User talk:Gaile Gray/Archive Guild Wars suggestions/May 2008
Protection against account hacking
Regina's page points here for suggestions, does anybody from A-net still read this page?
Anyway: Please please please! Either give an option to make a character permanently undeletable, or give an option that delays the deletion of a character.
There have been many reports on GW forums of accounts being hacked lately (despite reasonable precautions), and characters subsequently deleted by the hacker. GW's login announcement also warns of increasing account theft and the need to set strong passwords. It may not always be possible to prevent account theft, or items and gold being stolen, but at least a character (and its unlocks, skills, titles etc) could be protected.
Either by an option that makes your main character(s) permanently undeletable... or by an option that delays any deletion request, plus the ability to cancel the request until the delay is over. The delay would have to be long enough that a hacked account could be reported, invetsigated, and returned to its rightful owner in time to cancel the deletion.
If people want any/all of their characters to be instantly deletable (eg. PvP-only characters), they just wouldn't select such an option on those character slots.--194.216.237.25 15:20, 1 May 2008 (UTC)
- E-Mail Conformation? Fox007 15:46, 1 May 2008 (UTC)
- Hmm, same idea, very good idea :D
- I think that a vacation mode would be good as well, so I add my post here too:
- What you think about adding option to disable immediate deletion? For example (after choosing character for deletion you would have to wait for ** days and have ability to abort):
Age (character) Deletion just created - 1 month immediate 1 month - 2 months after 1 week … …
- Etc., or something similar. Maybe also would be good to have option to make main character (or few) undeletable. Characters would be safe with this.
- Another idea: maybe add something like vacation mode - when you know that you won't play for fe. few months (or you just want to disable something) you would turn on vacation mode for selected period of time and set few options (fe. close Xunlai Chest, disable character deletion, no trade with players etc.). You can play while in vacation mode, but you have to wait until it ends to use disabled options again.
- Maybe something like this would stop unwanted characters deletions. Come on! Add more protection for our accounts.
- So I think the most important are: → Undeletable Main Characters ← (selected by a player) and → Vacation Mode ←.
- I think there should be few options: Full Vacation Mode (you can only play - no trade, no possibility to destroy items, no character deletion, no changing account information, ..., etc. just only playing).
- And: Custom Vacation Mode (a player decide what to disable).
- Vacation Mode could be used when you won't play for longer time and also everyday - you could turn it on for few hours when you go to work, school or sleep, etc.
- Vacation Mode - Image
- So, just do something good :) - 65.75.189.27 21:14, 15 May 2008 (UTC)
- And yes, people still do read this page. We may shift things around a bit--like where this page is placed--but all of us hope you will continue to add your suggestions! -- Gaile 03:06, 23 May 2008 (UTC)
- Well, I have "hacked" before, to go into the persons account and tell them to get better practices or stop using bots. (Not on GW) and I can tell you that you almost always get into the users email as well. And if these ideas were implimented I know the next wave of hacking reports would be around the same lines: "Help! I have been hacked and all my characters are undeletable and everything is locked!" Not to mention that if the hacker gets into your email there is almost no proof that your account has been hacked. Especially if they don't do anything with it for a long while. There is little to no chance of an improvement being made. You just need better passwords. --Kairu 10:18, 6 June 2008 (UTC)
- Better passwords are great, of course. But making some chars undeletable will at least protect our best chars from hackers who just got into your account. -- Alaris 13:38, 6 June 2008 (UTC)
- Well, I have "hacked" before, to go into the persons account and tell them to get better practices or stop using bots. (Not on GW) and I can tell you that you almost always get into the users email as well. And if these ideas were implimented I know the next wave of hacking reports would be around the same lines: "Help! I have been hacked and all my characters are undeletable and everything is locked!" Not to mention that if the hacker gets into your email there is almost no proof that your account has been hacked. Especially if they don't do anything with it for a long while. There is little to no chance of an improvement being made. You just need better passwords. --Kairu 10:18, 6 June 2008 (UTC)
- And yes, people still do read this page. We may shift things around a bit--like where this page is placed--but all of us hope you will continue to add your suggestions! -- Gaile 03:06, 23 May 2008 (UTC)
- So, just do something good :) - 65.75.189.27 21:14, 15 May 2008 (UTC)
guild voteing
i think there should be the abblity to have elections for officers and leaders of guilds. dont know exactly how that would work but you would have to win by a certain % of the most active users. dono how exactly it would work but thats my idea...75.165.111.218 02:45, 2 May 2008 (UTC)
- Just have the leader set up some sort of manual voting. — ク Eloc 貢 03:43, 2 May 2008 (UTC)
- one of my main reasons was so you could over through the guild leader if need be.75.165.111.218 06:09, 2 May 2008 (UTC)
- My guild is one that could really make use of a voting system and I've often thought about how one might be implemented. I'd love to see a system where the guild could vote in a new leader (should the existing leader disappear from the game for some reason) without waiting for the game to auto-designate someone who might not be the guild's best choice. I've also been in the situation where we dismantled and reassembled an alliance a couple of times where a vote to select a new alliance leading guild could have saved us quite a bit of trouble. -- WarBlade 07:06, 2 May 2008 (UTC)
- If you'd want to overthrow the leader, leave the guild. That's what that option is there for. Nbajammer 15:29, 9 May 2008 (UTC)
- My guild is one that could really make use of a voting system and I've often thought about how one might be implemented. I'd love to see a system where the guild could vote in a new leader (should the existing leader disappear from the game for some reason) without waiting for the game to auto-designate someone who might not be the guild's best choice. I've also been in the situation where we dismantled and reassembled an alliance a couple of times where a vote to select a new alliance leading guild could have saved us quite a bit of trouble. -- WarBlade 07:06, 2 May 2008 (UTC)
- one of my main reasons was so you could over through the guild leader if need be.75.165.111.218 06:09, 2 May 2008 (UTC)
The danger here is that unscrupulous people might join guilds in groups in order to take them over. I think you should only get a vote if you've paid towards the hall facilities, and perhaps the amount should reflect the strength of your vote. And it should only be possible if the leader has not logged in for, say, 4 weeks, and has explicitly allowed for voting to take place. Voting on whether allied guilds should remain in the alliance may be interesting feedback for a leader too, or whether your guild should stay in its alliance. --Vana Runedottir 02:46, 27 May 2008 (UTC)
- ^yea corporations law FTW--211.27.13.137 03:16, 16 June 2008 (UTC)
Protective Spirit
Boost hero AI so they don't use Protective Spirit on Minions, thus saving their energy. — ク Eloc 貢 03:44, 2 May 2008 (UTC)
- Personally, I'd like the monk AI changed so that monks don't heal minions at all. it would save time, energy, micro-management, and throwing mehnlo off track while he is an ally in factions. -- Wandering Traveler 04:40, 2 May 2008 (UTC)
I think its handy to cast on minnions, weak minions will die in one hit but with protective spirit on an enemy has to hack away 10 hits before it will die menaining the team has pleanty of time to kill the enemy. This isnt always the case and when they cast heals on the minions it is a little annoying but thats the price you pay for having a Minion Master (MM) in the team. -Xiay- 09.05.08
- I don't think there should be a price to pay for playing any particular role in a team, be it MM or something else. This goes for a human player in that role as much as it goes for taking a henchman or hero for it. The h/h AI is tricky business, and is probably not the easiest thing to fix, but yes, there are instances when I think it should be looked at again, especially in missions where the presence of certain allies is required for progress. Think of the notorious bug in Vizunah, where the presence of minions can confuse Togo and Mhenlo. It happens quite often that Mhenlo stays behind to heal the minions of the (always somewhat slower) MM, while Togo keeps moving ahead with the rest of the team. Eventually Togo will "realise" that Mhenlo is missing, and he'll stop moving. Mhenlo, however, is far back, and will have stopped moving too. Both will remain in their respective positions waiting for the other to appear. Since you need to have them both with you to trigger the opening of doors etc. in order to complete the mission, you can only restart and hope it doesn't happen again. It's a timed mission, so it's not like you can just wait around for a miracle to happen at no risk of the Master's Reward. It's an example of Vizunah, but most missions that feature allies have similar issues. I do think that it would be important to create a workaround for this. I can live with Tahlkora healing Olias's minions, but I get annoyed when the Elder in Nundu Bay follows me around all the time doing his very best to aggro every Margonite on the map. And hey, who hasn't been followed all around a map by a Luxon or Kurzick priest at some point in their GW career? -- Elv 07:18, 26 May 2008 (UTC)
/afk
Make it so that /afk also sets you to Away. — ク Eloc 貢 04:20, 2 May 2008 (UTC)
- And switch you to online if you move again. I forget to switch back to Online nealy everytime I come back. :-(
- Yes to the first, no to the second. Many times, I don't want to be discovered when I'm in Offline/Away "invisible mode." My ignore list got so long I couldn't fit any more people on it, so I started putting idiots on my friends list so I could switch to offline whenever they come on. As an additional suggestion, add more ignore slots. --Jette 18:41, 30 May 2008 (UTC)
Gold drop information
Make it so that it says that dropped on the ground in the chat box when a monster drops it. — ク Eloc 貢 04:39, 2 May 2008 (UTC)
- Better yet, make it so that when YOU drop gold in an explorable area, it actually tells you the amount you dropped. (I forget whether it was the chat log or mouseover the gold on the ground that was incorrect) — Rappy 18:07, 3 May 2008 (UTC)
- I just want the gold amount in drops to indicate how much gold I will actually get. I don't care how much the gold total is if it is going to be divided by the party size. Just show me my portion--FlipSide 04:30, 13 May 2008 (UTC)
- When an NPC or player drops gold the total should be show: "XXXX drops n gold".
When a player picks the gold from NPCs, your share should be shown: "Your party shares n gold and you receive m".
When a player picks the gold from a player drop, the amount should be shown: "You pick n gold."
That should do. MithTalk 07:28, 13 May 2008 (UTC)- You guys are realllllllly lazy, aren't you? I mean, can't you just look at the amount in quickly in your head divide by 4, 6, or 8? It's basic 3rd grade math! I mean sure sometimes the gold doesn't divide evenly, and gets rounded down.. but still! I honestly think you're asking too much. It's overkill!! "Maguma Hunter drops 60 gold, 6 of which goes in your pocket (in case you can't do simple division)." --ChristopherRodrigues 16:35, 13 May 2008 (UTC)
- In my last Brain Training session I got an excelent puntuation, thank you. But the system lines should show what happens DIRECTLY. Now clues to deduct what is happening. You see "You gained a level, now you are level 23-5? No. Do we get the armor of the enemies and you have to remember and substract your damage? No. You see the numbers directly. This is the same. WYSIWYG MithTalk 18:27, 13 May 2008 (UTC)
- You guys are realllllllly lazy, aren't you? I mean, can't you just look at the amount in quickly in your head divide by 4, 6, or 8? It's basic 3rd grade math! I mean sure sometimes the gold doesn't divide evenly, and gets rounded down.. but still! I honestly think you're asking too much. It's overkill!! "Maguma Hunter drops 60 gold, 6 of which goes in your pocket (in case you can't do simple division)." --ChristopherRodrigues 16:35, 13 May 2008 (UTC)
- When an NPC or player drops gold the total should be show: "XXXX drops n gold".
- I just want the gold amount in drops to indicate how much gold I will actually get. I don't care how much the gold total is if it is going to be divided by the party size. Just show me my portion--FlipSide 04:30, 13 May 2008 (UTC)
Splinter Weapon
Increase hero AI so they don't cast Splinter Weapons on themselves while holding an item. — ク Eloc 貢 01:47, 3 May 2008 (UTC)
Ritualist Primary Attribute
Spawning power seriously has to be the worst primary attribute in the game by a longshot. For one thing, I don't know how often spirits having more health even actually matters. (Obviously it's more important with the ones that lose health on their own.) Really, I just don't understand why a class which has so many different things going on and seems to have been created as a "jack of all trades" class more than any other in the game has a primary which so heavily pushes you towards using a small subset of it skills, and then - in PvE at least - doesn't make a tremendous difference in those skills anyway. And yes, I realize that it also helps weapon spells, but it hardly seems worth using just for that. The other ability type that is unique to the ritualist, item spells, does not even get any benefit from the primary at all. - Amazing Goat 18:00, 3 May 2008 (UTC)
- I agree with you, I have been thinking about that for the last 2 weeks. Most weapon spells wear off after a number of uses, or are long enough by themselves (with about 2 exceptions, with disruptive wep spells). About the Animated Creatures' health, most spirits are about offensivity. A good Rt always knows where to place attacking spirits, so health isn't a matter. Right now the only useful thing about having a Ritualist primary are the runes tied to the attributes. That's why people go N/Rt for soul reaping benefits. Ninjas In The Sky 18:27, 3 May 2008 (UTC)
Henchmen
I like henchmen. I really do. But the one thing that sort of bugs me is that in the Guild Hall there are only the four basic Henchmen -- warrior, ranger, monk, and elementalist.
I honestly think that, perhaps through the Guild Lord, a member of a guild should be allowed to 'buy' additional henchmen. Necromancer and Mesmer, of course, are no-brainers, but why not, once you have the expansions, allow for Paragons, Ritualists, Dervish, and Assassins?
Or, alternatively, why not allow some other henchmen? An Interrupt Ranger Henchmen, for example, or a Protection Monk? Allow the guilds to diversify, to build tactics around one henchmen or another?
My guild would mostly use these for in-guild sparring, but I would love to be able to give them the chance to try out different henchmen while they're sparring, seeing what's out there, and trying things different from time to time.
Just a thought.
Tashiro 19:09, 3 May 2008 (UTC)
- agreed this was posted on the guru a wile back if i recall correctly.75.165.97.72 23:32, 3 May 2008 (UTC)
- Since the introduction of Heroes, the GH henchmen became obsolete. PvP requires coordination between players, and using your skills in combination with the skills of other teammates. Henchmen can't provide that. Heroes also can't always provide that, but they can still be used for more solo roles (Tainted Flesh, Minion Master, Interrupts), because you can adjust their builds, attributes, runes and insignias. And since we're talking about builds, the henchmen ones are also obsolete. "Charge!" as an elite skill for PvP? Healing Touch that's used for something more then a selfheal. A hard res on a monk; and with touch range no less. Exhaustion every 5 seconds... I think you get my drift. At least one or two people in your guild is bound to have Nightfall or Eye of the North and be able to take Heroes. Unless the Core henchmen will get an overhaul to include skills from all campaigns and have better builds that take into consideration the AI... I'd actually like to remove them altogether. Yeah, call me crazy. — Poki#3 13:08, 4 May 2008 (UTC)
- I agree, Heroes added a lot to what I wanted from Henchmen (which was simply to let them level with you and keep within a level of you at all times). Heroes are awesome, but some people still use Henchmen, and and while they may be 'obsolete', it would still be nice if you could get henchmen of various sorts within your Guild. In fact, I'll go one further -- if the Henchmen were named, and you could take them with you outside the Guild Hall into PvE regions -- at the appropriate level for the city you're in.
