NOT STACK WITH EACH OTHER, SIMILAR TO HOW TAKING SEVEN WARRIORS WOULDN'T REALLY CAUSE THAT MUCH MORE PRESSURE THAN TAKING 2-3, BECAUSE THE SYSTEM WAS DESIGNED THOUGHTFULLY TO PREVENT EFFECTS FROM OVERSTACKING. OR, IF SOMEONE WANTS TO TAKE THE LAZY ROUTE, RESTRICT PARAGONS TO ONE PER TEAM IN ORGANIZED PVP. --Jette 00:51, 9 November 2008 (UTC)
- Jeez, shout much? Anywho.....Paragons do stack up pretty well with each other but their recent nerfs do make them very hard to adjust to. I suggest you suggest this is GW2 suggestions (wow, whats with all those suggestions?) -- WoB 06:48, 9 November 2008 (UTC)
- PERSONALLY, I THINK THE ENTIRE CLASS IS STUPID. NONE OF IT MAKES ANY SENSE. I DON'T GENERALLY LIKE REALISM IN GAMES, AS IT USUALLY JUST COMPLICATES THINGS AND MAKES THEM LESS FUN. AND I'M SURE WE COULD JUST GO WITH THE CLASSIC 'HAHA IT'S MAGIC' APPROACH, BUT REALLY, WHERE DO THEY GET ALL THOSE SPEARS FROM? AND THE SHOUTS/CHANTS MAKE NO SENSE EITHER. AS SHARD HAS PREVIOUSLY STATED... "YOU SHOUT AT SUCH A HIGH FREQUENCY IT CREATES SONIC BARRIERS THAT GIVE YOU MORE ARMOR THAN ARMOR DOES." THERE ARE MORE IMPORTANT ISSUES FOR THE DEVELOPMENT TEAM TO WORK ON, BUT THIS IS KIND OF SILLY. AND YES, I SHOUT A LOT BECAUSE I AM ANGRY. --Jette 06:57, 9 November 2008 (UTC)
- Well, don't because it makes other people angry. Paragon are an extension of something they tried but ultimately failed with the Tactics line in the Warrior profession: to create a group synergy and buff instead of a single/solo buff which can make, say... an A invincible, a W a monster-tank or an El the ultimate killing-machine/unkillable guy (something I find quite stupid actually).
- It happens that for some people (me for example) group-play and group-tactics are much more interesting that solo play were each one has to be "the best/ultimate <whatsoever>". In a group synergy, I participate into making the whole group better (but not necessarily "ze best" see below), and I like that, I like that A LOT! Of course as always most people that only concentrate on the solo buff gameplay never ever understand what group gameplay is all about...
- Group buffs make perfectly sense in real life as well as the use of music (drums for example), which was often use to motivate troops (never heard a story about a 10~16 years-old drum player who dies in the assault ? -yes, children were often uses on the 1st line at that time by conventional ground forces, probably even during the US Civil war and maybe up to WWI-). Such use of music, shout and chants (as well of other techniques of group motivation) are still in use nowadays.
- Of course being a group buff, it still is less powerful than a solo buff, that's why they are allowed to stack to each other. It seems though they (the game designers-balancers) just forgot to put a limit to the stacking which led to the multiple Paragon nerfs. And too many nerfes (spelling?) lead to the inclusion of "There is nothing to fear!" back into the game to make the PvE version of the profession more appealing to people (too much nerfes almost kill the profession in PvE at that point).
- Something that is missing from the P profession though is sonic counter-attacks (though some were added to the N and later to the Me profession) : a chant or a shout that disrupt chant while they are being cast and a shout that removes shout and chant effects on enemies. Something I had wanted to see included in GWEN before release. That would have need the rework of Leadership though (gain energy for each ally OR enemy affected by a shout or a chant –instead of just "allies"-)
- As for the throwing spear, well, since there is so little link between the Spear attribute and Leadership, this is not really a P issue. It's a magic world so I really do not care. I would have like to see both throwing spears and non-throwing spear though (and the only close range Spear attack –which belongs to the Leadership line by the way- is quite ridiculous). But... who knows... "maybe in guild wars 2"... Jaxom 07:25, 9 November 2008 (UTC)
- PERSONALLY, I THINK THE ENTIRE CLASS IS STUPID. NONE OF IT MAKES ANY SENSE. I DON'T GENERALLY LIKE REALISM IN GAMES, AS IT USUALLY JUST COMPLICATES THINGS AND MAKES THEM LESS FUN. AND I'M SURE WE COULD JUST GO WITH THE CLASSIC 'HAHA IT'S MAGIC' APPROACH, BUT REALLY, WHERE DO THEY GET ALL THOSE SPEARS FROM? AND THE SHOUTS/CHANTS MAKE NO SENSE EITHER. AS SHARD HAS PREVIOUSLY STATED... "YOU SHOUT AT SUCH A HIGH FREQUENCY IT CREATES SONIC BARRIERS THAT GIVE YOU MORE ARMOR THAN ARMOR DOES." THERE ARE MORE IMPORTANT ISSUES FOR THE DEVELOPMENT TEAM TO WORK ON, BUT THIS IS KIND OF SILLY. AND YES, I SHOUT A LOT BECAUSE I AM ANGRY. --Jette 06:57, 9 November 2008 (UTC)
- Jeez, shout much? Anywho.....Paragons do stack up pretty well with each other but their recent nerfs do make them very hard to adjust to. I suggest you suggest this is GW2 suggestions (wow, whats with all those suggestions?) -- WoB 06:48, 9 November 2008 (UTC)
New Arenas?
After the costume brawls in GW, i have thought of a revolutionary idea. My idea was, sense we have like snow-ball fights in the winter, and this costume brawls, which the new maps REALLY got me playing GW once again much more, and the chinese new year, battles. I had an idea where you could move random arenas and team arenas into one continent down on the right hand bottum corner of the PvP area, and in the middle map 3 seperate island, or just one giant one. With the costume brawl, snowball fights maybe on a peak for the cold, and the dragon fest battles, in this location, and have it happen year round. With new maps just like the costume brawl, which i still am greatly pleased by. Well Thank You for reading. The picture attached is a mere, quick picture of what it could be for instance, though where the place they are put dose not matter, just the idea of having the 3 greatest arenas in one place is great! --The preceding unsigned comment was added by User:Gabelo01 (talk).
- People have asked for this before. ANet's response has been, "we feel that they should not be accessible year-round because it makes them somewhat less special." Which I personally think is stupid, but I suppose I can understand their point. --Jette 21:56, 10 November 2008 (UTC)
- Personally I'd love dragon arena and et cetra being around year round. I'd almost always be playing dragon arena. Neato 20:21, 11 November 2008 (UTC)
Ah true, i had a little thought in its special fealing, but than maybe we could introduce a new type of Arenas, possibly like Capture the Flag maps? with two castles like GvG has and you need to steal their flag and what not, maybe large scale wars like Alliance Battle, though teams would still be small parties make up an all around large team like alliance battles, and just have like a giant deathmatch, without the capture shrines, without the kurzick/luxon war, none of that just huge battles between 2 large armies, of maybe 20-30 people? possibly even 3 teams, though to some people it may cause lag, but than that really cannot be helped. Maybe we could even have a seige arena, like for aspen wood. But its mor like a seige, where you need to actually destroy the gate, infiltrate some area, and kill the defenders which in this case would be players, but add like NPC archers in towers and somthing that could possibly map it a challange, like fort aspenwood is mostly just fighting inside aspenwood fort, and running amber. When there is a good kuzick bonder on the Kurzick side, luxons are a garuntee loss. the first 2 ideas i think is cool the last one is just a possible addon but not somthing i put much thought into.
Cancel / Leave button
What about adding Cancel / Leave button for PvP games where is possible to have consecutive wins?
Now many players leave too slow (or don't know when they should quit) and then a team have less players for next match.