- Tashiro 19:32, 4 May 2008 (UTC)
- Then the same henchmen would have to be added to every outpost in the game. If you want to take a henchman anywhere, it must be with you in the city you're coming from. You would lose the hench the moment you traveled outside the Hall. (And don't try suggesting, that henchmen shouldn't be autokicked when entering a town without them. It's too hard to code it that way). Anyway, update their builds and professions (at least all core professions with multiple "copies" for different attribute lines, like healing and protection) and more them within the hall to the side a bit (it would be cool if they had their own spot, and where talking or something, just like in EotN) or remove them altogether. GvG's limit is 4 heroes (4 non-guild members actually), a big enough number for any purpose (other then actually winning a battle with higher ranked guilds). PS: don't use BR like that... — Poki#3 23:48, 4 May 2008 (UTC)
- Why would they have to be in every outpost? If you have them with you, great, if you dump them from your party, you could only pick up 'local' henchmen. This would work similar to how Heroes work -- they're in your party, but aren't visible. No big deal there. Yes, this isn't so useful in larger guilds and GVG battle, but what about those players who don't have a large guild, or want to try different things out? Let them have access to the henchmen, to bring in player versus player (in-guild) battles), or for PvE mode. Tashiro 20:40, 6 May 2008 (UTC)
- They would have to be in every outpost, because that's how the game works. You cant have someone in your party that isn't in your district, be it a player or an NPC. It must take up a party slot. Heroes somehow go around that problem by being in a drop-down menu. GH Henches don't have a menu like that... unless you're suggesting it would be implemented... If you don't have enough people in your guild to make a party, use heroes to fill the extra slots. If you don't have heroes, or have bad skills / equipment then use henchies in the outpost you're in. You have a lot of henches to chose from... — Poki#3 23:10, 6 May 2008 (UTC)
- Why would they have to be in every outpost? If you have them with you, great, if you dump them from your party, you could only pick up 'local' henchmen. This would work similar to how Heroes work -- they're in your party, but aren't visible. No big deal there. Yes, this isn't so useful in larger guilds and GVG battle, but what about those players who don't have a large guild, or want to try different things out? Let them have access to the henchmen, to bring in player versus player (in-guild) battles), or for PvE mode. Tashiro 20:40, 6 May 2008 (UTC)
- Then the same henchmen would have to be added to every outpost in the game. If you want to take a henchman anywhere, it must be with you in the city you're coming from. You would lose the hench the moment you traveled outside the Hall. (And don't try suggesting, that henchmen shouldn't be autokicked when entering a town without them. It's too hard to code it that way). Anyway, update their builds and professions (at least all core professions with multiple "copies" for different attribute lines, like healing and protection) and more them within the hall to the side a bit (it would be cool if they had their own spot, and where talking or something, just like in EotN) or remove them altogether. GvG's limit is 4 heroes (4 non-guild members actually), a big enough number for any purpose (other then actually winning a battle with higher ranked guilds). PS: don't use BR like that... — Poki#3 23:48, 4 May 2008 (UTC)
- I agree, Heroes added a lot to what I wanted from Henchmen (which was simply to let them level with you and keep within a level of you at all times). Heroes are awesome, but some people still use Henchmen, and and while they may be 'obsolete', it would still be nice if you could get henchmen of various sorts within your Guild. In fact, I'll go one further -- if the Henchmen were named, and you could take them with you outside the Guild Hall into PvE regions -- at the appropriate level for the city you're in.
- Since the introduction of Heroes, the GH henchmen became obsolete. PvP requires coordination between players, and using your skills in combination with the skills of other teammates. Henchmen can't provide that. Heroes also can't always provide that, but they can still be used for more solo roles (Tainted Flesh, Minion Master, Interrupts), because you can adjust their builds, attributes, runes and insignias. And since we're talking about builds, the henchmen ones are also obsolete. "Charge!" as an elite skill for PvP? Healing Touch that's used for something more then a selfheal. A hard res on a monk; and with touch range no less. Exhaustion every 5 seconds... I think you get my drift. At least one or two people in your guild is bound to have Nightfall or Eye of the North and be able to take Heroes. Unless the Core henchmen will get an overhaul to include skills from all campaigns and have better builds that take into consideration the AI... I'd actually like to remove them altogether. Yeah, call me crazy. — Poki#3 13:08, 4 May 2008 (UTC)
Thanks to the party sarch panel they could add henchmen to the list without adding them to the outpost. The List in the henchmen tab in the search panel could have two parts. The first will have all the henchmen in the outpost. The second could have th henchmen of the outposts you have already visited. For PvP players, more henchmen would be available by unlocking them with Balthazar faction. MithTalk 08:52, 7 May 2008 (UTC)
- No, they would still have to physically be in the district you're in... And the number one rule about henchmen, is that they're "free". You want to break that base? Besides, I don't get it how would a henchmen that stands in an outpost check if you "unlocked" him. (Unless, again, you suggest adding another dropdown menu like the hero one...) — Poki#3 17:33, 7 May 2008 (UTC)
- I think you're over-thinking it. Look at it this way, if you hit 'P', you can see the henchmen available, you don't need to walk over to the henchmen standing around. So, rather than only having the henchmen present be the only ones available, have it list the ones you've seen in earlier locations. Double-click the henchy, and they're in the party. Why do they 'have' to be in the area you're currently in? Instead, just have the extra henchies in the menu, just like everything else is. You wouldn't need a drop-down, you just use the 'p' command. Tashiro 18:47, 12 May 2008 (UTC)
- That's exactly what I meant. MithTalk 20:19, 12 May 2008 (UTC)
- But then you'd be able to bring Kurzick henchmen on Luxon Territory, and vice versa. When you get to the area in the game where Argo and Danika are henchmen (a luxon and kurzick, respectively) both are mutually exclusive to the area they are in. The only exception is when you are doing Unwaking Waters mission, and both are present on co-op parties. I still don't see why you need MORE henchmen than are already offered. Typically, you can fill your party with just henchmen. As the party size capp increases, so does the number of available henchmen. Also this creates for a balanced gameplay. Imagine running 7 of the same profession henchmen, like let's say monks or necromancers or eles.. wouldn't that get a tiny bit out of hand? --ChristopherRodrigues 21:05, 12 May 2008 (UTC)
- That's exactly what I meant. MithTalk 20:19, 12 May 2008 (UTC)
- I think you're over-thinking it. Look at it this way, if you hit 'P', you can see the henchmen available, you don't need to walk over to the henchmen standing around. So, rather than only having the henchmen present be the only ones available, have it list the ones you've seen in earlier locations. Double-click the henchy, and they're in the party. Why do they 'have' to be in the area you're currently in? Instead, just have the extra henchies in the menu, just like everything else is. You wouldn't need a drop-down, you just use the 'p' command. Tashiro 18:47, 12 May 2008 (UTC)
Weapon Smith (Guild Hall)
My guild just recently picked up the weapon smith, and found out the only thing he's good for is to customize your weapons. I honestly don't think he's worth the gold put into him. It would work so much better if he allowed you to craft weapons as well (relative to your level), or at least imbue an inscription slot into a customized weapon you have (so you don't just put slots into every weapon prior to selling it).
Just a thought.
Tashiro 19:28, 3 May 2008 (UTC)
- It would be nice to have the Weapon crafter have a weapon set depending on the Guild Hall setting. For example:
- Wizard Isle: Ascalon set.
- Jade Isle: Jade set.
- Undead Isle: Undead set.
- Isle of Meditation: Shing Jea set.
- And so on. MithTalk 22:31, 3 May 2008 (UTC)
- I already though of that. You can visit other people's Guild Halls through Alliances and Guild invites, and if they have an NPC, you can use it. I would be great if they were purple, more than common blue PvE crafters and less than high-end gold PvE crafters and gold drops. So in trades they would have some value, but less than gold drops. If you don't make them customized you could sell them. MithTalk 20:55, 4 May 2008 (UTC)
- Weaponsmith should make basic shields in all 4 requirements, maybe just a round one and a rectangular one but with the guild emblem on the front and inscribable Magua 17:02, 11 May 2008 (UTC)
- I personally would rather be able to buy a weapon for PvE characters that could receive Tournament Reward Point upgrades like PvP characters do. Perhaps -- have it require 10k and a Celestial Sigil to craft? A little steep, maybe, but it'd keep Guild Halls pricey and the weapons even more so. Plus, you couldn't farm them, and you might even make it so that they'd have to be customized, so the weapon's skins would be a pure representation of skill, rather than the amount you've Ursan-ed. Just an idea. --Kite 20:38, 7 June 2008 (UTC)
- Weaponsmith should make basic shields in all 4 requirements, maybe just a round one and a rectangular one but with the guild emblem on the front and inscribable Magua 17:02, 11 May 2008 (UTC)
Festival weapon maker / beating the "more storage" dead horse
Yes, I know that the reason there is a festival hat maker is that armor is always customized for a particular character. However, it seems like it wouldn't be that hard to also have a festival weapon maker as a way to free up inventory space for people who want to be able to use festival weapons like the candy cane weapons. (I don't know if there are any other festival weapons.)
Either that, or we could always simply use...you know, more inventory space. Seriously, is the cost of physical storage really at that much of a premium these days? Geeze, even Diablo 2 at least let you make as many mule characters as you wanted, since you could just make multiple user accounts that weren't tied to a particular CD key. It's already kind of a slap in the face that you can buy all 4 Guild Wars products and still not have even enough character slots to make 1 of each character class without paying even MORE money... --Amazing Goat 19:40, 3 May 2008 (UTC)
- Really? I thought you had one closed account per CD key. Besides, they delete your account if you don't use it for a while, so that frees up tons of space. I know, mine got deleted long time ago. -- Alaris 19:46, 3 May 2008 (UTC)
- No, it wasn't tied to the CD key (only one person using that CD key could be on battle.net at a time though) but anyway, I'm not going to get into a detailed discussion about Diablo 2 here. It's really not the main point. --Amazing Goat 19:51, 3 May 2008 (UTC)
- Agreed. But in comparing the price of storage across games, those things have to be taken into account. To be honest though, storage is one of those things you'll always need more of. What players need to do is start learning to manage their storage, and throw away or sell stuff they don't need. -- Alaris 19:37, 4 May 2008 (UTC)
- No, it wasn't tied to the CD key (only one person using that CD key could be on battle.net at a time though) but anyway, I'm not going to get into a detailed discussion about Diablo 2 here. It's really not the main point. --Amazing Goat 19:51, 3 May 2008 (UTC)
It wouldn't be so bad if there was an auction hall or something. The fact that there is not really compels one to hold onto things more. Also, the fact that this game lets you just change your character build at a whim (and indeed, sort of demands that you do at times), makes having alternate sets of gear more important in this game than in most online RPG-type games, even despite the differences between different gear being smaller than they are in most similar games.
And getting back to the original reason I created this, the holiday weapons, it's just indicative of something else about this game: You can end up with a LOT of collectible items between the mini-pets and everything else. --Amazing Goat 21:59, 4 May 2008 (UTC)
Some More Random Suggestions
In-Game Changes:
- A Clock, so that I can see what time it is and not be late for work all the time =P
- A friend alert, to alert you when a friend logs on or off.
- Friend Alerts would be Awesome.Tashiro 20:42, 6 May 2008 (UTC)
- Another really awesome feature I think we could have is, when you use a Shout, instead of a bubble above your head popping up with the shout, if your character actually said it. Ya know, using the same voice actors from the cinematic? And also, make these Shouts be volume-sensitive, kinda like... if you are very close, you hear shout at full volume, but then decrease it the further you are away. And if you are out of earshot, then of course you hear nothing!
- No, no, no, definitely no. That would be horrible. Could you imagine a Paragon or Tactics Warrior-heavy party going into battle? It will be a test of your patience.--190.19.112.171 23:20, 4 June 2008 (UTC)
- It took me a moment to figure out what you meant by 'shout' -- you're talking the Skills. That would be interesting, but that would also be a lot of work I think.Tashiro 20:42, 6 May 2008 (UTC)
I think the mud brick and clay at several artisans needs to be edited out, i mean WHY do they even craft something that can't even be found in the game. Raymond 7:55, 9 May 2008 (UTC)
Item and Storage Changes:
- Stacking Identification and Salvage kits. For example, if you have 2 salvage kits (of the same rarity, aka Expert, Superior, etc) with different uses, you can combine the two into one kit, with the total number of uses. Kind of like how you can stack materials up to 250? Make it so you can stack ID and Salvage kits together, up to 100 uses per stack/actual item.
Skills:
- Last but not least, I think the skill Brutal Mauling should be dropped from the Black Bears in post (not in pre, cos then how would people charm/tame bears in pre?!?) because it only makes them inferior. Either that, or give the skill a bonus. For example "Cannot be blocked," "Causes bleeding," "Interrupts target," "Causes deep wound" (imagine if a bear took a swipe at your body. wouldn't that leave a mark, aka a deep wound?)
So, should we create a suggestions page/box? I know a lot of these changes may require a lot of work, and might not be feasible to implement to the game in its current state (in other worse, can't be put into GW1, but perhaps in GW2)--ChristopherRodrigues 23:58, 5 May 2008 (UTC)
- You're a few months late on most of the suggestions (as in, someone beat you to it). Implementing shoults would be costly (hireing voice actors again) time consuming and the overal effect wouldn't be apreciated by a lot of people. Parties with paragons would kill him the next time we would should "Watch Yourself!" or "Go For The Eyes!". It would also interfear with TS/Vent. Secondly, it would give your enemies in PvP much information on what shout's you're running, causing some commotion...
- As for ID/Salvage kits, you're missing something. The whole 100 uses are in one item. Materials have one "use" per item. Having a 250 stack of Superior Salvage Kits would give you 25000 uses... — Poki#3 12:03, 6 May 2008 (UTC)
- The whole thing with in PVP people would know what shotus you're using, but correct me if I'm wrong: don't the shout appear as bubbles over your head for everyone to see? And what I meant by "stacking" kits was merely combining them up to the stated maximum. For example, if you had a superior ID kit with 90 uses, and one with 20, you could combine them into one with 100 uses, and one with 10. it sucks because I have a bunch of kits with like, half the uses left (between chars I have since deleted), and I think it would be cool to be able to merge them. And lastly, as far as late suggestions, I read almost the whole page in search of the suggestions I was making, and I in fact took out 4 or 5 that I saw were already posted elsewhere. Those I chose to keep were not available elsewhere, at least not in this page (I didn't check archives). But good points. Also, I see you reply to a lot of the posts here. Are you ANet staff, or just happen to be a very opinionated person with tons of time on your hands to read all the posts? --ChristopherRodrigues 20:21, 6 May 2008 (UTC)
- I'm just a little-more-then-casual Guild wars player that has a handful of wiki pages on his watchlist and reads them regally, replying if he feels the need to do so. A Clock was suggested, though it was for another reason (so players would know exactly when the events start, regardless of their time zone), Brutal Mauling is around on multiple pages... As far as shouts go, I'm pretty sure they would annoy ME if they where implemented like that. The concept is cool, I admit, but the end result might prove more trouble then it's worth. Finally, implementing an extra NPC just for combining kits also sounds troublesome, don't you think? For now: you can store them and use them up later or sell them to the merchant for half their buying price. The item value decreases with each usage, so you'll always get 50% of the money back. — Poki#3 23:31, 6 May 2008 (UTC)
- Yah, I saw the countdown clock, but again completely different concept. That is nothing but a counter, mine is a clock with real-time info (like you set your time-zone, or just run your own windows clock, which as far as coding goes, is very simple to implement). In fact, I would work on a macro to add the clock to the game, but any third party programs u install are not supported, so I don't want to mess with that. And I didn't mean an NPC that could combine the kits, I meant like just drag and drop, and they magically merged. makes sense, no? And I think this feature would be useful so that I wouldn't have to sell my 4 or 5 kits that barely add up to 100 uses, and have to buy a new one, thus costing me 150% of the price if I were to merge them. Well that's nice of you to reply to the posts, I just thought maybe you were a staff member cos you're answering the posts as if you were (though your answers are very logical, I just wonder if Gaile or whomever would say the same). --ChristopherRodrigues 02:44, 7 May 2008 (UTC)
- Wouldn't it be more practical for you to buy a cheep watch and place it by your monitor... I have my old wristwatch next to my monitor :P And there's a problem with your Kit idea. A new Superior Salvage Kit is 1 item with 100 uses. I think that after you use it, it becomes a new item that's basically the same, but with 99 uses, and the database has the other 98 salvage kit copies in there. A simple drag and drop operation won't change 2 different items into another different item :/ And besides, between you and me, why do you think the merchants have a Superior Salvage kit in the first place? It costs you more then 4 Expert Salvage Kits :P It's a money sink. If you could combine them, then everyone would just buy the expert kits and combine them. If you really don't have the storage space, I'd just advise you sell them to guildies or other players... — Poki#3 17:48, 7 May 2008 (UTC)
- Ah, ok. I noticed you corrected my spelling mistakes. Isn't there a GWW rule that you're not supposed to edit other user's posts?? Lol, I'm just joshin' ya. But I do have spellcheck installed on my browser, I just don't like using it all the time. And I do have a clock right behind me, but it's just so much more convenient if the time were right there. --ChristopherRodrigues 18:48, 7 May 2008 (UTC)
- Wouldn't it be more practical for you to buy a cheep watch and place it by your monitor... I have my old wristwatch next to my monitor :P And there's a problem with your Kit idea. A new Superior Salvage Kit is 1 item with 100 uses. I think that after you use it, it becomes a new item that's basically the same, but with 99 uses, and the database has the other 98 salvage kit copies in there. A simple drag and drop operation won't change 2 different items into another different item :/ And besides, between you and me, why do you think the merchants have a Superior Salvage kit in the first place? It costs you more then 4 Expert Salvage Kits :P It's a money sink. If you could combine them, then everyone would just buy the expert kits and combine them. If you really don't have the storage space, I'd just advise you sell them to guildies or other players... — Poki#3 17:48, 7 May 2008 (UTC)
- Yah, I saw the countdown clock, but again completely different concept. That is nothing but a counter, mine is a clock with real-time info (like you set your time-zone, or just run your own windows clock, which as far as coding goes, is very simple to implement). In fact, I would work on a macro to add the clock to the game, but any third party programs u install are not supported, so I don't want to mess with that. And I didn't mean an NPC that could combine the kits, I meant like just drag and drop, and they magically merged. makes sense, no? And I think this feature would be useful so that I wouldn't have to sell my 4 or 5 kits that barely add up to 100 uses, and have to buy a new one, thus costing me 150% of the price if I were to merge them. Well that's nice of you to reply to the posts, I just thought maybe you were a staff member cos you're answering the posts as if you were (though your answers are very logical, I just wonder if Gaile or whomever would say the same). --ChristopherRodrigues 02:44, 7 May 2008 (UTC)
- I'm just a little-more-then-casual Guild wars player that has a handful of wiki pages on his watchlist and reads them regally, replying if he feels the need to do so. A Clock was suggested, though it was for another reason (so players would know exactly when the events start, regardless of their time zone), Brutal Mauling is around on multiple pages... As far as shouts go, I'm pretty sure they would annoy ME if they where implemented like that. The concept is cool, I admit, but the end result might prove more trouble then it's worth. Finally, implementing an extra NPC just for combining kits also sounds troublesome, don't you think? For now: you can store them and use them up later or sell them to the merchant for half their buying price. The item value decreases with each usage, so you'll always get 50% of the money back. — Poki#3 23:31, 6 May 2008 (UTC)
- The whole thing with in PVP people would know what shotus you're using, but correct me if I'm wrong: don't the shout appear as bubbles over your head for everyone to see? And what I meant by "stacking" kits was merely combining them up to the stated maximum. For example, if you had a superior ID kit with 90 uses, and one with 20, you could combine them into one with 100 uses, and one with 10. it sucks because I have a bunch of kits with like, half the uses left (between chars I have since deleted), and I think it would be cool to be able to merge them. And lastly, as far as late suggestions, I read almost the whole page in search of the suggestions I was making, and I in fact took out 4 or 5 that I saw were already posted elsewhere. Those I chose to keep were not available elsewhere, at least not in this page (I didn't check archives). But good points. Also, I see you reply to a lot of the posts here. Are you ANet staff, or just happen to be a very opinionated person with tons of time on your hands to read all the posts? --ChristopherRodrigues 20:21, 6 May 2008 (UTC)
Make Alliance Battle Results More Relevant
- It would be nice if control of more territory equated to benefits for all Kurzicks (or Luxons) and not just the high ranking alliances. Better deals at merchants in Kurz/Lux Territories for example, or it would be killer if the winning side was granted favor of the gods - b/c lets face it the current favor system really sux- it might as well be non-existant as the remaining minutes of favor almost always exceed 10000 minutes. It would also be nice to have a new map or two - I love AB :) --Elewyn
(Reset indent) Linking favour to Luxon or Kurzick would be a really bad idea. It might seem a little alien to anyone who spent the last 3 years hoarding new additions of GW to their account or accounts, but there are in fact still people who don't own every campaign (because they didn't like the others, or for a lack of cash), or don't own it for every one of their accounts. This would mean that if you don't have Factions, you might have trouble getting into the UW or FoW, even if you were in a Kurzick or Luxon alliance. It's a potential bug. It would also mean that you wouldn't be able to enter either world if you were guildless- either temporarily or permanently, and while some people may think that being guildless is a bad choice to make, it should remain a reasonable choice for people without severe consequences to gameplay. Furthermore, a system based on allegiance would affect who you could play with. Suppose you're a Kurzick, and you want to play with a few Luxon friends... supposedly the allegiance-based favour system would prevent the team from going in, because some of the team members are of the wrong allegiance. (Much the same as a team not being able to do a Nightfall mission if some people haven't fulfilled this or that quest.) And from a lore-based point of view, I can't see why the gods would grant favour based on wins or losses in a very local conflict which most of the GW world is not involved in. -- Elv 07:29, 26 May 2008 (UTC)
PvP Pets
How about something we have all been thinking... Kicking the PvP Elder Wolf. I'm suggesting that you are able to trade in your old dull Wolf(and some Tournament Points) for a new pet. Treesbyty 11:45, 8 May 2008 (UTC)
- And do not forget the attributes. Damage type change with Pet model, but there is currently no way to change evolution in PVP. This is like not allowing to change weapon and armor upgrades. MithTalk 14:16, 8 May 2008 (UTC)
More HoM Suggestions
- I think you should be able to display your unique/Green weapons and not just Destroyer Weapons.
- When a Hero is displayed, you should be able to chose what armor he/she/Razah has on.
Those are my suggestions for now. Treesbyty 12:00, 8 May 2008 (UTC)
- I like the first one. — ク Eloc 貢 16:12, 8 May 2008 (UTC)
- Wow, you're fast. This was suggested before EotN even came out <.< — Poki#3 17:05, 8 May 2008 (UTC)
Open PvP
I only have the first 2 chapters and it puts me at a disadvantage compared to others who have all chapters and the expansion. They get to run escape/scythe rangers, Spirit's Strength ritualist/paragon, and plenty of overpowered elementalist and monk builds. My character gets owned even though I have more skill, because the balancing that Anet did doesn't work well. Note that the first 2 chapters don't have a good damage bonus attack for bows anymore that isn't elite.
- Marauder's shot disables my healing skills.
- Focused Shot disables my bow attacks.
- Power Shot and stuff like that got nerfed.
- Hunter's shot isn't enough damage.
- Determined Shot has a long recharge.
- Point Blank/Zojun's Shot are half range.
What left to use on my ranger? You can find the answer between the "9" key and the "-" key on a standard keyboard.
Therefore skill < money paid.
It doesn't help that I always get kicked out of HA groups and can't participate in GvG because all the common builds use NF or EotN skills.
Anet either needs to balance ALL chapters, or make PvP "completely open".
Anyone with any chapter should be able to unlock and use any skill in PvP and use any character type in PvP. However you would still need the other chapters to use the skills and professions in PvE. —The preceding unsigned comment was added by 96.233.11.252 (talk • contribs) at 18:41, 8 May 2008 (UTC).
- You can still make a build with the skills you have. Before Nightfall and EotN came out people had only 2 chapters to chose skills from, and somehow people still had a full bar filled with skills. The common builds that are in circulation take advantage of all chapters, but how is this ArenaNets fault? If anything it's the communities fault for making builds that discriminate other players. Go complain to the community. And as far as builds you can use, try a Glass Arrows spiker. — Poki#3 17:20, 8 May 2008 (UTC)
- I don't want a spike build, I want a DPS ranger build. It's Anet's fault for nerfing the first 2 chapters' skills and not knowing crap about balancing.
- I use only proph/core skills on my ranger.. its a barrager, I've been using it since I capped barrage 3 years ago and its perfect. I will post it later. But determind shot is in it. It still works I use it in AB, RA, TA, and PvE.. I do have all of the GW products but choose to use my build. --The Cyphero 00:18, 11 May 2008 (UTC)
- I don't want a spike build, I want a DPS ranger build. It's Anet's fault for nerfing the first 2 chapters' skills and not knowing crap about balancing.
If it bothers you so much that you can not use the same skills as everyone else, then I would suggest you either give in and buy the other campaigns or purchase the pvp kit and skill unlocks for the campaign you want skills from instead of complaining. That is what they are there for after all.
- Unlike some people, I don't have the luxury of spending all my money on games. Get a life.
- lol at that comment... i wonder how Anet makes their money?
- They make their money by forcing people to buy EotN or quit PvE due to Ursan. How about we call Guild Wars "World of Ursancraft" since its turning into WoW? All in favor? Normally I would expect this from an MMO, but Guild Wars was advertised as balanced and didn't meet that standard. Didn't even come close to being balanced.
- lol at that comment... i wonder how Anet makes their money?
AvA, Luxon and Kurzicks titles vs. Balthazar points gauge, Tolkano and the new zaishen title
It's been suggested before but there is a lack of synergy between AvA, the Luxon and Kurzicks titles on one side and the Balthazar points gauge, Tolkano and the new zaishen title on the other side. since Luxon and Kurzick titles do not increase the Balthazar points gauge, one as to quit the AvA outpost to buy zaishen keys as soon as he/she reaches 10k points. So here are the same suggestions that have been given before:
- Tolkano should be available in AvA outposts.
- Luxon and Kurzicks titles should increase the size of Balthazar points gauge as well, maybe to a lesser amount than the other PvP titles.
Jaxom 22:07, 8 May 2008 (UTC)
- I agree with 1., but instead of 2. I would like the title to increase the alliance faction cap rather than increasing balthazar faction cap, since with Tolkano in the AB outpost the problem with the keys would really be solved. Symphy 14:09, 11 May 2008 (UTC)
- Totally agree with (1). --Treasure Boy 07:52, 19 May 2008 (UTC)
Character Animations
tl;dr Let us select the emotes and animations our characters use.
Characters are required to use the default emotes for their class, no matter what their role. I think this ought to change. Obviously, being able to choose from any of the other profession's animations would be the ideal choice, but some might not be interchangeable, for example, male Necromancers have a significantly different body type than most other male classes. But I think it's fair to say that, even if it causes minor clipping issues, many classes, such as male warriors and mesmers, would combine well.
The second -- and, from my point of view, more important -- part of this suggestion is that certain monster animations should be selectable. Warden and Margonite warriors, for example, have a unique animation that would look good with a hammer warrior. Mursaat have great animations for male elementalists, and possibly some other classes, too. I'm not as certain of female monster animations that would look good, but the animations used by Seers might look good: All that would need to be changed, I assume, is the extra arms.
Of course, I really have no idea of how models and such work. So, this could all be a moot point. But I'm pretty confident that even if it caused minor clipping, the already-available character models would look good interchangeable. And that some monster animations -- Mursaat and Margonite warriors in particular -- would be easily applied to some character models. --Jette 08:28, 9 May 2008 (UTC)
- Mursaat animations? Those guys (gals?) are floating for heavens sake @_@. Anyway, I'm neutral to the matter, however I'm not neutral to another thing: The female Assassin animations. Attacking and other battle animations are OK, but emotes have a big problem. You see, the female assassin has a unique stance. She's standing straight with their legs slightly apart in a triangle shape. However all her emotes are the same as other female classes that have a very different stance (legs next to each other, body slightly twisted). This causes a very unnatural fast and unnatural pose change at the start and (especially) at the end of emotes. It looks really ugly :/ Any chance the female Assassin could get some new emotes that would fit her stance? — Poki#3 15:16, 9 May 2008 (UTC)
- xD Yeah, that was kinda the point. The floating, I mean. It's sweet, and their casting animations are even better. If there is a problem with the assassin emotes, then they should be fixed, but judging from how malnourished those poor girls look, I imagine it's supposed to look unnatural. --Jette
Ban the French from PvP
Whenever I'm in a party in AB or RA and people start speaking French, I know we're going to lose and I /resign immediately. They can't play properly (whenever my guild GvGs against the French, they have henchmen and Tahlkora is a Minion Master) and they don't understand what others are saying, so they can't cooperate - this hurts AB bad. So please either ban them completely from random team PvP or just make them play separately from people who actually took the time to learn English. The same thing applies to Germans as well, to a certain extent. Thanks in advance. - The larry 14:33, 9 May 2008 (UTC)
- You need to spend the time and learn French and German -- whenever you are in an alliance battle with other Europeans, no one can understand you because you only speak English, so you cooperate nothing. Yeah, I like flawed logic, sweeping generalisations and stereotyped racism too.
- This isn't a problem. This is an international game with people speaking multiple languages. English-speaking people are just as "bad" anyway. -- Brains12 14:43, 9 May 2008 (UTC)
- Look up "racism" in a dictionary and compare it to what you think it means. I know it's wrong to label people, but 90% of the French people I've played with had absolutely no clue about this game. Oh, and I don't need to learn French (I know German), they need to learn English, because, whether they like it or not, that's the lingua franca of this day and age. I'd just like it so that when I enter AB from an English district, I end up in an extended team with English-speaking people, k? - The larry 14:50, 9 May 2008 (UTC)
- "Je ne compre pas fraincais" <-- Best quote EVER. Fox007 14:53, 9 May 2008 (UTC)
- The word you're looking for is "compris" and if anyone said that, they wouldn't care; they'd just go "lol" and talk some more about eating baguettes and making love while the Kurzicks cap away joyfully. - The larry 14:56, 9 May 2008 (UTC)
- It is true that in a game with multiple languages it would come in handy a system to input chat lines regardless of language, like Phantasy Star Online's sentence maker (Choose subject, then verb, then object and indirect objects and adverbs and the sentence is made). And that people that can't speak a language or is not willing to learn it should refrain from entering that language's districts. But a behavior like yours, tagging all French as bad players just because you usually play at the same our as a bunch of impolite French guys, deserves the ban more than any 'bad playing' French guy. MithTalk 15:18, 9 May 2008 (UTC)
- Troll troll is troll. Or an idiot. Either way. I'd like to go on a long, long tirade here... but I'd probably get banned for making groundless personal attacks on the OP. --Jette 16:29, 9 May 2008 (UTC)
- That is a very ignorant thing to say... I'm not sure if you mean in Europe of in N. America, but either way, there are French speaking people among us. Just like you're telling them "noob! kill the monk!" they might be saying to you "noob! we're trying to spike the ele!". It works both ways, and banning them for speaking french and assuming they are going to lose is SUCH an ignorant thing to say. We should ban you for being a racist. Canada's primary languages are French and English, so that is why you run into French speaking people. And also, let's think logically here.... does everyone in the United States speak English fluently? I mean, maybe in your area, but most definitely not everywhere else. So either learn to accept other cultures and their differences, or GTFO. --ChristopherRodrigues 18:09, 9 May 2008 (UTC)
- Troll troll is troll. Or an idiot. Either way. I'd like to go on a long, long tirade here... but I'd probably get banned for making groundless personal attacks on the OP. --Jette 16:29, 9 May 2008 (UTC)
- It is true that in a game with multiple languages it would come in handy a system to input chat lines regardless of language, like Phantasy Star Online's sentence maker (Choose subject, then verb, then object and indirect objects and adverbs and the sentence is made). And that people that can't speak a language or is not willing to learn it should refrain from entering that language's districts. But a behavior like yours, tagging all French as bad players just because you usually play at the same our as a bunch of impolite French guys, deserves the ban more than any 'bad playing' French guy. MithTalk 15:18, 9 May 2008 (UTC)
- The word you're looking for is "compris" and if anyone said that, they wouldn't care; they'd just go "lol" and talk some more about eating baguettes and making love while the Kurzicks cap away joyfully. - The larry 14:56, 9 May 2008 (UTC)
- "Je ne compre pas fraincais" <-- Best quote EVER. Fox007 14:53, 9 May 2008 (UTC)
- Look up "racism" in a dictionary and compare it to what you think it means. I know it's wrong to label people, but 90% of the French people I've played with had absolutely no clue about this game. Oh, and I don't need to learn French (I know German), they need to learn English, because, whether they like it or not, that's the lingua franca of this day and age. I'd just like it so that when I enter AB from an English district, I end up in an extended team with English-speaking people, k? - The larry 14:50, 9 May 2008 (UTC)
- Tu as un trou du cul! C'est ridicule... (BAN FRENCH FROM WIKI OMGOMGOMGOMGOGMOGMOGMG) -- Mini Me 18:16, 9 May 2008 (UTC)
- Don't ban them from PvP.... just alliance battles. 10 out of 10 times they messed up my alliance battles.