That Cancel / Leave button should be active when you can leave and a team get a new player, then (few seconds before next mission) it should be deactivated. - 64.191.3.69 12:24, 10 November 2008 (UTC)
- WELL, THIS MAKES SENSE. I'VE NEVER REALLY HAD THIS PROBLEM MYSELF, BUT THEN, I DON'T PVP EXCEPT FOR TROLLAN. I COULD SEE THIS BEING REASONABLE. I GUESS. --Jette 21:57, 10 November 2008 (UTC)
- Happens quite a bit in the holiday PvP matches, and probably routine PvP, but I don't play that much. Only experienced players take care to leave at the right time, when it doesn't hurt the group for next match. Would also be nice to see a feature where, if a PvP party member leaves mid-match, the party automatically gets the next person in line waiting to enter the match (this currently happens only while "reloading" between matches). This way, a rage-quitter or a troll would not geopardize the team, whose chances of winning shrink considerably due to being outnumbered, even if they are good players. This only applies to random PvP, but that's also where it counts the most, because it's hard enough to get a good random team that starts a streak of wins, but if you lose because one of your members left or DC'd, it hurts just that much more, because it'll be a while before you get into another good random team. 71.34.159.173 20:22, 12 November 2008 (UTC)
Less Servers
Since there are so many servers. The players are spread over that it looks like it is very quiet while there are alot of players playing. Fox007 14:37, 10 November 2008 (UTC)
- You got it wrong. People is not spread because of the number of servers, because players can move between regions and districts as they wish. People is spread because of the number of outposts. And since waiting for a party inside an outpost is so boring, getting into parties takes too much time. There should be a 'worldwide' party panel, where you can set what you want to do and that is set even if you are in an explorable area fighting. MithTalk 19:33, 10 November 2008 (UTC)
- >People is
- FFFFFF-
- YES, IT SHOULD BE EASIER TO FORM PARTIES. A WORLDWIDE PARTY PANEL WOULD BE HELPFUL. --Jette 21:59, 10 November 2008 (UTC)
New Skills
One of my favourite pass-times in guild wars was making new builds with new Ideas but I have literally used every skill in the game. There are dozens of ways to use those skills but after a while you've used pretty much all the interesting Ideas (been playing scince the game first came out). I think that in order to keep GuildWars alive long enouph for Guild-Wars 2 to come out were going to need a few new skills. Not nessisarily alot just a few every month or 2, over 3 years 3 skills every two months would've made aproximatly 54 new skills It's not a whole lot but it would be enouph to keep build builders busy. Have a nice day. Black Lurker 19:20, 10 November 2008 (UTC)
- NEW SKILLS ARE THE REASON GUILD WARS IS IN SUCH A FUCKED UP STATE AS IT IS. WHEN PROPHECIES WAS OUT, BEFORE ANET SHOVED ITS HEAD UP ITS ASS AND STOPPED CARING ABOUT THE GAME, IT WAS ACTUALLY QUITE BALANCED. BUT WHEN NEW SKILLS WERE INTRODUCED, IT BECAME HARDER TO BALANCE THEM ALL AS A WHOLE AND THUS THE GAME QUICKLY BECAME UNBALANCED. ASIDE FROM THIS, NEW PROFESSIONS INTRODUCED GIMMICKY, STUPID GAMEPLAY CONCEPTS. RITUALISTS PROMOTED IMMOBILITY AS OPPOSED TO MOBILITY (WHICH IS WHAT ALL PREVIOUS PROFESSIONS PROMOTED, SITTING AROUND WAS USELESS) WHILE ASSASSINS COMPLETELY ELIMINATED THE CONCEPT OF POSITIONING FROM THE GAME WITH THEIR IDIOTIC SHADOWSTEPS. COMBINED WITH THEIR ABILITY TO SPIKE DOWN ANY TARGET IN 4 SECONDS WITH NO PREPARATION WHATSOEVER, NO SUPPORT, NO ADRENALINE, AND AN ABSOLUTE MAXIMUM DOWNTIME OF 25 SECONDS (USUALLY MUCH CLOSER TO 8-12), THEY COMPLETELY RUINED THE BASICS OF COMPETITIVE GAMEPLAY.
- BUT THE SHIT REALLY HIT THE FAN WHEN NIGHTFALL CAME OUT: THE PREVIOUS PRACTICE OF MAKING MULTIPLE COPIES OF THE SAME THING USELESS WAS COMPLETELY AND UTTERLY ABANDONED. FOR EXAMPLE, RITUALISTS USING THE SAME BUILDS ARE LESS EFFECTIVE BECAUSE WEAPON SPELLS DO NOT STACK ON A TARGET AND SPIRITS KILL CLONES WHEN SUMMONED. SIMILARLY, WARRIORS STACKING ON THE SAME TARGET ARE MORE EASILY PROTTED THAN IF THEY ATTACK DIFFERENT ONES. THIS CONCEPT WAS ELIMINATED WITH THE ADVENT OF NIGHTFALL IN THE FORM OF PARAGONS, WHOSE SENSELESS LOLSPAM SHOUTS STACKED EXPONENTIALLY ON TOP OF EACH OTHER, PROVIDING SIGNIFICANT DEFENSIVE AND OFFENSIVE BOOSTS THAT HAD VIRTUALLY NO WAY OF BEING COUNTERED, AS OPPOSED TO ENCHANTMENTS WHICH CAN BE SHATTERED, STRIPPED, ETC. THAT PROBLEM ALSO CARRIES OVER TO WEAPON SPELLS, BUT THAT'S NOT MY POINT HERE. NOT TO MENTION A PARAGON CAN EASILY DEAL AS MUCH DAMAGE AS A WARRIOR, FROM A DISTANCE (AGAIN SCREWING OVER THE CONCEPT OF POSITIONING). DERVISHES, HOWEVER, ARE WHAT REALLY RAPED THE GAME ENTIRELY. THEY HAVE BEEN IMBALANCED AND OVERPOWERED SINCE THE DAY THEY WERE RELEASED. FIRST WE HAD AVATAR OF MELANDRU DERVISHES, WHICH WERE CAPABLE OF SPAMMING A 5-ENERGY, 6-RECHARGE EVISCERATE WITH NO DOWNSIDE WHATSOEVER, THAT HAD THE CAPACITY TO REGULARLY STRIKE FOR OVER 100 DAMAGE. THESE MONSTROSITIES WERE ALSO IMMUNE TO 90% OF MELEE/ATTACKER SHUTDOWNS, INCLUDING BLIND, WEAKNESS, AND CRIPPLED. NOT TO MENTION THEY WERE IMPERVIOUS TO SPIKES, SINCE THEY COULDN'T BE DEEP WOUNDED AND HAD 200 HEALTH ON TOP OF THEIR NORMAL BONUS. PLUS THEY HAD AN ADDITIONAL 25 HEALTH JUST FOR BEING DERVISHES.
- AFTER AVATAR OF MELANDRU WAS SLIGHTLY NERFED, WE GOT AVATAR OF GRENTH DERVISHES, WHICH IGNORED ALL FORMS OF PROT WHATSOEVER. THEY REMOVED AN ENCHANTMENT WITH EVERY HIT, STILL HIT FOR OVER 100 DAMAGE EACH STRIKE, AND USED WILD BLOW TO ENSURE THEY NEVER MISSED AND COULDN'T BE STOPPED BY STANCES.
- AVATAR OF GRENTH, TOO, WAS NERFED, EVENTUALLY TO THE POINT OF BEING NEARLY INEFFECTUAL. HOWEVER, THIS GAVE RISE TO WOUNDING STRIKE, ONE OF THE MOST OVERPOWERED GARBAGE ATTACKS TO EVER GRACE THE GAME. CONSTANT, UNCONDITIONAL, ENERGY-BASED, NO-RECHARGE, AUTO-COVERED DEEP WOUNDS ARE BAD, MMMMMMKAY?
- NATURALLY, SOME DICKWEED WHO IS HOPEFULLY BEING SLOW-ROASTED ON A GIANT HIV NEEDLE IN THE PITS OF HELL DECIDED IT WOULD BE A GOOD IDEA TO USE SOME OF THESE STUPIDLY OVERPOWERED SKILLS ON RANGERS, WHO HAVE THE ADDED ADVANTAGE OF BEING IMMUNE TO ELEMENTAL DAMAGE AND IMMUNE TO PHYSICAL DAMAGE. THEY CAN'T BE KITED OR PRESSURED SINCE, AGAIN, THEY'RE IMMUNE TO EVERYTHING.