- Bah, you people have no vision. Someone says something with a little cojones and everyone goes "TROLL TROLL OMG!" Anyway, what I meant (and Brains was the only one who understood) is that I'd like district separation by language in the staging areas to carry over into the battle itself. That's it, jeez... you people call me a racist, but you still laugh at Family Guy jokes. - 79.114.174.26 20:38, 9 May 2008 (UTC)
- ^ that's me (larry), for some reason it keeps logging me out. - The larry 20:39, 9 May 2008 (UTC)
- Bah, you people have no vision. Someone says something with a little cojones and everyone goes "TROLL TROLL OMG!" Anyway, what I meant (and Brains was the only one who understood) is that I'd like district separation by language in the staging areas to carry over into the battle itself. That's it, jeez... you people call me a racist, but you still laugh at Family Guy jokes. - 79.114.174.26 20:38, 9 May 2008 (UTC)
- Don't ban them from PvP.... just alliance battles. 10 out of 10 times they messed up my alliance battles.
"know it's wrong to label people, but 90% of the French people I've played with had absolutely no clue about this game." I Could say same of english speaker, If everyone was good it would mean the game isent challenging enough. There is awsome, beginer, and plain bad player in every culture. Such troll comment(most of the above) should not be tolerate, it is agaist the spirit of the wiki. --Bob 02:20, 10 May 2008 (UTC)
- So someone's annoyed because they played AB and couldn't communicate with the French players. Well, boohoo. You know, there really isn't a problem here. Sure, the language barrier is a challenge, but it's a challenge on both sides. You are aware that French players (or German, or Polish, or whatever else) could make a similar argument towards English speaking players, are you not? This is probably the saddest troll I've seen in a very long time. I'm surprised the nerve was found to post this in the first place. -- Elv 19:16, 10 May 2008 (UTC)
- Wow...is this a joke lol? Either that or you're a fucking moron (sorry for the language but I feel its justified here). Lets ban the french? How bout we ban you for being an ignorant troll? -Warior Kronos 00:07, 13 May 2008 (UTC)
- English is not my lenguage, i speak spanish , but i have something to tell you.... troll!!Kioga 20:39, 13 May 2008 (UTC)
He has a point, almost every single Frenchman (that is, 99.999999999% of them) I've seen is about on par with, or worse at playing than, than the absolute worst non-French player in the game. Also, let's take a look at wars, the French have never won a decent war since Napoleon. Maybe they just can't do anything related to combat right anymore?
'I'd rather take a henchman than a frenchman' QFT! Owut 16:38, 15 May 2008 (UTC)
"Why is every player with Guerrier in his name an idiot?" QFT!
- i am glad people delete things for no reason. my origanl comment was 'Wow lol i cant believe this suggestion is still here.'75.165.114.4 05:59, 17 May 2008 (UTC)
- Having French players on your team is like having leavers or leeches. --The preceding unsigned comment was added by User:72.64.6.198 (talk).
- Um...the only reason you would need to talk to the other teams anyway was if you were mobbing. Mabey the reason you always lose is because you don't cap?--75.8.79.77 00:42, 22 May 2008 (UTC)
- Having French players on your team is like having leavers or leeches. --The preceding unsigned comment was added by User:72.64.6.198 (talk).
- i am glad people delete things for no reason. my origanl comment was 'Wow lol i cant believe this suggestion is still here.'75.165.114.4 05:59, 17 May 2008 (UTC)
This is one of the most ignorant and racist posts I've ever read in my life...there should be a policy (ahem) against stuff like this...LunarEffect 17:58, 25 May 2008 (UTC)
There is a policy against such racism in the terms, so the posters advocating this should be banned from posting here, and preferably from the game too, and the offensive posts officially removed. --Vana Runedottir
- How about, ban you from life for not allowing freedom of speech huh? So stfu and go play WoW or something. Owut 01:47, 28 May 2008 (UTC)
- How about we ban you for being stupid? 03:15, 27 May 2008 (UTC)#
- And theres another candidate for a ban...I assume you are aware theres rules that state "No personal attacks". I presume that would qualify as such. LunarEffect 23:07, 27 May 2008 (UTC)
- Freedom of speech. Owut 01:47, 28 May 2008 (UTC)
- If you want freedom of speech, then this is not the right place. Even if you went outside your house and yelled "You are stupid" at some random person, they could still sue you for slander. Don't forget that the internet is NOT a law free zone. Apart from that, we, here on the Guild Wars Wiki have a No Personal Attacks policy. If you don't like it, then please do not post here. I will, however, request you get banned. That will also solve the issue. LunarEffect 12:24, 28 May 2008 (UTC)
- In this country? No, they'd laugh at you. People that sue others over the slightest thing are the true idiots. Owut 12:59, 3 June 2008 (UTC)
- If you want freedom of speech, then this is not the right place. Even if you went outside your house and yelled "You are stupid" at some random person, they could still sue you for slander. Don't forget that the internet is NOT a law free zone. Apart from that, we, here on the Guild Wars Wiki have a No Personal Attacks policy. If you don't like it, then please do not post here. I will, however, request you get banned. That will also solve the issue. LunarEffect 12:24, 28 May 2008 (UTC)
- Freedom of speech. Owut 01:47, 28 May 2008 (UTC)
- And theres another candidate for a ban...I assume you are aware theres rules that state "No personal attacks". I presume that would qualify as such. LunarEffect 23:07, 27 May 2008 (UTC)
I haven't really played AB or something, but the same problem occurs in PvE. Also, isn't there a french district? You can say the same of dutch (*ahem* I'm dutch myself). But we don't have our own district :D << horsedrowner | talk | guild >> 06:56, 28 May 2008 (UTC)
I would like you all to stop this discussion now; there are good and bad players out there, it's not a matter of language. If you want to continue, then please continue based on another topic like "No more international alliance battles" below. Please also note, that the next who trolls or attacks someone personally, will definitely be blocked. poke | talk 13:05, 28 May 2008 (UTC)
sigh...sorry poke.....use the blockhammer if you wish on me....but i have to /agree with everyone against larry.........this suggestion is very racist and ignorant, i think you just have very very bad luck. Ive been on teams where french players (or spanish, korean, or even dutch @ horsedrowner :D) have been excellent players. If you want to make a point, go to paris and tell 5 french gw'ers to lern2play. If you explain who you are, you just might get pwned. Thank you for your time--Raph Talky 13:40, 31 May 2008 (UTC)
- Care to translate? Unfortunately not everyone here speaks Troll(pun intended) and Orcish.
- C'est manifique, mais ce n'est pas la guerre de guild. --'șɳȱɠ'ɍɑʈ 14:10, 31 May 2008 (UTC)
/signed, its the same in all games. Warlock 17:24, 14 June 2008 (UTC)
Raisu Palcace and Imperial Sanctum
can you make the celestial skills in these 2 missions accessible to heroes too?--Robot 19:21, 9 May 2008 (UTC)
- Henchmen can use them. They are not exaclty PvE skills, but 'mission skills', like Vial of Purified Water or Disarm Trap they are Special Skills that can be acquired during a mission, but unlike them, they can be used by henchmen. If henchmen can use them, why not heroes? They can already make skills thet a character has not bought or cannot acquire appear in a Hero list, and they can also lock skills from use. So they could make the skill appear in Heroes skill list after beating Harvest Temple, and make them work for heroes only in those 2 Explorable Areas and 3 Missions where they work now. They way they won't have to change the Kuunavang system to let players change Hero Builds by talking to her. MithTalk 19:55, 9 May 2008 (UTC)
- I think the reason heroes can't take Celestial skills is that it would make that mission ridiculously easy. Henchmen seem to spam the skill whenever it recharges, which although frustrating adds to the challenge of completing the mission with Masters reward. If heroes were able to take Celestial skills, it would make it hard for real players to form groups, since H&H are doing all the work. I do think it would be awesome if Kunnavang spawned in Unwaking Waters (Explorable) and gave Celestial skills there. That area is super hard in Normal Mode, let alone in Hard Mode. --ChristopherRodrigues 20:04, 9 May 2008 (UTC)
- While it's right about how easy it would make them, and they're mostly pretty easy anyway, the main issue is probably more related to the hero's skill bar. Because you control it, unlike the henchman's bars over which ANet has full control. That's not to say it would be impossible, just more work. Plus, since heros didn't even exist when these were created they wouldn't even probably know how involved it would get to change until they actually decided to start doing it. Thus, not likely, but good luck. -- Inspired to ____ 21:10, 9 May 2008 (UTC)
- Raisu Palace already is easy. My guild and i completed it in 10 minutes in Hard Mode --Treasure Boy 07:55, 19 May 2008 (UTC)
- While it's right about how easy it would make them, and they're mostly pretty easy anyway, the main issue is probably more related to the hero's skill bar. Because you control it, unlike the henchman's bars over which ANet has full control. That's not to say it would be impossible, just more work. Plus, since heros didn't even exist when these were created they wouldn't even probably know how involved it would get to change until they actually decided to start doing it. Thus, not likely, but good luck. -- Inspired to ____ 21:10, 9 May 2008 (UTC)
- I think the reason heroes can't take Celestial skills is that it would make that mission ridiculously easy. Henchmen seem to spam the skill whenever it recharges, which although frustrating adds to the challenge of completing the mission with Masters reward. If heroes were able to take Celestial skills, it would make it hard for real players to form groups, since H&H are doing all the work. I do think it would be awesome if Kunnavang spawned in Unwaking Waters (Explorable) and gave Celestial skills there. That area is super hard in Normal Mode, let alone in Hard Mode. --ChristopherRodrigues 20:04, 9 May 2008 (UTC)
Change the way to buy Zaishen key with balthazar faction
My request is about : "Buy a Zaishen Key with Balthazar faction." at Tolkano in Great Temple of balthazar.
Buying Zaishen key to tolkano with balthazar Faction isn't appropriated... Tolkano is the Tournament point Reward and not a balthazar faction reward. Tolkano is the Tournament Reward's PNJ, not the Balthazar Faction Reward pnj... (as the priests of balthazar are).
Zaishen key should available at the Balthazar priests as a reward (5000 balthazar Faction) instead of being to Tolkano.
It should also be useful for people in PvP Zone that wouldn't change zone and buy the key to the priest of balthazar instead of teleporting to Great temple of balthazar when they have maxed their Balthazar faction bar.
Thank to take into consideration my request. --Alice In Horrorland 22:48, 9 May 2008 (UTC)
makes sense, i would wish to see that as well, as it is quite annoying to have to go to the temple of balthazar and/or my guild hall just to get faction keys--Raph Talky 15:08, 10 May 2008 (UTC)
- In a suggestion a little above it has been suggested to add Tolkano to the AB outpost.. Guess this suggestion would go best with adding Tolkano or a similar npc to all the PvP outpost, cause I don't think the Zaishen keys should be added to the Priest of Balthazar, since he's an npc that unlocks things, rather than giving you items.
- Though it might be the easiest solution to make the Priest exchange them for faction, rather than placing new npcs in all PvP outpost. Symphy 14:28, 11 May 2008 (UTC)
- The Kurzick/Luxon Faction Rewards NPC unlocks skills and gives you amber/jade, so it's not exactly unprecedented to have a single NPC that can do both. I think this is a great suggestion. It would improve consistency in the game and resolve the Zaishen key/AB problem to boot.--Ronduwil 18:38, 16 May 2008 (UTC)
- I like the idea, there should be enough space for a 4th tab in the priest of balthazar window --Hachnslay 07:19, 20 May 2008 (UTC)
- The Kurzick/Luxon Faction Rewards NPC unlocks skills and gives you amber/jade, so it's not exactly unprecedented to have a single NPC that can do both. I think this is a great suggestion. It would improve consistency in the game and resolve the Zaishen key/AB problem to boot.--Ronduwil 18:38, 16 May 2008 (UTC)
Buff animal form skills, but make them party leader only
Make Ursan and all the other animal form skills even more powerful, but restrict their use to the party leader. Make them party elite skills, so to speak. This would preserve the good things about Ursan, like having a fun overpowered skill and getting rank recognition, while allowing other fun things in Guild Wars, such as party building and skill interactions, to shine as well. 85.23.121.158 08:50, 10 May 2008 (UTC)
huh...interesting idea....but i dont like it. The similir thing to this is to just not use ursan, as some elite area goers do--Raph Talky 15:10, 10 May 2008 (UTC)
- Making them limited to 1 or 2 of each one per party at the same time would be way more logical than this. Most people use Ursan only, when Raven and Wolven are quite good too. "There is/are already one/two party member(s) under Ursan Blessing in your party". MithTalk 18:10, 10 May 2008 (UTC)
- I like your idea Mith, makes more sense, and resembles the already existing system for PvE skills, that prevents the use of more than 3 PvE skills per bar. This would certainly decrease Ursan Blessing's dominating position. Symphy 14:32, 11 May 2008 (UTC)
- Why nerf PvE? Yu have the same prerequisites (think i spelled it right) as anyone else does. If you don't like Ursan being to powerful, don't use it. Besides, its not like ArenaNet is going to nerf PvE. Only PvE nerf that has been done was some of the Sunspear skills ("There is Nothing To Fear!", Seed of Life, Critical Agility). Not even Protective Bond was nerfed because of overuse in PvE, it was nerfed because it would sometimes crash the system. --Treasure Boy 08:02, 19 May 2008 (UTC)
- I like your idea Mith, makes more sense, and resembles the already existing system for PvE skills, that prevents the use of more than 3 PvE skills per bar. This would certainly decrease Ursan Blessing's dominating position. Symphy 14:32, 11 May 2008 (UTC)
couldnt have said it any better myself, though im afraid its spelled You,close enough though ;)--Raph Talky 13:43, 31 May 2008 (UTC)
oh u meant...nvm ><--Raph Talky 13:43, 31 May 2008 (UTC)
Minions in RP
I suggest we change the colour of the minions in PvE on the mini map from red to the same gray that is used in PvP. That way, it will be easier to distinguish on the mini map which of the enemys are just masterless minions. — ク Eloc 貢 19:46, 10 May 2008 (UTC)
- That would really come in handy in PvE when using Verata skills. But overall all the PvE coloring needs a rework. Wards, Wells, NPCs... they should work better. MithTalk 22:23, 10 May 2008 (UTC)
- I thought they only turned grey in PvP if their master died? Afaik, they have the colour of their team until the MM is killed, at least, that's how I remember it in AB... -- Elv 22:36, 10 May 2008 (UTC)
Guild/Alliance chat
Could we add a feature where if you say something in the Guild or Alliance chat that if no one else is online it says "No one hears you" or something like that? Similar to what happened with All chat and Team chat? — ク Eloc 貢 22:24, 10 May 2008 (UTC)
- That would be really helpful. Sometimes you may still be talking when they are gone~, and other times they are there but say nothing. MithTalk 22:28, 10 May 2008 (UTC)
Dude, how hard is it to just press G and check if anyone's online? Takes 3 secs to check..