- TL;DR NEW SKILLS ARE BAD AND THEY HAVE RUINED THE GAME. IT IS IN YOUR BEST INTERESTS AND THE BEST INTERESTS OF THOSE WHO PLAY THE GAME TO UNINSTALL, THEN REPORT TO THE NEAREST INCINERATION FACILITY FOR IMMEDIATION CONVERSION TO FUEL. --Jette 22:15, 10 November 2008 (UTC)
- Can you pls stop writing all in caps. --MageMontu 22:52, 10 November 2008 (UTC)
- DESPI...Ah, I mean, despite the rage lock, I agree with Jette. New skills hurt Guild Wars almost more than anything else; adding more skills now would only hurt the game further. IMO, the opposite should happen - skills should be removed from the PvP game and turned into PvE only. Between having 1000 skills of which only 100 are viable, since it's not possible to balance all of them, and having only 500 skills with all of them being viable and balanced...I would rather have the 500. Some times, less is more. Erasculio 23:00, 10 November 2008 (UTC)
- Neato 20:26, 11 November 2008 (UTC)
- lol TL;DR, plz don't nerdrage all over pages like that. it only makes u look like a retard. --Cancer Angel 07:48, 12 November 2008 (UTC)
- I agree that new skills make the game harder to balance, but new skills would also make the game more interesting for me and probably a whole lot of other players. Frankly, I've already pretty much stopped playing GW there just not enough new content. If NCsoft's Idea of new content is that silly sore excuse for a hero (M.O.X.) then they're shooting themselves in the foot because once a player has stopped playing the game there is alot less chance of them buying a sequel such as Guild Wars 2. Black Lurker 01:25, 14 November 2008 (UTC)
- I personally really like new skills and new content. I for one have found that nothing is unbeatable, every skill has a counter skill and every build has a flaw that can be exploited by a clever player. Bringing more skills into the game, enhances it, and allows for more growth in your play style and greater challenges. I congratulate ATTNET for its decision to add more professions and skills to the game.Stygian Might 22:28, 14 November 2008 (UTC)
- I agree that new skills make the game harder to balance, but new skills would also make the game more interesting for me and probably a whole lot of other players. Frankly, I've already pretty much stopped playing GW there just not enough new content. If NCsoft's Idea of new content is that silly sore excuse for a hero (M.O.X.) then they're shooting themselves in the foot because once a player has stopped playing the game there is alot less chance of them buying a sequel such as Guild Wars 2. Black Lurker 01:25, 14 November 2008 (UTC)
- lol TL;DR, plz don't nerdrage all over pages like that. it only makes u look like a retard. --Cancer Angel 07:48, 12 November 2008 (UTC)
hall of monuments move
Hey just a quick suggestion, would it be possible to have the hall of monuments visible to ALL players, not justt those whom have bought EOTN (im not sure if this idea of having the hall of monuments only in the EOTN was purpoly intended to increase sales) but it would be nice for those whom have not purchased the EOTN expansion to view their titles also. If i may suggest moving the hall of monuments onto one of the islands where the great balthazar temple is located, it would be nice, id love to see my trophies ive achieved.
- I don't think that's possible, Hall of Monuments is part of the story of EotN, not simply a place for the titles. Maybe a little side story to make everyone gain access to Hall of Monuments, but I doubt it. Snowstone 23:12, 10 November 2008 (UTC)
- THE EYE OF THE NORTH IS ONE OF THE SELLING POINTS OF EOTN. AND THE GAME NEEDS AS MANY SELLING POINTS AS IT CAN GET BECAUSE LET'S FACE IT, IT SUCKED. --Jette 03:26, 11 November 2008 (UTC)
- Jette, you really need to figure out where the Caps Lock key is. I understand that you feel strongly about the topic you are discussing, but it's just hard to read what you're trying to say. Other than that, I don't think that the HoM should be useable by everyone. The purpose of EotN was to introduce the HoM, thus, HoM stays in EotN. Want HoM? - Buy EotN. HOWEVER, I do think that those who own EotN should be able to bring a friend in to show off their HoM, even if that friend does not own EotN (just disable the exit into the EotN outpost while a "stranger" is brought in, just like PvP chars can access Fort Aspenwood Mission, but cannot exit into the Aspenwood Gate outpost). Similar to how you can take anyone into your GH, even if they're not in your guild or alliance. But, all said and done, this is not much of an issue, and is probably not going to get developer time. 71.34.159.173 21:13, 12 November 2008 (UTC)
- Thing like the material storage were moved for the whole game. But the HoM it's part of the plot of Eye of the North. It can't be moved. I would agree with adding any kind of Interactive object or NPC in pre-Searing so you could add the LDoA title without leaving pre-Searing, and then making LDoA vanish if you leave pre-Searing. That way LDoA would be a pre-Searing-only title, and not the unfair "You as there and got to level 20 but left and you don't get the title, and people that leave now get it" title that it is now. The NPC or Interactive Object could be in the norther parts of pre-Searing, Melandru's Garden would bea grat option, it could appear after the character gets to level 20. MithTalk 23:46, 12 November 2008 (UTC)
- Jette, you really need to figure out where the Caps Lock key is. I understand that you feel strongly about the topic you are discussing, but it's just hard to read what you're trying to say. Other than that, I don't think that the HoM should be useable by everyone. The purpose of EotN was to introduce the HoM, thus, HoM stays in EotN. Want HoM? - Buy EotN. HOWEVER, I do think that those who own EotN should be able to bring a friend in to show off their HoM, even if that friend does not own EotN (just disable the exit into the EotN outpost while a "stranger" is brought in, just like PvP chars can access Fort Aspenwood Mission, but cannot exit into the Aspenwood Gate outpost). Similar to how you can take anyone into your GH, even if they're not in your guild or alliance. But, all said and done, this is not much of an issue, and is probably not going to get developer time. 71.34.159.173 21:13, 12 November 2008 (UTC)
Login Screen Options
Ability to change between the new and old ones. That is all.-- anguard 03:15, 11 November 2008 (UTC)
- THIS HAS BEEN SUGGESTED BEFORE, AND THOUGH I CERTAINLY AGREE WITH IT, IT SEEMS UNLIKELY TO HAPPEN AT THIS POINT. --Jette 03:27, 11 November 2008 (UTC)
- No need to yell at me, shit.-- anguard 03:38, 11 November 2008 (UTC)
- I'M NOT YELLING AT YOU, I'M SIMPLY YELLING CAUSED BY A NONSTOP FIT OF RAGE I HAVE BEEN IN FOR SEVERAL DAYS NOW. --Jette 04:26, 11 November 2008 (UTC)
- Please, use *yell* ---- */yell* instead of all caps (or something along those lines). It's just harder and more annoying to read your posts more than anything else. It also lessens the credibility of any arguments you present, even if they are perfectly valid. 71.34.159.173 21:15, 12 November 2008 (UTC)
- I'M NOT YELLING AT YOU, I'M SIMPLY YELLING CAUSED BY A NONSTOP FIT OF RAGE I HAVE BEEN IN FOR SEVERAL DAYS NOW. --Jette 04:26, 11 November 2008 (UTC)
- No need to yell at me, shit.-- anguard 03:38, 11 November 2008 (UTC)
Restricted SDK
Hahaha...this will never happen. With all this suggestions they are best of on releasing a restricted SDK or UI editing IDE. It would be help full if the whole Dev team gets together and take a real good look at Guild Wars Suggestions. There are some things that aren't very hard to implement in to this game at all. There are also some suggestions that are a waste of server space(probably mine). Back to the SDK or UI editor. Once the developer makes something they find useful, that work can be reviewed by arena net and then may be implemented in to the game.24.92.180.7 05:33, 11 November 2008 (UTC)
New Soul Reaping Idea
I was wondering if this new Soul Reaping Idea could be brought up. It's under Talk: Soul Reaping but because no one looks at that, I thought I could bring it up here.
The idea was to keep the 3 times of gaining energy in Soul Reaping but to add one other thing. The energy gain should be increased to .x% of x soul reaping when a minion belonging to the caster who conjured that minion dies. This means, any Necromancer will still have to deal with only get the soul reaping energy 3 times maximum in a 15 second window. However, whenenver a minion dies, they receive x% of x soul reaping. They receive this energy benefit even AFTER the 3 times of soul reaping is passed. Now the x's represent the soul reaping power. For example, I have 9 soul reaping. My last soul reaping (which was from my minion, let's just say) benefit gave me 9 energy and 9% of 9 soul reaping (please remember 9% is 0.09). Now that was my third energy gain thingymabobber. Now if my hero's, or team mate's minion dies I still get no energy gain benefit. HOWEVER, if my own minion dies, I receive 9% of 9 soul reaping which is .81 which can be rounded to 1. Therefore, whenever MY OWN minion dies, after the soul reaping benefit thing, I get 1 energy for each minion that dies. Just a thought. Than 23:46, 11 November 2008 (UTC)
I originally posted this on the Soul Reaping Discussion page, and User: Gaile Gray's discussion page. Wolf suggested I repost it here. --The preceding unsigned comment was added by User:Than (talk).
- THINGS SIMILAR TO THIS HAVE BEEN SUGGESTED MANY TIMES. I BELIEVE MINIONS AND SPIRITS SHOULD NOT TRIGGER SOUL REAPING WHATSOEVER. WHY THEY ARE PERMITTED TO DO SO WHEN IT IS SO OBVIOUSLY OVERPOWERED IS BEYOND ME. --Jette 00:39, 12 November 2008 (UTC)
- Well, this idea would increase putting points in Soul Reaping and Death Magic. Thinking back into the magical land of Guild Wars, Necromancers brought back a minion from a living creature which had a soul (because we can't bring back the golem's in Oola's Lab because they don't have a soul, they have a power source which is apparently given to them by Gadd. Spirits no longer trigger Soul Reaping and I just explained why minions do. Plus, even after a minion (our minion only as I stated above) dies we get very little energy after we surpass the trigger limit within the 15 second range. So I already gave the example of a third trigger with a minion dieing. Let us say we have 16 soul reaping, and a minion dies after the third trigger. We would only receive 3 energy for each minion death. This wouldn't even make Taste of Death useful because Taste of Death uses 5 energy, so we would be losing energy unless the Soul Reaping buff was being triggered for the three creatures with souls. Please note, I am using a somewhat spiritual definition of a soul, not a psychological definition. Than 01:53, 12 November 2008 (UTC)
- Interesting idea, but the benefit is so small, it doesn't really matter one way or the other, since any minion spell costs at least 10 energy, and to get any benefit from minions, you need to cast them fairly often. Basically, it doesn't deserve the time required for implementation. Minion mastery will never be the same since the days of limitless minions and Soul Reaping bonuses... Those were the days... 71.34.159.173 21:23, 12 November 2008 (UTC)
- Well I dont see why soul reaping needs a boost frankly I think its the most powerfull energy management in PvE and pretty good in PvP if you learn how to use it. If anything Spawning power should be buffed a bit but soul reaping is loads strong you just have to learn to use it to its maximum potential. Black Lurker 01:32, 14 November 2008 (UTC)
- Well it's barely a boost. Plus, it encourages high Soul Reaping or at least a decent amount in it. In PvP, I have yet to see Necromancers anymore in GvG's, or HA's. I'm not saying we should get limitless minions and energy. I'm just saying we should get some energy, and it's not even a whole lot. If it's below a certain amount of Soul Reaping, the Necromancer will get no energy (I didn't bother to do the math this time). Than 05:02, 14 November 2008 (UTC)
Gamer Title
Lucky/Unlucky titles used to be only attainable during holiday events, until the introduction of Lockpicks, which made those titles actually realistically attainable to more than 0.0001% (read: really small made-up number) of the GW community. What about Gamer? I haven't seen anyone in game with more than rank 3, and I've seen screenshots of a rank 7 and 8, and they were treated with more awe than the dragon /rank. Come on! One point per Polymok win? (or 10 points for beating all masters in a row, to prevent easiest master farming) Or a year-round game of some kind? Give us SOMETHING! ANYTHING!!! The vast majority of GW players actually has family and friends to spend holidays with, and can dedicate only a few hours of play during those "joyous" times. Good to get some treats and a hat. The Gamer title is by far the most exclusive, since there are only a handful of days in the entire year that it's even possible to attain those points. Are you really asking your player community to give up family and friends to show how 1337 Skillz they are? Plus, most holiday events coincide with real "family" holidays in the US and the Western World, but not so much in the East, so Asians et. al. can spend regular days farming the points, while Westerners are forced to compromise between the game and the real life. Keep in mind, many MMO players, RPG players, and gamers in general, are completionist to a lesser or greater degree, so don't go saying that "Oh well, I guess that's one of the titles you weren't meant to have EVER." NO FAIR! 71.34.159.173 22:54, 12 November 2008 (UTC) ^^That was me, by the way. Rose Of Kali 22:59, 12 November 2008 (UTC)
- They could make copies of the festival games, something like:
- Dwayna vs Grenth -> Dwarven Mud Fight.
- Dragon Arena -> Norn Dodgerock (Dodgeball with huge boulders, XD)
- Custome Brawl -> Asuran Automaton Arena/Fixed deck arena (Decks would change every time the game is activated)
- Rollebeetle races -> Charr Devourer Races
- The arenas would be exactly the same, just changing the themes of the areas (pines instead of palm trees, for example) and the icons and names of some of the skills.
- Once the copies are made, you activate a different one every week, and people that want to get it has to use up "Game Tickets". Tickets could be acquired by paying with:
- Gold
- Tournament Reward points
- Balthazar Faction.
- Skill points (for PvP characters only)
- Once you have a ticket, you go to the Game Arenas outpost (a copy of the Custome Brawl outpost would be used) and hit the "Enter" button like in the other arenas. If you have tickets, you can join. If you don't have, you get a red message.
- Points given in the all-year-round Game Arenas would be 1/3 of the points given during events.
- During festivals, the Game Arena is closed, and the festival Arena is open and free to join, like it already does.
- That way we'll keep the Festival arenas special, unique and better, while having a source for gamer points all year round, another sink for gold and other points and also an use for PvP skill points. MithTalk 00:02, 13 November 2008 (UTC)
- Couldn't have made up a better version myself, the only problem is that this requires too much work for Anet, as they've been quite lazy with new ideas for GW1 recently. Even a simplified version of your idea would make me jump for joy... Like I said, ANYTHING!!! Rose Of Kali 00:39, 13 November 2008 (UTC)
- Oh, I think I noticed that only well-discussed suggestions actually get attention... Come one people! Discuss! Wouldn't it be nice to have SOMETHING year round to get Gamer points without your parents yelling at you to go entertain your grandma because it's Christmas and she may not be around next year? Sure, it would net much fewer Gamer points per time invested than a true holiday event in order to not disvalue the people who already reached ranks 5+ (crazy people, I tell you...), but at least make it POSSIBLE to get for players outside of Korea! *sigh* Rose Of Kali 06:10, 13 November 2008 (UTC)
- Couldn't have made up a better version myself, the only problem is that this requires too much work for Anet, as they've been quite lazy with new ideas for GW1 recently. Even a simplified version of your idea would make me jump for joy... Like I said, ANYTHING!!! Rose Of Kali 00:39, 13 November 2008 (UTC)
- AGREE, it would be a nice touch to have.. MystiLefemEle 10:08, 16 November 2008 (UTC)
Drunkard Points
It is already painful enough to sit there and watch your Drunk title meter tick to drink another ale if you don't have millions of gold to spend on alchohol, and want to make the best of what you have. It would be infinetly more helpful if there was a "Drunk" effect, similar to a sugar rush, that would show up while you are in the higher states of Drunkenness (ones that actually count for the title). This way it would be much easier to actually go out and play the game, and make use of those PvE titles that give bonuses while drunk, while not feeling like "OMG! I think I just wasted a whole 30 seconds because I didn't drink another one in time!" The game already knows what state you're in, since it affects blur, emotes, and random quotes. Just add an effect box for that state, and all of us who actually earn our gold honestly instead of botting or RMT are going to be very grateful. Rose Of Kali 23:08, 12 November 2008 (UTC)
- It was done with the Rum effect, so it can be done. I say give each liquor their respective effect, and show the last one the character drinks, while keeping the levels and times of the all drinks. MithTalk 23:43, 12 November 2008 (UTC)
- Nah, again too much work. One would be a blessing. "Intoxication: You are drunk." There... And did the rum effect last for all 5 minutes, or only the first 3 that actually count? Because if it's active below level 3 Drunkenness, then it's useless for title seekers. BIG difference there. Rose Of Kali 00:43, 13 November 2008 (UTC)
- If I can remember correctly, the effect icon was only show at levels 3..5, that is, under the effects of inebriation. There are not so many alcoholic beverages. And some can share icons, like all beers and all wines. Like with stances, if you drink another type of alcoholic beverage, the icon would be replaced. If that's too much, a simple icon with a green 'generic' border for all could be used, it could look like a Hunter's Ale or like a human liver. MithTalk 14:15, 13 November 2008 (UTC)
- Nah, again too much work. One would be a blessing. "Intoxication: You are drunk." There... And did the rum effect last for all 5 minutes, or only the first 3 that actually count? Because if it's active below level 3 Drunkenness, then it's useless for title seekers. BIG difference there. Rose Of Kali 00:43, 13 November 2008 (UTC)
- I think this was mentioned way earlier on this page? (too lazy to check) But I too agree, there needs to be some way to make it easier for those of us pursuing this title to monitior, so we dont loose time/points. ^_^ MystiLefemEle 13:08, 14 November 2008 (UTC)
Flett's Page of Rantings
- → moved from User talk:Linsey Murdock
I've found several things that bother me in this game, so I figured I'd put them all together if only for my own convenience; if you want me to split this up just let me know. Now, don't get me wrong, I love this game, which is exactly why I want to do my little bit to make it better. So, here goes:
Hall of Monuments
- Ok, you guys added Tormented Weapons in, good job. Still plenty of work though.