False RMT(Real Money Trade) bannings.
Since the RMT banning system has been implemented into Guild Wars, Alot of innocent players have been banned by this program. For those of you that don't know what this RMT program does, Its supposed to ban players that buy Guild Wars gold online and also ban sellers of Guild Wars gold. However it is not just banning people of Gold buying/selling it is also banning innocent players of the game through trades etc. Such as, Pre-Searing to Post Searing gold trades, Gifts to friends in Guild Wars, Guild-specific events that give out gold as a prize, and maybe even high valued items in game such as rare items.
Luck illy everyone that I've seen gotten banned innocently from this RMT program has gotten there account back through support.
However, I would think that every player should be able to safely do these types of trades. This is for Arena Net to decide.
My suggestion is to add some type of system to Guild Wars that allows players to do these types of trades, Or remove/modify the system all the way.
I hope that someone looks into this very deeply, I will also be sending this to support.
Naru 05:53, 11 May 2008 (UTC)
Offer Extra Storage Slots for Sale
I have been talking to all of the people I play with and we all agree that we would happily pay like $9.99 for the purchase of extra Xunlai storage slots. Just another way for Anet to make some $$$ and for the player to get what they desire. =)
- No offense, but just clean your storage. I got 10k profit from selling nooby bowstrings and other stuff at Kamadan. And a free storage page. Also, please sign comments. Ninjas In The Sky 20:00, 11 May 2008 (UTC)
- As always, my answer to this is: The only solution to storage issues is removing the need for storage, traders, item unlocking, better market systems, etc... MithTalk 21:16, 11 May 2008 (UTC)
- Anet has said before that they don't want to offer more storage space because of how fast storage eats up server space. 21:22, 11 May 2008 (UTC)
- Even if a full character storage space is around 1 MB (which I highly doubt) if they're selling this at @ $10 - this will mean the server that has to store "all" of that data will net Anet around $3 million. (based on a measly 300 GB drive for data). Somehow I don't think that server space is the problem. I do however agree that no matter how much storage you have, you will always fill it up. I'm also a packrat.... Fun 12:12, 16 June 2008 (UTC)
- Anet has said before that they don't want to offer more storage space because of how fast storage eats up server space. 21:22, 11 May 2008 (UTC)
- As always, my answer to this is: The only solution to storage issues is removing the need for storage, traders, item unlocking, better market systems, etc... MithTalk 21:16, 11 May 2008 (UTC)
A Name Change possibility would be great.
Ok, I think the title says most of it-please ANet if u can, add a name change option to GW. I really hate my PvE char's name and I'm not making another one, buying armor and skills, passing though factions and NF with him, just cause of it. Anyone else think "I Want Spec Weekend" is a corny stupid name?! And I'm not talking only about me-maybe many other people would like a name change, too. Ninjas In The Sky 19:50, 11 May 2008 (UTC)
- Please check old topics before posting, this is already being discussed in a topic a bit above this one. Symphy 12:17, 12 May 2008 (UTC)
Material crafters
On the mini map, collectors show up as a little icon, could we get material crafters to show up on the mini map also? — ク Eloc 貢 21:57, 11 May 2008 (UTC)
- Thet would be really great. Each service NPC could get an unique icon, and they could add a button in the title bar of the Mission map panel to show and hide the icons. That way you could show and hide the icons in outposts too, some hard to find Xunlai Agents will be show in the map, and so hidden artisans no one usually finds unless they are vanquishing or exploring. MithTalk 10:28, 12 May 2008 (UTC)
- I'd love to see that in towns and outposts, not just in explorables. As it stands, collectors show up on the map in explorables but not in outposts, while I know for a fact that they're featured in some towns. Adding symbols for every NPC type in an outpost might be a little inconvenient (usually the majority are clumped together) because it would clog up on the minimap, but a basic icon for say, the Xunlai Agent and the Merchant wouldn't go amiss- especially in places like Henge of Denravi. -- Elv 20:13, 13 May 2008 (UTC)
Collectors
A lot of the collectors in early areas have storys behind them about why they are searching for seomething, but later on, the collectors lose their storys and are searching for stuff for no real aparent reason. I suggest that storys are made for all the collectors. — ク Eloc 貢 22:24, 11 May 2008 (UTC)
- Later on? No, no. Prophecies collectors are the ones with no stories. Exception some collectros added later, like the ones in Perdition rock or the ones in Sorrow's Furnace. All the other collectors have stories to tell. I always wondered why those collectors say just: "I'm looking for X, gimme n and I'll give you:" MithTalk 10:26, 12 May 2008 (UTC)
Hero and henchman controls
Make it so that you can tell heroes to follow a specific player or NPC making splits in some missions or explorable areas easier. — ク Eloc 貢 02:54, 12 May 2008 (UTC)
- It would also be nice if the party leader could individually flag henchmen and set them to fight, guard and avoid combat like heroes. -- Gordon Ecker 03:22, 12 May 2008 (UTC)
Divine Aura In Store
I would like to see the Divine Aura/Prophecies collectors edition upgrade in the store so we could have the chance to buy the aura for more ingame fun! —The preceding unsigned comment was added by Xlabratx (talk • contribs) at 22:09, May 12, 2008 (UTC).
- I bet to make it fair, if they were to sell the Divine Aura they would have to charge 20 bucks for it. Isn't that the difference between reg and collectors? You'd be willing to pay 20 bucks for that silly emote? Now, let's say ANet does decide to sellit for a mere 5 bucks. Wouldn't the ppl who purchased CE be pissed off that they paid extra for something they can get for 5 bucks? Either way, I think these are 2 prime reasons why they will not sell the divine aura in store, just like they don't sell greens and other in-game items. --ChristopherRodrigues 22:42, 12 May 2008 (UTC)
- I would agree with a 'Collector update', but it should cost a whole LOT. And, of course, you'll never get anything from the box, except the key. But if they do this, they should consider also other update keys. For example:
- Preorder updates. Prophecies preorder was different in different regions. People was never able to get some of the items because thehy liven in different countries.
- CE Updates: I could get Factions CE because it was recently added to the NCSoft shop. It was for a short time and I was lucky enough to get one. I could not get the Factions CE because I didn't had Internet connection and I didn't know about the game. It was not my fault. I was lucky, but there is a lot of people that was not. I want them all having the CE keys they want.
- Promotion updates. In some countries special promotions gave items that will be never available to people from outside that country. That's just... xenophobous? Some time after the promotion, 2 or 3 years or so, the items should be available for all. Promotions should give 'exclusive access in advance', and then, after some time, probably by paying more, people would be able to get those things too.
- What I mean is that 'exclusivity' should so something related to time(get it before anyone else, and enjoy it exclusively during a long time beore anyone else can get it too), not a boolean value (get it now or never). Price is not important as long as people is given the choice to get a complete set of keys. Even if it took 100€ o so I would get the keys I miss. MithTalk 23:35, 12 May 2008 (UTC)
- It was already discussed somewhere. Collectors edition upgrades are collectors edition exclusives, and they should (and will) remain that way. If you don't understand the reason why some things are limited and collector material, then I suggest that you shouldn't take part is this discussion. I too would like to have the Divine Aura, sure I would. IF it was in the shop I would buy it. Heck, I would love to buy the Prophecies CE in it's entirety (I love the art books), if it wasn't for $500 (That's the price I saw for an unwrapped copy on Amazon.) However I understand why the aura won't be in the shop. Pre-order bonus weapons are a bit different, more like the prophecies upgrade we already have. I can see them being added... maybe someday. — Poki#3 09:35, 13 May 2008 (UTC)
- I would agree with a 'Collector update', but it should cost a whole LOT. And, of course, you'll never get anything from the box, except the key. But if they do this, they should consider also other update keys. For example:
Legibility: I and l
With the current font, the upercase I and lowercase l appear nearly identical except at the largest font size, which is a nuisance when transcribing or entering skill template codes. I suggest that they be made legible at all font sizes. -- Gordon Ecker 22:44, 12 May 2008 (UTC)
- Or perhaps you could just copy and paste the codes? I have never had to handwrite, or well, handtype the codes in. They have always been available in text form, which I could copy and paste. If the code you pasted is not loading, it's because it's invalid. Try going on PVX Wiki and creating a new template with the said skills, and they can automatically generate a code for you. Now, I know there are many players and guilds that use the whole i and l when creating their names, to give it an effect. For example, Illl Evil Illl comes out looking like |||| Evil ||||. If they were to distinguish the two even further, I bet it would tick off a bunch of people. Plus, doesn't GW load fonts off the end user? I mean, I'm pretty sure they load the fonts (like every other computer program of its kind) off the iser's harddrive, either from the default fonts folder, or a font located in teh actual .DAT file. I don't know this for a fact, but I'm suggesting it may be the case. --ChristopherRodrigues 22:49, 12 May 2008 (UTC)
- Perhaps Send the build itself? instead of the code? Sounds too much of a simple answer, i guess i must of misread what you put.Lt Death 16:42, 13 May 2008 (UTC)
- I'm pretty the font's in the dat file, otherwise non-ASCII characters would show up as white square (□) characters on computers without the correct language support installed. What about a "use serif font" checkbox in the graphics tab to switch between the standard font and a less ambiguous font? -- Gordon Ecker 03:54, 25 May 2008 (UTC)
- Perhaps Send the build itself? instead of the code? Sounds too much of a simple answer, i guess i must of misread what you put.Lt Death 16:42, 13 May 2008 (UTC)
- As you say Gordon, it works fine when switching to max size, so that's what I do for screenshots. Works fine. Backsword 12:39, 28 May 2008 (UTC)
Borlis Pass Storm Beacons
Could we improve the auto walking to the Storm Beacons on that Mission? If you're not sure what I am talking about, I mean selecting the Storm Beacon and hitting space. It just seems that you run into a lot of walls when you try and do that currently. — ク Eloc 貢 02:33, 13 May 2008 (UTC)
- I know what you mean, pathing is awful there. Many other place has similar problems, it always around where mesh object intersect with the ground map. Errors like that was fixed before(falling statue in the crystal desert, falling pillar in the desolation). --Bob 15:51, 13 May 2008 (UTC)
- theres a lot of bad path finding in this game. which i for one would like to see fixed. its mainly heros that have the problem but its still annoying.75.165.114.4 18:37, 16 May 2008 (UTC)
There's something similar in Pre-Searing, when you walk from for example Baron Egan (near the guild ppl), to Armin Saberlin. I get stuck there twice. << horsedrowner | talk | guild >> 06:57, 28 May 2008 (UTC)
Functional pet
Different pet should function differently in the same way all the weapons has different proprety and effects. For example, some pet type have the attack rate and dmg range of some weapon type.
- Moa, Flamingo: Dagger rate, dmg range, chance of double strike
- Phoenix, Eagle: Scythe rate, dmg range, chance to hit 2 adjacent foe
- Wolf: Sword rate, dmg range
- Bear: Hammer rate, dmg range
Some weapon effect could be added for wolf and bear like parry and interupt attack(non skill one) respectively. This would make the choose of a pet more interesting. This may be better suited for the gw2 page but i know noting about how compagion will work. Also, this would be nice in gw1. --Bob 15:44, 13 May 2008 (UTC)
- Such a change should never happen without a way for PvP player to quickly change their pets.
The best possible idea I can think so far is adding pets an armor slot just like Hero armor. It would look and be named different depending on animal (collars for dogs, ribbons for crocodiles and crabs). Then, that armor cold have one rune and one insignia slot, and show the current armor of the pet (which is the same of a paragon her: 23..80 armor depending on level). With the insignia you could change evolution, and with runes damage types. PvP characters could create the runes with the panel, and PvE players would get them from Hostile NPC drops.
Mine is just a solution to the problem, but whatever it is, it must allow PvP players to change too. Without that, all pets should be basically the same, and the rest should be just looks. MithTalk 16:08, 13 May 2008 (UTC)- Sorry but you will never see double strike on an animal, unless they have two of whatever they are attacking with. Double Strike with taggers is when they attack with both daggers at the same time. When a Flamingo or Moa are attacking, they don't have 2 beaks to do a double strike with, so it won't happen. I do think it's a cool concept, I just think that the walking birds should attack faster and chance to inflict bleeding, the flying birds should move faster and chance to inflict blind (if they peck your eyes out), the wolves have a chance to inflict bleeding or deep wound, and the bears have a chance to inflict deep wound or KD. And then after they kill you, they gain like 50 health, as if they ate some of your flesh. =D Think logically if you were up against any of these animals..--ChristopherRodrigues 16:41, 13 May 2008 (UTC)
- Watch carefuly, Moa jump and hit with both feet. Ive imagined Moa as daggers user because they mainly use claws to hit. The actualy association of weapon and pet type is irrelevent, it just need to be different. I like the chance of causing condition but that seem overpowered. --Bob 16:56, 13 May 2008 (UTC)
- Pets in GW1 are fine. The only thing that needs changing is Brutal Mauling, and the only addition that may be nice, is "Pet skins" unlocked by Tournament Points or whatever. — Poki#3 21:51, 14 May 2008 (UTC)
- I agree with you on that, this idea is still new and a bit rough around the edges. It's just a concept, leave it to Anet to handle balancing.