- 1) The title monument can easily have upwards of 50 entries in it, since Legendary Guardian is not mutually exclusive with all of its components (which it should be, anyway). So, instead of having the "rearrange display" button and hoping that it eventually cycles to the 5 you want to show, how about it gives you a list of all the titles you have and you check off the ones that you want to be displayed? And this applies to every monument.
- 2) If you need to have upgraded a hero's armor to place that hero in your HoM, why does it show that hero in their starting armor? Seems a little counterintuitive to me.
- 3) Please, fix the dye issues with the armor monument. Make the monument remember the color of your armor when you had placed it there, instead of switching them all to whatever color you're currently wearing.
- 4) More original displays for the title monument. Vanquisher, Cartographer, Guardian, and Skill Hunter all have the same exact display, which is a boring map of whatever corresponding continent (or all 3). Leave cartographer that way, but change the rest, please. It's painful to get a better monument just for beating prophecies than for Vanquishing it or doing it all in Hard Mode.
- 5) This one's a stretch, but the weapon monument could be better, by allowing people to add:
- a) The rare stuff found in Slavers' Exile (Voltaic, Pyroclastic, Amethyst, Embersteel, etc)
- b) Some of the rare/more expensive dungeon-exclusive drops (Silverwing, Clockwork Scythe, Emerald Blade, etc)
- c) Previously or currently rare (and still somewhat expensive) stuff such as Colossal Scimitars, Elemental Blades, Eternal Blades, and so on. This is the most iffy part so far, maybe only let q10 and below?
- d) Anything that's gold, max damage, and req 7/8. Many people like their perfect q7 Long Sword much better than the fancy new skins, and I can respect that. Inscribability (wow, that's a word) shouldn't matter, because q8 inscribables are very rare too (I've heard they exist, I have yet to see one). Upon further reflection, I decided damage mods shouldn't matter either, because even a 13%/ench uninscribable Crystalline Sword is held in high regard, as is a 14^50 q7 Oni Blade or something.
Heroes
- 1) Make hero armor dyeable! It's great how you can upgrade it, but many people love customization, so why not let them be happy?
- 2) Make heroes account-wide. Make each character still have to unlock them, and keep hero levels tied to characters, but allow their runes and equipment to be account-wide. Is ANet trying to punish us for having more than one character?
- 3) Make heroes and henchies no longer heal minions. Honestly, this is really annoying and a massive waste of energy; I can't think of any situation where I would actually WANT a hero to do this.
- 4) Allow players to lock a hero's target to an ally, not just an enemy. When this is done, offensive skills will be used as normal, but any targeted defensive skills will only be used on the locked target (so, you can keep your Dunkoro firmly set on keeping that quest NPC alive).
- 5) Allow non-party-wide consumables to be used on heroes; this is mainly for DP removal items such as Pumpkin Cookies or Candy Canes. This could be done, for example, by having you use said consumable while having the hero's screen opened up in your inventory.
Permanent Fun
- I see no reason why certain things have to be directly tied to events. The following should, IMO, be permanent installations:
- 1) Shing Jea Boardwalk - yes, this one might confuse new players, but the games are fun, and this allows people to get the Un/Lucky titles without having to completely waste every Canthan event weekend without partaking in the other fun activities. Besides, money is still a restriction for those.
- 2) Costume Brawl (rename it if you really want to, like "Masquerade Brawl" so it's not so tied to Halloween). This is my favorite event addition, and I'm sure many will agree. Once a year is simply not enough for me.
Miscellaneous
- 1) Instead of having to go through the "Load Template" button to be able to send templates to people, why not allow access to Template Codes via the "Manage Templates" button? Firstly, it seems like a more logical place for it, and second, it allows you to send builds to people while you're not in an outpost.
- 2) Allow people to change their hair in-game. Obviously, changing face/skin color doesn't make sense, but hair seems perfectly logical to me. Just add an NPC that does it for a fee.
- 3) Add a hex-lengthening mod for specifically wands, that makes them last 20% longer.
- 4) In-game auction house. Enough said.
- 5) Add an end chest to Sorrow's Furnace to provide an incentive for doing it; very few people do SF anymore.
- 6) Similar to how you can quickly find guild/alliance members in an outpost by their gold tag, do something to the name of people on your friends list so you can find them with relative ease. Yes, I know I can just type their name into the party screen, but you could make that same argument for guild/alliance; it's simply something that would be nice to have while looking around town. Besides, I've run into random people in the most unexpected places.
More to come soon, I know I've had other qualms and I'll put em up here as I come across them again and thus remember them.Flettir 05:45, 12 November 2008 (UTC)
- First off For what ever reason its hard to add weapons to the hom secondly they are only planing on adding full sets to the hom. third the event stuff is only suppose to happen when events happen. they have said many times that they wont change that. but on that note i do think the game needs a Sealed deck arena like costume brawl. (and i think izzy is trying to add one) i would actually like it better the Hero battles which are lame and boring. as for hero armor its hard for them to decide what can be dyed and what cant. i for one don't think its that hard but apparently it is. 75.165.119.176 03:36, 12 November 2008 (UTC)
- Please no heroes account wide. I have more than one character, and I'd rather outfit all my heroes and have them do different things for each character profession than only outfitting them once and constantly having to change them as I now play ranger and then ele... I'd love if heroes would lock on party members, as you said, it would make working with those nasty death-wishing "keep me alive" NPC's a bit easier... --Lady Rhonwyn 08:10, 12 November 2008 (UTC)
- my guess is you have never read this page before she has addressed 90% of what you have "ranted" about. a better system for heroes would be to just allow them to have pvp equipment so you could just save stuff. YEA NO "to a hex-lengthening mod for specifically wands, that makes them last 20% longer." because hex way needs to be better NO. read her page more please.75.165.119.176 09:06, 12 November 2008 (UTC)
- My thoughts on your points:
- HoM: 1) yes! - 2) true, but too late now - 3) I like it the way it is. - 4) true - 5) don't care. Heroes: 1) Not interested - 2) NO! I like to set them up individually. Great for green storage too. - 3) only true for monk heores - 4) You have a point there. - 5) Wouldn't that make the game too easy? Fun: 1) well, not permanent but perhaps more Boardwalk Weekends. - 2) not interested. Misc.: 1) Would be good to be able to send templates when outside. - 2) hairdressers, why not - 3) no thanks - 4) not gonna happen, but yes, good idea. - 5) Good idea.
- Additions: more storage! please! See the Storage Tabs topic (34) above. Sjeng 10:44, 12 November 2008 (UTC)
- my guess is you have never read this page before she has addressed 90% of what you have "ranted" about. a better system for heroes would be to just allow them to have pvp equipment so you could just save stuff. YEA NO "to a hex-lengthening mod for specifically wands, that makes them last 20% longer." because hex way needs to be better NO. read her page more please.75.165.119.176 09:06, 12 November 2008 (UTC)
- Please no heroes account wide. I have more than one character, and I'd rather outfit all my heroes and have them do different things for each character profession than only outfitting them once and constantly having to change them as I now play ranger and then ele... I'd love if heroes would lock on party members, as you said, it would make working with those nasty death-wishing "keep me alive" NPC's a bit easier... --Lady Rhonwyn 08:10, 12 November 2008 (UTC)
(Reset indent) All those ideas have been suggested before at the Arena Net suggestions page. Some topics have been extensively discussed already, such as the hairdresser concern. Erasculio 11:11, 12 November 2008 (UTC)
- I'd personally be happy with just more storage. I do agree with some of your points although some MAY NOT (guess) be able to be done under the current game engine such as the auction house (again, would need someone from Anet to clarify so until then its just a guess).
- In any case, I love the way you set this up >_> so neat and tidy to me XD --Stu 14:07, 12 November 2008 (UTC)
- I'm too lazy to yell at you for making requests, so I made a page, and commented on everything. Page is here, and may not be done yet. Drago 17:02, 12 November 2008 (UTC)
- I took the liberty to re-do this section's indents, as I found it pretty hard to follow. — Why 18:05, 12 November 2008 (UTC)
- Most of those ideas fall into the "I'd rather ANet spends time working on GW2 than adding this feature". I'll only mention those that don't fit in that category here: (1) Heroes account-wide would make it harder to customize heroes to fit your profession. (2) I actually want my heroes to heal minions, otherwise minions die too easily. (3) Heroes locking on ally is a good idea. (4) Maybe not permanent festivities, but more often would be nice. They could combo them to fit more fun stuff during weekends. (5) Templates idea was good. -- Alaris 18:20, 12 November 2008 (UTC)
- A lot of the things I like, but some I greatly disagree with. Such as HoM #5, Hero #2 and Hero #3. The others, are either good and should implement, others are would like but not needed (such as the hex mod, the permanent fun section, and the dying hero armors). Here's something to add: Combined Tyrian (world) map - includes Tyria (continent), Elona, the space East of Tyria/North of Elona, Battle Isles, Cantha, and the space between Cantha and Elona/Tyria. This would solve things such as the real placement of Cantha in relation to Tyria/Elona, and what is East of Ascalon. But like many things originally stated - not needed, just wanted. Azazazel The Assassin 22:08, 12 November 2008 (UTC)
- The problem is, there is only 1 (or maybe 2) programmer(s) working on GW 1 at the moment. As Anet has said before, any changes to the HoM - including the ones they have already made and are making - are very hard to code because they not only have to update the GW code, but also the GW2 code that is synchronizing the GW2 HoM to the GW HoM - it might still be in progress, but I'd bet that that code is pretty much done. As far as heroes go, I doubt we'd see any change, as heroes havent really changed since the introduction of nightfall. They do a pretty good job, and the main improvements would be cosmetic. I think festival events should stay on special weekends, thats what makes them so fun, but thats just imho. As far as Misc goes, I'd agree to the template one, but apart from that, those are all pretty big chages you are suggesting, and I doubt Anet has the manpower to seriously consider them. Ashes Of Doom 00:46, 13 November 2008 (UTC)
- A lot of the things I like, but some I greatly disagree with. Such as HoM #5, Hero #2 and Hero #3. The others, are either good and should implement, others are would like but not needed (such as the hex mod, the permanent fun section, and the dying hero armors). Here's something to add: Combined Tyrian (world) map - includes Tyria (continent), Elona, the space East of Tyria/North of Elona, Battle Isles, Cantha, and the space between Cantha and Elona/Tyria. This would solve things such as the real placement of Cantha in relation to Tyria/Elona, and what is East of Ascalon. But like many things originally stated - not needed, just wanted. Azazazel The Assassin 22:08, 12 November 2008 (UTC)
- Most of those ideas fall into the "I'd rather ANet spends time working on GW2 than adding this feature". I'll only mention those that don't fit in that category here: (1) Heroes account-wide would make it harder to customize heroes to fit your profession. (2) I actually want my heroes to heal minions, otherwise minions die too easily. (3) Heroes locking on ally is a good idea. (4) Maybe not permanent festivities, but more often would be nice. They could combo them to fit more fun stuff during weekends. (5) Templates idea was good. -- Alaris 18:20, 12 November 2008 (UTC)
- I took the liberty to re-do this section's indents, as I found it pretty hard to follow. — Why 18:05, 12 November 2008 (UTC)
- I'm too lazy to yell at you for making requests, so I made a page, and commented on everything. Page is here, and may not be done yet. Drago 17:02, 12 November 2008 (UTC)
- those are some pie in the sky requests, and alot of them have been already officially rejected. --92.235.60.31 01:12, 13 November 2008 (UTC)
- Well, nice to see that at least I'm not being completely ignored. Anyways, for all of you saying "oh, it's too hard to program"...that's really not my concern. I'm here to give ideas, it's not like I'm forcing ANet to act on them. If it's not viable, that's that, but that doesn't mean I can't even suggest it. As for telling me that 90% of the stuff has already been suggested; ok, great minds think alike. I looked through the rest of this page to make sure I didn't completely repeat previous concerns, but don't expect me to have kept up with every complaint ever registered...As far as telling me that this stuff is "nice, but not necessary"...if this much was necessary, I wouldn't be playing this game. As it stands, it is an excellent game with room for improvement, and that's exactly what I'm providing: ideas for improvement. Once a game has a solid core, what it needs to focus on is the little details. Furthermore, you don't all have to agree with everything I've said...I haven't completely thought out the consequences of everything stated, I'm just throwing ideas out, and most of them could be fine-tuned. Oh, and if you simply say "don't care about this one," you just wasted about 25 characters and a second and a half of everyone's life. If it doesn't matter to you, just don't mention it, it might matter to someone else.
- Now, more specifically...account-wide heroes - this could be optional, you could have a set of account-wide heroes and a set of per-character heroes. Besides, if you need specific heroes for something...two pointers: 1) TEMPLATES, 2) You've got like 3 of every profession, I'm sure you can spread out the different things you need. Anyways, I'm resigned to the fact that this is never going to be implemented.
- And now on to Drago. Congratulations, you've portrayed yourself almost too perfectly as a prick with no regard for the opinions of others. Here's a quote from your page:
- "3) Make heroes and henchies no longer heal minions. Honestly, this is really annoying and a massive waste of energy; I can't think of any situation where I would actually WANT a hero to do this. Stop using minions. Problem solved. "
- Wow, brilliant! That's the most amazing solution I've ever heard. But wait! What if I like using minions? I'm sorry I'm so unconventional that I like using MM's, I'm sure no one else in the game does weird stuff like that. Just because you don't PvE or only run cryway gimmicks, doesn't mean the rest of us should simply "stop using minions". Instead of telling us to cry more, ANet should be actively improving small details to help make the game better, which for the most part they've been doing. So this is hardly a selfish, unwarranted request.
- "1) Shing Jea Boardwalk - yes, this one might confuse new players, but the games are fun, and this allows people to get the Un/Lucky titles without having to completely waste every Canthan event weekend without partaking in the other fun activities. Besides, money is still a restriction for those. Yes, make events totally and utterly pointless. Good idea.
- 2) Costume Brawl (rename it if you really want to, like "Masquerade Brawl" so it's not so tied to Halloween). This is my favorite event addition, and I'm sure many will agree. Once a year is simply not enough for me. If you want to dress up and fight all the time, go drag and wander to the bar. I guarantee you'll have a 'masquerade brawl'."
- If events are defined by the existence of the boardwalk, then those are hardly events worthy of notice. There are two types of people: those that enjoy events for the fun or whatever else, and these people will agree that the boardwalk has no relevance to any events, and that having a permanent boardwalk allows them to enjoy the event without wasting it on the rings. The second type of people are those that enjoy the events ONLY for the boardwalk, spending the whole thing on the rings, and I can't see them complaining about this. As for the Costume Brawl...good job retard. Instead of constructively criticizing my ideas as any respectable person hoping for change for the better would have done, you decided to demonstrate your own stupidity by trying to call me gay. Well you're pretty manly yourself, hiding behind a computer screen and spewing words trying to insult a person probably half a continent away. Anyone that agrees with you that Costume Brawl is gay, just don't play it. But for those of us that enjoy it, would it really somehow make the game worse for you if it existed?
- Your only semblance at intelligence or constructiveness was your comment about Sorrow's Furnace. I can see where you're coming from with this, but: first of all, I've talked to some people, and they all agree that Sorrow's Furnace was fun, but there's simply no incentive to do it other than that, and they would enjoy an added bonus. Second of all...SF is the original dungeon, the first one implemented in the game, and thus it certainly has some amount of sentimental value to older players. I'm sure no one would mind the rebirth of the first dungeon in Guild Wars, especially since it's so much larger and more interesting than most, if not all, of the dungeons in EotN. Flettir 02:01, 13 November 2008 (UTC)
Elite missions and Gods Realm thoughts
I'd like to share some thoughts I have about those missions with other players.
The first thing is about the starting outposts of the Gods' Realms. Would it be possible to add an outpost where everybody can go quickly in order to met and start those mission? I have, as a lot of people, one char of each profession on the game but a few of them have access to Temple of Ages AND Zin Ku Corridor AND Chantry of Secrets!! It is then difficult to find the place to start from with my guildmates in order to have everybody the char he wants to bring in FOW or UW. Would it be possible to have an outpost on Battle Islands (which everyone can acess) only accessible by PvE chars? There could also be a statue of Kormir in order to access Domain of Anguish ^^.