- Pets in GW1 are fine. The only thing that needs changing is Brutal Mauling, and the only addition that may be nice, is "Pet skins" unlocked by Tournament Points or whatever. — Poki#3 21:51, 14 May 2008 (UTC)
- Watch carefuly, Moa jump and hit with both feet. Ive imagined Moa as daggers user because they mainly use claws to hit. The actualy association of weapon and pet type is irrelevent, it just need to be different. I like the chance of causing condition but that seem overpowered. --Bob 16:56, 13 May 2008 (UTC)
- Sorry but you will never see double strike on an animal, unless they have two of whatever they are attacking with. Double Strike with taggers is when they attack with both daggers at the same time. When a Flamingo or Moa are attacking, they don't have 2 beaks to do a double strike with, so it won't happen. I do think it's a cool concept, I just think that the walking birds should attack faster and chance to inflict bleeding, the flying birds should move faster and chance to inflict blind (if they peck your eyes out), the wolves have a chance to inflict bleeding or deep wound, and the bears have a chance to inflict deep wound or KD. And then after they kill you, they gain like 50 health, as if they ate some of your flesh. =D Think logically if you were up against any of these animals..--ChristopherRodrigues 16:41, 13 May 2008 (UTC)
Improve Map Travel
I was reading something in GW2 suggestions, although i think it would serve more purpose here, also i have a little twist to it ^^. I've always the Emotes, I was thinking, /map travel <Town>. And statements like 'The selected town does not exist.' or 'You have not been to the selected town yet.'. I think you can guess when they're appropiate. Lt Death 16:46, 13 May 2008 (UTC)
- Sounds like it's coming from a survivor who stays out of danger and maps out when they hit 33% health... In all honesty, if that is the only wat you or others can reach survivor title, then just use the Guild Hall button which is much faster than map travel. See, there is a feature in GW that penalizes those who map out when in danger. I know cos it happened to me. Although you may think you travelled instantly, you're still there for a brief second, and may just die and not even realize it. The emote sounds like too much to ask for, again, as I can only see one purpose for it, and that it so save the fake survivors' arses from dying. --ChristopherRodrigues 16:52, 13 May 2008 (UTC)
- I dont think it related to survivor, there is better way for that. I find this suggestion very useful assuming the towns got short alias or accept light typos. for example, i am in Lion's and i whant to go to Gate of madness. /map gate of madness would zone me right away. I would not have pass in kamadan, then the vortex, then the actual destination. (Tip for survivors, bind the QUIT action to the keypad enter key, tape once to bring the confirmation, tap again to confirm. Or double tap to run out! :) --Bob 17:05, 13 May 2008 (UTC)
- I'm sorry Chris, but that accusation isn't fair- at all. There are easier and safer ways to get Survivor done. Methods like HFF and the Fronis dungeon spring to mind. I'm sure losing your Survivor sucked, but really, it's entirely unjustified to make accusations like this. I've failed Survivor myself once. Honestly, I don't care. I certainly don't see how a /map feature would have helped me, either. You might want to separate your personal misfortune from something that is, in my eyes, a reasonable suggestion which more likely than not has nothing to do with the Survivor title at all.
- Map travel in the post-Prophecies only era is outdated. When it was just Proph, it was easy to press M and visit any unlocked town instantly. With the addition of Factions, Nightfall, and Eye of the North, however, some problems surfaced. For instance, try travelling from Gate of Anguish to House zu Heltzer. You will have to travel From GoA to Mouth of Torment to Kaineng Centre and then to HzH. Alternatively, if you're in a Guild with a Guild Hall (no, not everyone is in that situation), you can travel from GoA to your GH, and from there to Kaineng and HzH. Not everyone has a super-speed connection, so loading into 2 additional outposts you didn't even want to be in will take up some time. Places like Kaineng, LA and Kamadan are usually full of people, too- this will further lengthen the time it takes to load. (You might pre-select what you think will be the least busy district, but most of the time there seems little difference between District 1 and District 3 or 4.) Even if you are on a super-speed connection, the unnecessary load can get irritating. A function like /map or any other solution to the problem is a perfectly reasonable thing to suggest. /map might not be the best or the most workable solution to the problem, but it does highlight that there is a problem. -- Elv 17:20, 13 May 2008 (UTC)
- I dont think it related to survivor, there is better way for that. I find this suggestion very useful assuming the towns got short alias or accept light typos. for example, i am in Lion's and i whant to go to Gate of madness. /map gate of madness would zone me right away. I would not have pass in kamadan, then the vortex, then the actual destination. (Tip for survivors, bind the QUIT action to the keypad enter key, tape once to bring the confirmation, tap again to confirm. Or double tap to run out! :) --Bob 17:05, 13 May 2008 (UTC)
- Currently the problem is that parties have to load intermediate outposts they do not want to be in, and two of them will split parties of 8. Map travel should be direct, without having to go through port Towns. MithTalk 18:30, 13 May 2008 (UTC)
- I see your points, and I find them very valid. I too can't stand it having to go to KC, LA, or Kam in order to visit other outposts in the continent. Another thing I think they should have is when you click the Asura gate on the map, you should at least be given the option to go to Gunnar's, Rata, Doomlore, or EotN. But yeah, I thought the whole thing with the map emote would be you have it entered in your chat window as you're fighting high leveled monsters, and then once you get in trouble, just press enter twice and you're gone. But still, I find this emote a little too much work, from a designer's point of view. Alls I'm saying is I highly doubt such emote will be implemented into this game or even GW2. I think at the most what they can do is set a Drop-Down list, so they don't have to stress players with spelling mistakes not taking them to the proper towns. And as far as survivor goes, I've had 2 rank 3's before, and it's no sweat. I just hate it when I'm playing with other players, and one just hangs out in the background, and once we all die, he says "sorry, I'm survivor. I can't res you guys, and I can't die to respawn" so in my eyes, it's a 'yay me, f*** you' attitude. --ChristopherRodrigues 19:51, 13 May 2008 (UTC)
- I know a guy who's spawned 12 rank 3 survivors thus far and who's working on his 13th (gotta admire his patience and determination), and I can tell you he might be addicted to making survivors, he's not addicted to the lameway option. ;) (You're right, by the way. Survivoring with other players is unfortunately a responsibility not every would-be survivor can handle.)
- Anyway, a /map emote is just one possible solution. I've made suggestions about this issue myself in the past, and one of them was simply to add more towns to the list you get when you click on the ship (or the Asura Gate, or the Vortex). For instance, rather than just LA, Kaineng and Kamadan, it could be done as follows: an option for Tyria, Cantha and Elona. Clicking on any continent's name would expand the list with all possible outposts for that continent. Adding every last one might be over the top, but every major town should be pretty doable to start with. To avoid possible issues, glitches and exploits with EotN (seeing as it's in Tyria) it could be kept separate from that window, and instead have a similar option for the Asura Gate. Rather than just its default, it could also feature Gunnar's, Doomlore and Rata Sum- provided, of course, that you've visited those outposts on that character. It uses the existing system, so it may be a little more viable. I'm sure there are other people with other ideas that also might be viable (or better)- if not now, maybe for GW2 at least. It's worth a mention on the suggestions page either way. :) -- Elv 20:04, 13 May 2008 (UTC)
- I agree, Guild Wars needs a direct travel system.
- Instead of an emote, the maps should just be connected. Let's say I'm in Lion's Arch, and want to go to Cavalon. Right now I have to go to Kaineng 1st, and then to Cavalon. Now, instead of the ship we currently have on the map screen, we could get a button (or 3 buttons, 1 for each continent) that changes the map to the map of another continent, and then select a city to travel to. A lot "nicer" then an emote, and no Survivor benefits for those that are concerned about it. — Poki#3 21:55, 14 May 2008 (UTC)
- Would be great, though i suggest a brand new window where you can select what town you would like to go to. Kind off like the Skill Window. The towns/outposts would be sorted by campaign/EotN and then you could sort them in chronological order (in what order you unlocked the town/outpost in) or alphabetical order. Towns not yet visited would be grayed out on the bottom in alphabetical order. Keep the map as it is though but add a new feature to the game. --Treasure Boy 08:16, 19 May 2008 (UTC)
- There is NO need for new buttons or UI controls. Just change the behavior of the current ones. Like this:
- Click the Boat. Travel panel is shown.
- Select Tyria, Tyrian map is shown(focused in the lower part) instead of traveling to Lion's Arch.
- Select Cantha, Canthan map is shown instead of traveling to Kaineng Center.
- Select Elona, Elonian map is shown instead of traveling to Kamadan, Jewel of Istan.
- Select Battle Isles, Battle Isles map is shown instead of traveling to Great Temple of Balthazar.
- Click the Vortex.
- From Elona, Torment map is shown.
- From the Torment, Elonian map is shown.
- Click the Asura Gate. Tyrian Map is shown, focused in the upper part.
- Click the Boat. Travel panel is shown.
- If people don't like them, an option could be added in the F11 General tab so people can switch them. There is no need for any other complex changes. The best solution is the most simple. MithTalk 13:45, 19 May 2008 (UTC)
- Anything instead of the way it is now. Annoying to have to load game 3 times if I want to go to Gate of Anguish from Tyria or Cantha. Players with slow computer would know what i mean. --Treasure Boy 20:45, 21 May 2008 (UTC)
- There is NO need for new buttons or UI controls. Just change the behavior of the current ones. Like this:
- Would be great, though i suggest a brand new window where you can select what town you would like to go to. Kind off like the Skill Window. The towns/outposts would be sorted by campaign/EotN and then you could sort them in chronological order (in what order you unlocked the town/outpost in) or alphabetical order. Towns not yet visited would be grayed out on the bottom in alphabetical order. Keep the map as it is though but add a new feature to the game. --Treasure Boy 08:16, 19 May 2008 (UTC)
- Instead of an emote, the maps should just be connected. Let's say I'm in Lion's Arch, and want to go to Cavalon. Right now I have to go to Kaineng 1st, and then to Cavalon. Now, instead of the ship we currently have on the map screen, we could get a button (or 3 buttons, 1 for each continent) that changes the map to the map of another continent, and then select a city to travel to. A lot "nicer" then an emote, and no Survivor benefits for those that are concerned about it. — Poki#3 21:55, 14 May 2008 (UTC)
- I agree, Guild Wars needs a direct travel system.
- I know a guy who's spawned 12 rank 3 survivors thus far and who's working on his 13th (gotta admire his patience and determination), and I can tell you he might be addicted to making survivors, he's not addicted to the lameway option. ;) (You're right, by the way. Survivoring with other players is unfortunately a responsibility not every would-be survivor can handle.)
- I see your points, and I find them very valid. I too can't stand it having to go to KC, LA, or Kam in order to visit other outposts in the continent. Another thing I think they should have is when you click the Asura gate on the map, you should at least be given the option to go to Gunnar's, Rata, Doomlore, or EotN. But yeah, I thought the whole thing with the map emote would be you have it entered in your chat window as you're fighting high leveled monsters, and then once you get in trouble, just press enter twice and you're gone. But still, I find this emote a little too much work, from a designer's point of view. Alls I'm saying is I highly doubt such emote will be implemented into this game or even GW2. I think at the most what they can do is set a Drop-Down list, so they don't have to stress players with spelling mistakes not taking them to the proper towns. And as far as survivor goes, I've had 2 rank 3's before, and it's no sweat. I just hate it when I'm playing with other players, and one just hangs out in the background, and once we all die, he says "sorry, I'm survivor. I can't res you guys, and I can't die to respawn" so in my eyes, it's a 'yay me, f*** you' attitude. --ChristopherRodrigues 19:51, 13 May 2008 (UTC)
Character Deletion
I saw the issue on Gaile's talk page, and decided to bring it up here. Is there any problem with adding a 12-24 (or your choice of time) delay when deleting a character? That way, if it were actually a mistake, or if you were to be hacked, you may have a chance to stop your character, and all of its items, armor, and attributes from being lost forever. -- Wandering Traveler 18:14, 13 May 2008 (UTC)
- How can you make the error of confirming deletation by typing the full name of the character? I know that 1 million monkeys, giving enough time, could produce one of Shakespeare's plays.... And what if someone will forget to cancel the deletation before 24 hours? He will complain it need to be 36 hours? It is sad that you lost your achievements but the current system is good. Yes, It happend to me once. But no, i dont whant to wait 24 hours to finaly free that character slot. --Bob 19:04, 13 May 2008 (UTC)
- Read again what Wandering Traveler wrote "...or if you were to be hacked...". This is important. And ability to select undeletable characters or set delay for deleting should be Optional (or just for old characters, do you really want to delete few years old character immediately?). If you don't want it - you won't turn it on, if somebody want - he will use it. I think this is good idea. 67.159.45.97 20:23, 18 May 2008 (UTC)
- My suggestion to this problem would be to make it possible to lock a character (kind of like when you customize a weapon in game). Who would be stupid enough to remove a character with God Walking Amongst Mere Mortals? Once locked, this character can never be removed from the account. I know for sure that many would appreciate it. --Treasure Boy 22:48, 20 May 2008 (UTC)
- And then people will complain that they "accidentally locked their character" in addition to the current "accidentally deleted" complains... — Poki#3 22:57, 20 May 2008 (UTC)
- That would be your own fault. Its not your fault that your account get hacked and your main character from beta testing days get deleted. User agreement? --Treasure Boy 14:45, 21 May 2008 (UTC)
- New hacked joke: After steeling all the items, he lock all characters! And crate new one to lock all avaible slots. --Bob 23:36, 22 May 2008 (UTC)
- That would be your own fault. Its not your fault that your account get hacked and your main character from beta testing days get deleted. User agreement? --Treasure Boy 14:45, 21 May 2008 (UTC)
- And then people will complain that they "accidentally locked their character" in addition to the current "accidentally deleted" complains... — Poki#3 22:57, 20 May 2008 (UTC)
- My suggestion to this problem would be to make it possible to lock a character (kind of like when you customize a weapon in game). Who would be stupid enough to remove a character with God Walking Amongst Mere Mortals? Once locked, this character can never be removed from the account. I know for sure that many would appreciate it. --Treasure Boy 22:48, 20 May 2008 (UTC)
- Read again what Wandering Traveler wrote "...or if you were to be hacked...". This is important. And ability to select undeletable characters or set delay for deleting should be Optional (or just for old characters, do you really want to delete few years old character immediately?). If you don't want it - you won't turn it on, if somebody want - he will use it. I think this is good idea. 67.159.45.97 20:23, 18 May 2008 (UTC)
- But the idea itself is good. For example, you (accidentally) lock an character (or maybe even the whole account). If you want to unlock it again, you have to (for example) answer a secret question (like you see sometimes when you forgot passwords etc.) << horsedrowner | talk | guild >> 07:08, 28 May 2008 (UTC)
- Actually, in response to what Bob said, those monkeys won't live long enough to produce one of Shakespeare's plays, especially if you don't give them food (unless you count each-other) -IcyFiftyFive 69.159.200.89 23:15, 16 June 2008 (UTC)
Party screen
I suggest that the minions of a MM apear in the party screen under a category minions(which can be closed else the other party members get annoyed by the constant changing of their partry screen) one day i wanted to change my MM build to a MM bomber build and i see that one of my minions is almost dead so i want to use death nova on him but i can't click on him properly cause i don't know what name is from the minion with the low health that really anoyes me and by the time i clicked on him and casted deth nova he's already died --Prince Grazel 20:39, 13 May 2008 (UTC)
- I have wanted this forever. They have it for pets, and even have controls for them, and when I saw that I was hoping for something similar for minions. We don't need a control, just some way to tell which minions are which, and easily select them. I've been playing as a MM for three years now, and I still cant manage to always select the proper one, especially when all the minions and team mates and mobs are in a huge lump. --Kairu 21:27, 4 June 2008 (UTC)
Replacing leaving party members
I got very annoyed today when I joined a party and we were half way through a mission and suddenly the monk says "got to go", and he leaves. We had to resign and start over (and just while we were doing so good). Anyway: Wouldn't it be better that if someone leaves he/she is replaced by a hench with the same skillset/stats/equipment. It would help people from starting over when someone during a mission laggs out or just decides to leave. --Betonboor 22:56, 13 May 2008 (UTC)
- Thats the risk you take when you bring other players in your party with you. — ク Eloc 貢 01:50, 14 May 2008 (UTC)
- And is actually a good way to encourage players to just H/h instead of play with other human players. In any case, given the nature of GW instances, i don't think this can be changed without being also potentially abused. Maybe in GW2...--Fighterdoken 02:10, 14 May 2008 (UTC)
- It could be used to give players a full set of 'copies'. Join with Guildy, go to Process Exlorer, kill gw.exe, server things you disconnected... ding, guildie gets a full customized AI build. What could work is to replace the ally that left with the most 'approximate' henchmen available in the area. For example: Fire elementalist leaves; you are in Echovald, Cynn joins the party; you are in the Jade Sea, Argo joins the party. MithTalk 13:05, 14 May 2008 (UTC)
- Same skills, stats amd equipment... hmm... "Guild Chat: Hey John, can you bring your Necro with an MM build for a second? My Olias doesn't have all the skill yet, so I'd like to use a replacement henche."... But really, an inferior ally, MAYBE. But a replacement party member is impossible to add outside of outposts. Let alone a copy cat. — Poki#3 22:03, 14 May 2008 (UTC)
- It could be used to give players a full set of 'copies'. Join with Guildy, go to Process Exlorer, kill gw.exe, server things you disconnected... ding, guildie gets a full customized AI build. What could work is to replace the ally that left with the most 'approximate' henchmen available in the area. For example: Fire elementalist leaves; you are in Echovald, Cynn joins the party; you are in the Jade Sea, Argo joins the party. MithTalk 13:05, 14 May 2008 (UTC)
- And is actually a good way to encourage players to just H/h instead of play with other human players. In any case, given the nature of GW instances, i don't think this can be changed without being also potentially abused. Maybe in GW2...--Fighterdoken 02:10, 14 May 2008 (UTC)
In missions: Everyone gets an individual "ready" button.