My second idea is kind of arguable but still... Why aren't Urgoz Warren and The Deep the realms of Melandru and Lyssa respectively? Maybe it is not a good idea to make them core elite mission but it would be a great justification to the fact that only male Gods have their dedicated realm (ok not true : Kormir has one ;) ). Maybe those realms could be accessed by owner of Factions only but in term of game lore I think it wouldn't be that difficult to explain it (and it's a good and cheap way to close one of the hottest request of many players ^^).Cornflakeboy 13:53, 13 November 2008 (UTC)
Custimized Mini Pets
You should be able to input your own custom minipet ideas and get a one-of-a-kind you for yourself. You would have to find parts to your minipet and add them on your minipet thats specifically custimized for you. like, on random drops, like, wings would be extra rare, and etc. --The preceding unsigned comment was added by User:Icoria (talk).
You sir are an idiot... oh and sign your comments. Zero4549 05:16, 15 November 2008 (UTC)
- Read Guild Wars Wiki:No personal attacks. -- Gordon Ecker (talk) 06:13, 15 November 2008 (UTC)
Book Storage.
With the new books im running low on space, with all the armors and other items i cannot find space for it all. Maybe give us a special storage tab for books. (Ixillius 01:06, 14 November 2008 (UTC))
- You don't need to carry the books with you. You can first complete the missions, then get the book and purchase the pages for the book for 10g each if you have completed the missions. Saves you a lot of inventory space and baically costs nothing. -- (gem / talk) 01:22, 14 November 2008 (UTC)
- Have they made it so u can purchase pages with these new books? Even though, some of us like to carry books(except me, I have my BF carry mine) and the addition of a special bag/pouch to just carry the books would be a worthwile use, not to mention a good gold sink to boot. ^_^ MystiLefemEle 13:17, 14 November 2008 (UTC)
- Well im expecting that the page buying ends sometime, like it did on EN. And as for storage space im also very limited. i have Norn/Asura/Monument/primevil/Ancient and a deldrimor set with blindfold and Dgloves in my storage, which takes up 5 rows(i wear one, which one depends on what i wanne wear XD). i keep one empty tab for my unid golds to sell, one for items like the moa chick items/Dungeon maps/Id kits/Salvage kits. One for the one armor set that cudnt fit in the armor tab, and tomes from vanquishing that i havent been able to sell yet (i also put greens and runes in that).
- Have they made it so u can purchase pages with these new books? Even though, some of us like to carry books(except me, I have my BF carry mine) and the addition of a special bag/pouch to just carry the books would be a worthwile use, not to mention a good gold sink to boot. ^_^ MystiLefemEle 13:17, 14 November 2008 (UTC)
Whats the point in keeping that all? Well im not gonne trow away maybe 30k worth of garbage i dont want just because i cant sell em :/ And the armors i paid 300k + dyes and runes for so no ty. Just have us pay 50k for another storage or sumn, rather that than trow away my stuff.(Ixillius)
- Now that Zho will give her book again, we don't need to store any book... unless the Campaign books don't work like the Expansion books. For now, when I tried to get the books completed for the missions I had already made, I got nothing. I'll try to make another mission without a book and take the reard later by paying some gold. If I can't they should fix that. MithTalk 18:43, 14 November 2008 (UTC)
Allegiance Emote
Im thinking that Luxon/Kurzick allegiance rank should have an emote like /Luxon or /Kurzick similar to Hero Rank. Depending on the players Rank, and allegiance, a different Emote should be displayed. For Example:
Faction allegiance title track
Tier Rank names Emote 1 Kurzick/Luxon Supporter (1) None 2 Friend of the Kurzicks/Luxons (2) None 3 Companion of the Kurzicks/Luxons (3) Crab / Fungal Wallow 4 Ally of the Kurzicks/Luxons (4) Crab / Fungal Wallow 5 Sentinel of the Kurzicks/Luxons (5) Crab / Fungal Wallow 6 Steward of the Kurzicks/Luxons (6) Siege Turtle / Juggernaut 7 Defender of the Kurzicks/Luxons (7) Siege Turtle / Juggernaut 8 Warden of the Kurzicks/Luxons (8) Siege Turtle / Juggernaut 9 Bastion of the Kurzicks/Luxons (9) Countess Danika / Elder Rhea 10 Champion of the Kurzicks/Luxons (10) Countess Danika / Elder Rhea 11 Hero of the Kurzicks/Luxons (11) Countess Danika / Elder Rhea 12 Savior of the Kurzicks/Luxons (12) Archemorus / St Viktor
A Rank 4 Luxon will be able to only display a Crab but a Rank 4 Kurzick can display a Fungal Wallow. Discuss 03:19, 14 November 2008 (UTC)Death By Snuu Snuu
I'm shure giving pve scrub emotes is more important then champ title and glad title.I'm also convinced that titles are not the reason why so many people ONLY RUN GIMMICKS and prefer to only have some fun when they saw they won instead of every single golden moment you have running balanced.Emotes and titles didnt fuck up anything thats right! Lilondra *gale* 19:36, 17 November 2008 (UTC)
Sounds good, not sure about ranks 9-11 tho, I'm sure people would rather have a mighty siege turtle than a wrinkly old hag as an emote -84.65.10.11 19:44, 17 November 2008 (UTC)
You are on the right track. At least they should give emotes to AB players, minor reward but it will show their effort somehow.--ShadowFog 18:53, 18 November 2008 (UTC)
Maybe give people this title only through "Alliance Alliance Battles" or "Faction battles". My idea here: http://wiki.guildwars.com/wiki/Talk:Alliance_battle#AB_Title_Idea DeathBySnuuSnuu 21:37, 19 November 2008 (UTC)DeathBySnuuSnuu
Farming
I wish that the gold dropped in higher levels where more. It is expensive to keep up with 10 hero's with what you get from game play. I do not have time to farm for hours on end. Just not right that just because I cannot spend my life farming that I cannot afford cool stuff.
- Well, the entire idea of cool stuff is that people that spend more time on the game, or are richer or whatever, get to show off. If everyone could just get whatever they wanted, no one would want it anymore. There's no prestige that way, and thus no incentive to work at all.Flettir 22:07, 14 November 2008 (UTC)
Finding Your Guild
Can you make it so we can see where our guild members are without having to type them. It is annoying to be in the middle of a battle & people are texting to find out where your at. You already have logged in & time looged out. Expand It. Thx
Skill web Inter face
I am a new Player, being a new player i read up on what is going on in game. one of the frustrating this is going to a site and seeing that a description is wrong. if you don't have one at this moment how about adding a web interface that some one could use that would beable to get the skill name cost and what not from an API. that way you can update and have only one place you need to reference it to.-sonar0m
- Not needed. At least 97% of skill descriptions are accurate as far as I know. Tis suggestion would only cost Anet money that they can't afford.
Daily Quests
I don't know about most people on Guild Wars, but I'm pretty bad at farming, and I'm not one to buy gold online, therefore, for those who feel the same, I think it would be a great idea if the developers treated the community to some profit-based daily quests.
It would be nice to have a small series of daily repeatable quests that reward you with a nice flow of cash. Maybe we could have about 5 small quests that give a reward of 5000 gold each per day.
I think this would also ease the issue of having to deal with players who buy gold online, and risk having their accounts stolen or/and banned. --The preceding unsigned comment was added by User:Mei (talk).
- It would also increase inflation and give professional gold farmers a new source of cash, it would be particularly problematic if the once per day limit was per character rather than per account. -- Gordon Ecker (talk) 06:13, 15 November 2008 (UTC)
Change the Loot System
Guild Wars is mostly a team based game, so it wasn't surprising that Arena Net implemented loot scalling, making solo farmers not have as much as an advantage over players in a full party as they did in the past. But the implementation of loot scalling was somewhat lacking, both in execution and in information given to the community, so we have seen a considerable number of rumors and misconceptions about how LS works. It was also a punitive measure instead of being a reward - it reduced the drops of people, while it could have increased them in order to reach more or less the same effect.
I would like to propose a new loot system. With X being the number of drops a player gets today in a 8 people party, and Y being the sum of all drops for everyone in a 8 people party (so today Y = 8X, on average), I propose changing the system so...
- A solo farmer (someone playing by himself, without any hero or henchmen or human player) would get X drops. This would apply to all kinds of items. The sum of all drops would be 1/8Y when compared with what happens today in a full party.