Ever been in a mission and someone yells "u idiot my skillbar is empty!!!!!11!" and ragequits? This can be irritating in FoW and UW especially where you pay to get in.
Solution:
Every player should have a Ready/Enter Mission/Enter Battle button. Clicking it toggles your "ready" status. The team cannot enter missions or explorable areas until everyone is ready.
The team leader would also be notified of the ready status of all players so that people who take forever or go afk can be kicked out of the team.
In a mission outpost, the team will enter the mission when everyone is ready.
- Next time just count the "1" in the party chat -_- — Poki#3 22:07, 14 May 2008 (UTC)
- Or you could, you know, ask your group first if they are ready to go. If you don't want to waste time writting, a simple "gtg?" or "ready?" should do the work.--Fighterdoken 22:12, 14 May 2008 (UTC)
- So, does silence mean "yes", or "no"? This is the kind of ambiguity that leads to premature entry into missions. Just saying. → BROWNSPANK 09:12, 15 May 2008 (UTC)
- Doesn't matter. Removes the need for them to speak up. Just press the "Ready" button and once EVERYONE has done so, you enter the mission. Party leader can see who is ready and who is not, and people who join a group to waste their time can be identified and kicked out.
- I fully agree with the idea of a ready button. Just because you CAN type 1 when ready does not mean there is no better way. If it would kill you to press the button, have a feature to toggle it on/off as a requirement for teams to enter missions.Zero4549 23:01, 15 May 2008 (UTC)
- So... what makes you believe that someone who doesn't bothers to answer when asked if ready or not will press the button and actually "be" ready?. Where i come from, if the group leader ask, and someone doesn't answer, that someone finds himself out of the group quickly after :). It wouldn't hurt to have the button anyways, but i unless you can identify who on your group doesn't click the button (so you can kick him off if he takes too long), it could be more problem than help.--Fighterdoken 23:04, 15 May 2008 (UTC)
- Read the original post before posting.
- I think the same should be done with the /resign. Its annoying when you have a party of 8+ and all but 1 resign, and you have to scroll up the chat menu looking for the names. Its hard to see who has resigned esspecially when people pick up items etc while everyone is resigning, and its hard to remember 7 different names you havent seen before. Dervy 15:48, 21 May 2008 (UTC)
- Read the original post before posting.
- So... what makes you believe that someone who doesn't bothers to answer when asked if ready or not will press the button and actually "be" ready?. Where i come from, if the group leader ask, and someone doesn't answer, that someone finds himself out of the group quickly after :). It wouldn't hurt to have the button anyways, but i unless you can identify who on your group doesn't click the button (so you can kick him off if he takes too long), it could be more problem than help.--Fighterdoken 23:04, 15 May 2008 (UTC)
- I fully agree with the idea of a ready button. Just because you CAN type 1 when ready does not mean there is no better way. If it would kill you to press the button, have a feature to toggle it on/off as a requirement for teams to enter missions.Zero4549 23:01, 15 May 2008 (UTC)
- Doesn't matter. Removes the need for them to speak up. Just press the "Ready" button and once EVERYONE has done so, you enter the mission. Party leader can see who is ready and who is not, and people who join a group to waste their time can be identified and kicked out.
- So, does silence mean "yes", or "no"? This is the kind of ambiguity that leads to premature entry into missions. Just saying. → BROWNSPANK 09:12, 15 May 2008 (UTC)
- Or you could, you know, ask your group first if they are ready to go. If you don't want to waste time writting, a simple "gtg?" or "ready?" should do the work.--Fighterdoken 22:12, 14 May 2008 (UTC)
Individualized rewards in Random PvP(like Random Arenas, Aspenwood, Jade Quarry, and Alliance battles)
The problem with Random PvP is that since you cannot pick your team directly, you can get stuck with idiots (double dragon warrior because "double dragon does more damage than cyclone axe", frenzy monk because "frenzy makes the monk cast spells 33% faster", mending ranger, ....<insert bad build here>). Worse, you can get stuck with leeches or even griefers (groups in Alliance Battle that consist of a fast cast resurrect mesmer and 3 BiPs to generate points for the other team).
Solution: Individualize the reward system. The team rewards would be kept in place, but there would be rewards for individual accomplishments, like:
- Number of seconds spent capping shrines
- Number of NPCs defeated
- Number of players defeated
- Damage done
- Amount of time your inflicted hexes lasted/Number of hexes used
- Amount of time your inflicted conditions lasted/Number of conditions applied
- Amount of health healed
- Hexes/conditions removed from allies
- Longest time that you survived
- number of skills interrupted
- number of knockdowns caused
- Amount of damage absorbed without dying
- number of players defeated/# of times you died (ratio)
- most number of players damage with your AoE skills
and a lot more.
Note that these are just an example. Some of the ideas here could be easily farmed or imbalanced, but I'll leave that to Anet to balance.
So if your team completely sucks or doesn't know what they are doing, you could get a lot of rewards even when you lose 50-500 in alliance battle.
- Think the whole idea about these areas are that you are supposed to be able to work together with other people without planning out a complete teambuild in advance, and therefore the rewards are based on the team/alliance performance, rather than the individual performances. I do think you would see alot of ppl trying to exploit it too, since then it would be possible to score points for yourself simply by knocking someone down etc., and there would probably be alot of killstealers then (people who would wait for you to nearly kill someone, then finish them off quickly before you could get the kill).
Just a few problems I think it would bring Symphy 16:18, 14 May 2008 (UTC)
- killstealers don't work in that way because they wouldn't get any damage score.
PvP in GW is about 'teams', and it's the team the one that gets the merits. MithTalk 17:02, 14 May 2008 (UTC)
- Kind of quake3 badges of honour. Good idea at first, but then you will have ppl with specific build to farm those "badges". eg: Longest time that you survived? 55hp runing monk in RA could last for hours. Beside of that, i would prefere play with newbies or people testing build then some know-it-all dude that complain or desert insted of fighting. --Bob 17:11, 14 May 2008 (UTC)
- 55hp monk in random arenas is stupid, one vampiric gaze or shadow strike owns a 55hp in 1 hit. Furthermore, 55hp monks really hate enchant removal.
- Guild Wars' PvP system is team based. RA and Aspen/JQ are about doing the best you can and coordinating that with the rest of your party's movements. If you don't like that, you can go into more organized forms of PvP (TA, HA, GvG) or do everything yourself (HB). Apparently, you want to do things yourself so... the Hero Battles await you! — Poki#3 22:22, 14 May 2008 (UTC)
- This is why I'm definitely not getting any more chapters-Guild Wars players don't want the game to improve for the most part, and the game has no potential for improvement. People who say that "this IS a team game" need to have their comments removed. If Guild Wars isn't going to improve, there are better games out there. It IS a team game, but that doesn't stop it from improving unless the retarded 99% of players don't want improvement.
- Guild Wars' PvP system is team based. RA and Aspen/JQ are about doing the best you can and coordinating that with the rest of your party's movements. If you don't like that, you can go into more organized forms of PvP (TA, HA, GvG) or do everything yourself (HB). Apparently, you want to do things yourself so... the Hero Battles await you! — Poki#3 22:22, 14 May 2008 (UTC)
- 55hp monk in random arenas is stupid, one vampiric gaze or shadow strike owns a 55hp in 1 hit. Furthermore, 55hp monks really hate enchant removal.
- I personally think this is a great idea. I do agree that the awards as suggested here would not be the best idea, as people would farm them excessivly causing useless teams (such as everyone casting quick recharge aoe skills or playing a survival build with no offensive abilities)but with different rewards this would be a workable idea and would help encourage players who have been the victim of excessivly frequent bad teams (and lets face it, some people will play 50 rounds without getting a good team while others get a good team almost every time)to continue to give their best effort in pvp.
- I would also like to point out that while users could use certain builds to farm these rewards, that is true of all the other titles as well. Furthermore, people use the same PvX builds all the time in pvp to farm faction and titles anyway. At least now there will be multiple types of pvp farming builds being used instead of the same one over and over. Zero4549 23:11, 15 May 2008 (UTC)
- Doing this kind of thing just makes people do stuff that is not necessarily conducive to winning. For example, capturing a point is helpful on paper, but maybe not necessarily what someone ought to be doing at a particular moment if the goal is to win. All this would do is cause some people to figure out what the optimal way to gain points is and focus on that instead of victory. Just look at all of the people playing medics to unlock the new medic weapon in Team Fortress 2 as an example of this. --Amazing Goat 01:14, 17 May 2008 (UTC)
- Capping is always conducive to winning. Capping needs to be rewarded a lot more. Please read the post and understand alliance battles before making a completely ignorant post.
- "Number of seconds spent capping shrines"... Okay, what good is it to spend more seconds capping a shrine if you get killed and don't actually capture it because the only thing you were worried about was how many seconds of capturing you could get in before you died? So much for my "completely ignorant post." Whatever the case, there would be something that would be the most efficient way of earning personal points and a lot of people would simply do whatever that thing happened to be. Introducing personal rewards that are not necessarily dependent upon teamwork (i.e. not dependent directly upon winning) to team-based games always causes problems. --Amazing Goat 06:26, 29 May 2008 (UTC)
- What's wrong with rewarding effort to help win? It's the team's fault they didn't help cap. So the people who make the effort get the reward, successful or not.
- "Number of seconds spent capping shrines"... Okay, what good is it to spend more seconds capping a shrine if you get killed and don't actually capture it because the only thing you were worried about was how many seconds of capturing you could get in before you died? So much for my "completely ignorant post." Whatever the case, there would be something that would be the most efficient way of earning personal points and a lot of people would simply do whatever that thing happened to be. Introducing personal rewards that are not necessarily dependent upon teamwork (i.e. not dependent directly upon winning) to team-based games always causes problems. --Amazing Goat 06:26, 29 May 2008 (UTC)
- Capping is always conducive to winning. Capping needs to be rewarded a lot more. Please read the post and understand alliance battles before making a completely ignorant post.
Bear Club for Men/Women Fix
I have been avidly trying to farm Norn points, especially the quests. The Bear Club quest is irritating because I have to use the special club (I get that) to beat on the bear but I cant use my Scythe Attacks and the old shadow step routine then spam Enduring Toxin and Seeping Wound doesn't help much. Am I alone in the notion it should be changed from Master Level Solo to just Master Level and allow other people to help you? 63.209.233.236 22:18, 14 May 2008 (UTC)
- Why are you farming that quest? Also, why are you complaining? Just change your skillbar to fit the situation, it's that simple. — Poki#3 22:23, 14 May 2008 (UTC)
- Eh... you just need to decrease the bear's health and then deliver the last hit with the club. That bear can't barely hurt anyone. MithTalk 22:35, 14 May 2008 (UTC)
- I did that quest with the awesome combination of Strength of Honor and Reversal of Damage on my monk, it doesn't need a fix, it needs a minor brain. -- Rayd 22:36, 14 May 2008 (UTC)
"Auto Skip (PvP) Cutscenes" option.
Pretty simple I think. Add a checkbox in the options, so that every (PvP) cutscene behaves as if you pressed the "Skip" button. In PvE you'd still have to get the "approval" of other party members of course, but the main reason I'm writing this is cutscenes before most HA battles:
- Ghostly Hero: You have moved closer to the Hall of Heroes.
- Me: I KNOW, I KNOW! YOU'VE TOLD ME THAT 28576 TIMES ALREADY! JUST SHUT UP!!!
People who play HA should know what I mean... — Poki#3 22:31, 14 May 2008 (UTC)
- Not until they add a replay option for all of them. After adding a replay option so you can replay anywhere absolutely every single cinematic you have already seen before, they can add an auto-skip. MithTalk 22:37, 14 May 2008 (UTC)
- If you don't want to use it, just turn it off? Also, it probably is possible to implement a system that will record what cutscenes you already watched, and if you encounter a new one, the autoskip won't activate. That however is a lot more complicated then what I originally suggested. — Poki#3 22:53, 14 May 2008 (UTC)
- Your suggestion sounds pretty good, but what if you are on your own with henchys, don't realise there is a cutscene coming up and you actually like to see the cut scenes atleast once? — ク Eloc 貢 01:46, 15 May 2008 (UTC)
- Everyone has the same right to see the cutscenes without having to play again throgh the mission, and there are some cutscenes that will be seen ONCE with a each character, like Jin and Sousuke's chat. Without a way to replay ALL cinematics, you don't have the right to make others skip cutscenes, and if others do not skip cutscenes too, and 'autoclick' feature would work only wile soloing or H/H. It's better a to replay cinematics so it doesn't matter if the leader force the party to sip them. MithTalk 11:15, 15 May 2008 (UTC)
- I think poki mainly directed this towards HA cinematics and besides, he did explain that it would only work for you, so that you didn't have to press skip every time, and then you would avoid those situation, where someone thought they had skipped while they hadn't. Of course it shouldn't interfere with the choices of the rest of the party, and as far as I understood, poki didn't suggest that either. I only agree with poki, that in HA it would be nice if you could skip those cinematics, so that you didn't have to wait for them all the time, they're really annoying even the third time you see them. Symphy 12:14, 15 May 2008 (UTC)
- Yes, my idea is directed at HA. AB also has cinematics. I'm seeing negative comments about auto skipping PvE cutscenes, so I'm changing my proposal to be PvP only. — Poki#3 15:42, 15 May 2008 (UTC)
- I disagree, move it back to the original idea, and we mod the scrying pool in the HoM (to be a bit more usefull) and replay *all* cinematics whether PVP or PVE. I'd suggest a tree type structure to keep it from being a list as longs as my arm, for example, select campaign, select part of campaign, select mission (start, middle or finish) and Viola! All it will take extra is to record which other (PVP) movies the char has seen, for example my mission records (1-3 swords) can already be used to determine whether I have unlocked a specific video for PVE. Also the function on the PVE side should just behave as if you clicked the skip button, no more - no less. It stops you from having to click the button - and allows all other party members to make up their own mind. Gr8 idea, got my vote. Fun 12:27, 16 June 2008 (UTC)
- Yes, my idea is directed at HA. AB also has cinematics. I'm seeing negative comments about auto skipping PvE cutscenes, so I'm changing my proposal to be PvP only. — Poki#3 15:42, 15 May 2008 (UTC)
- I think poki mainly directed this towards HA cinematics and besides, he did explain that it would only work for you, so that you didn't have to press skip every time, and then you would avoid those situation, where someone thought they had skipped while they hadn't. Of course it shouldn't interfere with the choices of the rest of the party, and as far as I understood, poki didn't suggest that either. I only agree with poki, that in HA it would be nice if you could skip those cinematics, so that you didn't have to wait for them all the time, they're really annoying even the third time you see them. Symphy 12:14, 15 May 2008 (UTC)
- Everyone has the same right to see the cutscenes without having to play again throgh the mission, and there are some cutscenes that will be seen ONCE with a each character, like Jin and Sousuke's chat. Without a way to replay ALL cinematics, you don't have the right to make others skip cutscenes, and if others do not skip cutscenes too, and 'autoclick' feature would work only wile soloing or H/H. It's better a to replay cinematics so it doesn't matter if the leader force the party to sip them. MithTalk 11:15, 15 May 2008 (UTC)
No more international alliance battles.