- A player in half a party (someone playing with three heroes/henchmen/people) would get 2X drops, applying to all kinds of items. The sum of all drops would be Y when compared with what happens today in a full party.
- A player in a full party (someone playing with seven between any combination of heroes/henchmen/people) would get 4X drops, applying to all kinds of items. The sum of all drops would be 4Y when compared with what happens today.
The advantages to this system are:
- We reward group play. This is important not only because Guild Wars is a team based game, but mostly because playing in a full party is what most players do, especially when just playing the game normally. We would then reduce the gap between people who grind and people who farm, hopefully increasing player access to stuff.
- We also reduce the gap between boters and real players. Before loot scalling, a bot was earning per hour played 8 times more than a common player; with this change, the bot will be limited to earning at most the same amount of drops a common player gets.
- Instead of being a purely negative change (only reducing the number of drops earned, like in the original loot scalling update), we increase the number of drops for a significant number of players.
- We know exactly how the system is expected to work. No more rumors and misconceptions claiming that one player gets 1/16 drops of a full party when solo farming while another gets 32 times the drops of a full party while doing the same thing.
IMO, this would work better than the current system. Erasculio 23:05, 15 November 2008 (UTC)
- Seems fine, but then again, exclude some items from the scaling, like tomes and such stuff. — DarKNeSS (Contribs) 10:32, 16 November 2008 (UTC)
- well if you did that all the person who farms could do is set a max number in party, and then place them some where safe. this could circumvent the whole point. instead i would just say Humans only would apply to the scale. encouraging human to human contact.
Leadership, The Paragon Primary
How about this? Leadership: For every two ranks in leadership, the effects of a shout effect one additional member of the party or the effects of a single shout are doubled up, if all party members are already effected by a shout, then double on a party member already with the shout (max: twice or three times the effectiveness per player). Then follow the normal critical strikes energy management after, maxing out at three energy maximum for every shout used) Like in normal leadership, the max capability is still at 8 members; however, in 4v4 there is no loss in effectiveness, as the shouts return and double on the original user. This gives the para the ability to solo (maybe--especially if shouts can triple on a person), and do all that it would normally be able to do in pve. 'course A-net would never go for this without major nerfing... but, as the para would have little energy management w/ this... I am NOT complaining about leadership now... but I thought this would be interesting...Zeph 03:54, 16 November 2008 (UTC)
Is this a replacement of the energy gain, or in addition to it? 'cause para's need their energy... -84.65.10.11 19:49, 17 November 2008 (UTC)
- Sounds complicated. I personally would just have the energy gain scale with max party size. So you get 2x the energy with 4 party size, 1.33x more energy with 6 party size, and 0.66x the energy (this a diminution) with 12 party size. -- Alaris 20:27, 17 November 2008 (UTC)
Balance update? -.-
Title update is okay and all, but when will we finally see some changes to these skills?
- Shield Bash (!) (AB)
- Disciplined Stance (AB)
- Word of Healing (!) (OP)
- Dark Escape (AB)
- Visions of Regret (!) (OP)
- Rending Touch (AB)
- Shove (UP)
- Quivering Blade (UP)
- Signet of Toxic Shock (OP)
- Augury of Death (OP)
- Hundred Blades (UP)
- Quick Shot (UP)
- Crippling Anguish (UP)
- Victory is Mine! (UP)
- Skull Crack (UP)
- Poison Arrow (UP)
- Amity (!) (UP)
- Keystone Signet (UP)
- Signet of Midnight (AB, unlinked)
- Whirling Axe (UP)
- Primal Rage (!)
- Auspicious Parry (UP)
- Archer's Signet (UP)
- Boon Signet (UP)
- Ray of Judgment (!) (UP)
- Word of Censure (UP)
- Order of Apostasy (UP)
- Recurring Insecurity (!) (UP)
- Shared Burden (UP)
- Shatter Storm (UP)
- Seeping Wound (!) (UP)
- Shroud of Silence (!) (UP)
- Clamor of Souls (UP)
- Magehunter Strike (UP)
- Soldier's Stance (UP)
- Rampage as One (OP)
- Scribe's Insight (UP)
- Stone Sheath (UP)
- Fox's Promise (UP)
- Wastrel's Collapse (!) (UP)
- Ebon Dust Aura (OP)
- Wounding Strike (!) (OP)
- Onslaught (UP)
- Distracting Shot (link disable time to Expertise Rank, 4+rank)
- Fixing Paragon Leadership and restoring Warrior shouts
- Buffing Spawning Power so N/Rt isn't better
- Buffing Smiting Prayers by adding conditions and other non-armor-ignoring stuff
- Fixing Dagger Chains
The ones with an exclamation mark are either so over-/underpowered or abused that they need the most attention, obviously.
- AB = abused - OP = overpowered - UP = underpowered
- Hmm... Add Mind Burn, Double Dragon, Lightning Hammer, Chain Lightning, and Thrill of Victory to the list.
- Lightning Hammer and Mind Burn are pretty fine IMO, but the others could use some help, and Thrill of Victory needs help badly, lol.
Make synchronizing (syncing) a bannable offense
The issue of synchronizing in Random Arenas is getting out of hand. Just yesterday we encountered a perfectly synced lamer-holystrike-spike team 4x same guild, in RA, which, needless to say, won. Syncing is cheating. Syncing is gaining an unfair advantage with the use of an organized team in a RANDOM arena, the place for teams is called TEAM Arena. Syncing is gaining fast and easy faction on the cost of other players' fun and time. Therefore, syncing is the very same principle as scamming and thus should be a reportable and bannable offense.
- This has been in the game since the beginning. They're aware of the problem and don't think it's an issue. Deal with it. -Auron 15:01, 17 November 2008 (UTC)
- Just like they didn't think HFFF was an issue, until they dealt with it. I think banning is too harsh, but I would add a random delay timer for entry so that synching is a lot more difficult to achieve. For example, if they press the button at the same time, they would randomly get 0-10secs delay, so they would not be synchronized. -- Alaris 15:06, 17 November 2008 (UTC)
- Or just prevent more than 2 people of the same guild ever getting together alltogether. And no @Auron, I won't "deal with it" until this matter is resolved! Tired of wasting my 9-Streak on some poor sh!theads who deem such methods necessary to gain advantage at the cost of other players!!
- QQ m0ar or learn to not be bad at the game.
- Anonymous dumb flaming synching troll is dumb. --62.158.86.11 18:46, 17 November 2008 (UTC)
- QQ m0ar or learn to not be bad at the game.
- Or just prevent more than 2 people of the same guild ever getting together alltogether. And no @Auron, I won't "deal with it" until this matter is resolved! Tired of wasting my 9-Streak on some poor sh!theads who deem such methods necessary to gain advantage at the cost of other players!!
- Just like they didn't think HFFF was an issue, until they dealt with it. I think banning is too harsh, but I would add a random delay timer for entry so that synching is a lot more difficult to achieve. For example, if they press the button at the same time, they would randomly get 0-10secs delay, so they would not be synchronized. -- Alaris 15:06, 17 November 2008 (UTC)
Identify button
Add a button to the merchant to identify all items in your inventory. Say at 4g per item the cost of an identification kit. --The preceding unsigned comment was added by User:69.19.14.31 (talk).
Skill Trainer in PVP arenas
Once my PvE char is level 20 and I have a good skill set, I do PvP with that character. But it's somewhat annoying because if I want a new skill, I have to leave the PvP areas, map to a port town, and then potentially map to another town, buy the skill, then map to the arena where I was. I think it should be limited to skills in towns that you have already visited (since that appears to be tracked) and no Elites, so people can't get to level 20, go to the PvP areas, and buy everything they want, then go back to PvP. But it should make things easier for people with chars who do both PvP and PvE with the same char. ThomasOwens 11:06, 18 November 2008 (UTC)
- yeah...or just make it so all non-elite unlocked skills can be used on any character, I'm tired of buying Mending Touch on my 6th character. Elites I can understand, but I want to do PvP with my PvE necro and I've got tons of unlocked nonelite skills but no tomes. --The preceding unsigned comment was added by User:62.158.84.211 (talk).
- They should just fix the Guild Hall trainer. It barely useful as it is right now. MithTalk 14:29, 18 November 2008 (UTC)
- That's true. But I think my original idea would impact more people (everyone instead of just people in guilds with the skill trainer). --The preceding unsigned comment was added by User:ThomasOwens (talk).
- They should just fix the Guild Hall trainer. It barely useful as it is right now. MithTalk 14:29, 18 November 2008 (UTC)