I'm tired of being assigned to team up with illiterates who can't speak English.
There's a simple solution:
People from any country should only be able to team up with people from that country unless they are in international districts.
There's no disadvantage to this. If you want to team up with someone in another country, you and your friends go to international. But let people who want a full 12 person team instead of 4 people, 4 idiots, 4 illiterates use their home districts.
I thought this would make a good alternative to the "Ban the French from PvP" discussion as it sounds less like a flamebait and is a more reasonable solution that everyone can agree on.
I agree with this for ALL forms of PvP that use a randomiser. If you go to a district, you GET people in that district, (Not including the opposing team, doesn't matter what you get then) not a shitload of frenchmen who aren't even IN ED1. Owut 16:42, 15 May 2008 (UTC)
- Just because they don't speak English doesn't mean they are illitterate. Also it doesn't matter much what language they speak in Alliance Battles because no one talks much anyways and pretty much everyone understands the meaning of 4-4-4. Also, they let people from other districts fight in yours because their district might not have enough people to team with or fight aganst so they would just map to the English district anyways. Besides, Guild Wars was ment to be an international game. King Keberos. 13:56, 15 May 2008 (-4 UTC)
- If there's not enough goddamn people in the district, go to international! I'm sick of being stuck with frenchmen who can't play for shit, especially during off-peak hours in RA, leaving from ED1 to be paired with a team of french nubs. No goddamn point in it being international if no-one can fuckin understand each other. Here's one for you- put an english, a french, a german, a spanish, a romanian, a russian, a turk, a greek, a polish, a japanese, a chinese, and a thai player together, none having any language in common. THEN see if they can play together. Other than the fact that the French one will drag the whole team down, they won't because of no communication. If it's international, then let PURELY ENGLISH SPEAKING TEAMS go up against PURELY *Insert any language* SPEAKING TEAMS, with the exception of those from international districts, which is obviously going to be mixed. PROBLEM SOLVED. Owut 18:05, 15 May 2008 (UTC)
- loleurope. Oh, and not all French people are bad. Stereotyping is bad, hmmkay? I've seen plenty of French people who can play decent enough.
- Yeah, Europe, what about it? A lot of English players are damn good. Average Brit is better than an American, I'd say. I've never seen ONE french guild do well. Owut 18:13, 15 May 2008 (UTC)
- I have seen French guilds (and people) do well. Sucks to be you, doesn't it? -- Mini Me 18:15, 15 May 2008 (UTC)
- if you call top 1000 rather than top 50 to be 'doing well' then you fail. It's true that being in the top 20 is the only criterion to be 'doing good'. Owut 18:17, 15 May 2008 (UTC)
- This place is for serious suggestions. Please post your joke topics somewhere else. Also, it's not funny. — Poki#3 18:15, 15 May 2008 (UTC)
- Yeah, Europe, what about it? A lot of English players are damn good. Average Brit is better than an American, I'd say. I've never seen ONE french guild do well. Owut 18:13, 15 May 2008 (UTC)
- loleurope. Oh, and not all French people are bad. Stereotyping is bad, hmmkay? I've seen plenty of French people who can play decent enough.
- If there's not enough goddamn people in the district, go to international! I'm sick of being stuck with frenchmen who can't play for shit, especially during off-peak hours in RA, leaving from ED1 to be paired with a team of french nubs. No goddamn point in it being international if no-one can fuckin understand each other. Here's one for you- put an english, a french, a german, a spanish, a romanian, a russian, a turk, a greek, a polish, a japanese, a chinese, and a thai player together, none having any language in common. THEN see if they can play together. Other than the fact that the French one will drag the whole team down, they won't because of no communication. If it's international, then let PURELY ENGLISH SPEAKING TEAMS go up against PURELY *Insert any language* SPEAKING TEAMS, with the exception of those from international districts, which is obviously going to be mixed. PROBLEM SOLVED. Owut 18:05, 15 May 2008 (UTC)
- This is an international game so naturally there are going to be people from all over the world playing. Not everyone in a single district is going to speak one language. Besides, international district is almost always empty so they'll still end up in your battles anyways. Also you can't stop someone from playing on the same battlefield as you because of a language difference. If you don't like it, play elsewhere. King Keberos. 14:57, 15 May 2008 (-4 UTC)
- I already DID go elsewhere. It's called "American Districts".
- Almost always empty? Whenever I'm there there's a lot of people. Owut 21:12, 15 May 2008 (UTC)
- Alternatively, learn to speak French. Seriously. -.-* -- Elv 22:28, 15 May 2008 (UTC)
- Just to tell them they are ignorant and that they suck? No thanks. Owut 22:58, 15 May 2008 (UTC)
- Sry I don't have time to waste learning a completely pointless language.
- We just need a 'sentence maker', like some games have. For example, Phantasy Star Online.
- Just to tell them they are ignorant and that they suck? No thanks. Owut 22:58, 15 May 2008 (UTC)
- Alternatively, learn to speak French. Seriously. -.-* -- Elv 22:28, 15 May 2008 (UTC)
MithTalk 22:58, 15 May 2008 (UTC)
- Runescape has a sentence maker utility, you might try that if you want one so much. Spare the people in Guild Wars.
- Is this the highly expecte sequal of Attack of the Troll? Paws to Ponder: Please add your thoughts to an existing thread, when possible. Let's make this a great place for the devs to visit to read your terrific ideas! Thanks! :) Why this BS troll is not in the existing thread? And how such BS make a great place for the devs to visit? Maybe it is you that got troubble with written english language... --Bob 00:10, 16 May 2008 (UTC)
- In my opinion this would be pointless... saying that most French people are bad is just as viable as saying that the majority of english speakers that play this game are also bad (both are probably true), and eliminating the French from American Alliance Battles would likely do nothing to reduce the proportion of "bad" players in those games. In battles such as HA or GvG you can choose not to let someone in who cannot communicate clearly, because communication is necessary, but in AB I find that most of the time pings and drawings on the minimap are sufficient... -- Frozzen 03:13, 16 May 2008 (UTC)
- I'm not discussing throwing the French out of PvP. The discussion here is about SEPARATING them. This is NOT "Ban the French from PvP". This is "NO MORE INTERNATIONAL ALLIANCE BATTLES."
- Owut, if you learned French and told the French they were ignorant and sucked, they wouldn't know anyway according to you, right? After all, how will they read your brilliantly phrased French sentences if they are, as you so kindly put it, illiterate? Apart from the fact that you don't seem to know the meaning of the words you use, I haven't seen you make a single valid point that would distinguish you from a troll. I hope you're not actually expecting to be taken seriously. -- Elv 05:25, 16 May 2008 (UTC)
- Honestly, Owut, I think it's a mindless suggestion to make, and maybe you should take it back, as I have now taken my strong comment back. I don't think YOU do enough to solve the problems that you apparently have with french people for no VALID reason, who knows, maybe they think you sucked too when you lost..
- In my opinion this would be pointless... saying that most French people are bad is just as viable as saying that the majority of english speakers that play this game are also bad (both are probably true), and eliminating the French from American Alliance Battles would likely do nothing to reduce the proportion of "bad" players in those games. In battles such as HA or GvG you can choose not to let someone in who cannot communicate clearly, because communication is necessary, but in AB I find that most of the time pings and drawings on the minimap are sufficient... -- Frozzen 03:13, 16 May 2008 (UTC)
And to Kokuou, thanks for correcting me, I got carried away, and any personal attacks have been removed. Symphy 18:00, 16 May 2008 (UTC)
DO NOT FEED TROLLS, The thing Trolls fear the most is lack of ATTENTION. Make em starve! |
- Never thought I'd actually have to us this template ;) ~ Kurd 20:55, 16 May 2008 (UTC)
I'm not trolling, and I didn't say french were completely illiterate. When it comes to the 2nd most common language in the world, however, they are illiterate. As for my point about them sucking, it's true. Learning what will be a completely useless language to me JUST to tell them they suck is a complete and utter waste of time for me. I have backing for 'No international ABs', so may as well follow that. Owut 16:48, 19 May 2008 (UTC)
- The first most common langauge in the world is Chinese. The second is English. The third is SPANISH. French is the 14th. Source. So, following your logic, it' better to learn Spanish than French, and French people should learn Chinese. But since I already know them, I'll go learn Japanese before they join the districts. I want to talk to Japanese People! (Orange Range!!!)MithTalk 05:34, 20 May 2008 (UTC)
I agree and disagree with Owut on this, whenever I'm team up with american players then somehow ended up with 1-2 group ally that speaks kfdjskd lskjfd djskdfj I lose the game.... what's frustrating is that my team and I entered pvp from American District!!!!
A better solution for this is not block anyone but make it so that people who wants to play with other ethnic people go to INTERNATIONAL DISTRICT just PLEASE don't mix local districts to other local districts I mean what's the point of international? --Ridz16 07:00, 20 May 2008 (UTC)
- That's exactly my point, that way the French will come to English districts only if they are proficient in our language. As English is the #1 most common language ingame and 2nd most common language in the world, then we can kinda tell them that they should be learning our language, likewise, I am currently learning multiple languages, including Japanese, German and Icelandic, since I plan on being around the language a lot more in future. Sure, language barriers will always be a problem, but can't we minimise these issues? Owut 21:42, 20 May 2008 (UTC)
- The problem isn't the ppl talking in different languages, it the language filter. Since this is an international game, the chat system needs to be filtered, not just the interface. If I choose English, French, German, Etc. as my text language then that's what it should be, so there should be no racism talk just because there is a mis-communication. I agree it's hard to do teamwork but it's something we need to direct to ANet not individuals.(Woody 11:01, 26 May 2008 (UTC))
The problem is with people not knowing how to get along. I regard the above suggestion as offensive. All districts should allow all languages to be used, the separation into districts should be simply for server balancing and perhaps time zone activity balancing. In the past International district was a way for accounts from different places to meet. Increasingly, such accounts can mix in any district now, and this is a very good thing, showing that ANet recognises that the game and its players are truly international. Since we allow for example, Russian script in English districts, or Dutch speaking in English scripts, we should allow all ANet supported scripts in all districts, and hopefully stop bigots from trying to harrass speakers of languages other than their own to leave the district on the grounds of its language designation. Rename the territories and districts according to time zones or arbitrary server names instead of by language. I think we should even allow for example, Chinese characters in European guild names. Certain languages may be designated as 'official' in certain countries, but I know of no country which bans individuals from speaking any language they choose with their friends, and neither should ANet. One of the main attractions (and perhaps benefits) of GW for me, and something harder to find in real life, is the dynamic interaction with people from around the world, so I want more of that, not less.--Vana Runedottir 03:41, 27 May 2008 (UTC)
- Stop trolling THIS discussion, Vana Runedottir. You already got "Ban the French from PvP" closed, what more do you want now????
- Runedottir is officially nominated to translate in that case. Volunteer your wn time before everyone else's and don't fail as much, ok?
- Offensive my ARSE. I don't have a problem with seeing a bit of french in Kama ED1, what I do have a fucking problem with is having to AB in ED1 with a french player that can't communicate with the rest of us for shit because of a language boundary, plus read the 'Ban the French from PvP' section for more reasons why we use the French as an example'. Also, post below me is +10 points of win. Owut 01:50, 28 May 2008 (UTC)
- Sorry but not everyone has half their life to devote to learning every language and the other half of their life to devote to Guild Wars.
- "post below me is +10 points of win" ... If you're going to complain about other languages at least do justice to your own language... In addition, I fail to see how you would manage to implement this in an effective or useful way... I can't see them banning people for speaking a different language in Alliance Battles... People from the USA were able to join the Korean beta for Guild Wars even though several checks were in place to prevent them from doing so. All this would succeed in doing is moving everyone to one country's servers, where the same thing would proceed to happen. -- Frozzen 03:20, 28 May 2008 (UTC)
- A reminder that this is not about banning anyone, instead this is about separating people in teams based on language.
- What about reverting Alliance Battle back to 2 parties of 12? -- Gordon Ecker 03:29, 28 May 2008 (UTC)
- The problem with that is it would turn into another HA, you have to run the correct build or you are left out for good. The simplest and best solution is to let it remain as 3 parties of 4 people each, but only team up with groups in the same districts.
- What about reverting Alliance Battle back to 2 parties of 12? -- Gordon Ecker 03:29, 28 May 2008 (UTC)
- Owut: The discussion above is not "closed", he merely requested people to stop. You can still post there if you like, won't get banned for it ;)
- Oh, and there are bad players everywhere, no matter what language they speak. Saying all French suck is just retarded, but it's not surprising considering you're one of the biggest racist fuckfaces around :\ -- Mini Me 16:52, 28 May 2008 (UTC)
- Correct, but it's just typical that I see French players to be the absolute WORST of the lot in AB and RA. For those of you who are STUPID enough to not READ, I'm not saying about banning any languages. I'm saying about PLAYERS ENTERING FROM ENGLISH DISTRICTS GET PUT WITH OTHERS FROM ENGLISH DISTRICTS, ETC. Thank you, don't be fucking stupid, etc. Also, who cares about racism. Welcome to the internets. Owut 18:24, 28 May 2008 (UTC)
- Owut's post is +5 points of epic win, but would be +10 points without the bad language.
- The sign about making it a nice place for the dev's to visit how often do they even come on here anyway? (serious Q not sarcasm)
Hi. It seems we can't discuss civilly and without personal attacks, stereotypes, sweeping generalisations and whatnot. What Poke said above applies there, here and everywhere else on the wiki -- don't troll, personally attack or generally be an "asshat." I'd rather avoid having to block, but if comments after this one keep going in the direction that they are, so be it. Take that as a warning if you have to, but I'd rather you see it as a deterrent; discuss in a civil manner. -- Brains12 \ talk 01:31, 30 May 2008 (UTC)
maybe we shouldve started this post a month later...ppl wouldve forgotten about the other one. Also, there are ALWAYS racist people out there. Thankfully, i am not one of them. The main point here is that some people wish to play with all english players, maybe because they need to coordinate a plan. I would find that useful. Its not racist in any way to want all english players, though calling the french illiterate is very racist, in on form or another. Go find that rosetta stone thing thats on TV and get the french version, problem solved :P--Raph Talky 13:50, 31 May 2008 (UTC)
- Everyone, cut out the crap, seriously. Owut, stop trolling with the bad language, and Vana, stop expecting people to learn French. This is not about banning ANYONE from ANYTHING, it is merely "Separate teams based on language." Furthermore, this isn't just about separating the French in PvP, it is about separating ALL languages from each other.
- This has nothing todo with languige, or districts, if they were to be really separated, French people would just go to English district and still ask if you wanted a stale loaf of bread for a weapon. Still, learning a languige is just as bad of solution as trying to separate yourself from entire country, knowing several languiges is only usefull when you need to understand profanities or say No on questions like "Does any one speak X languige?" there is no chance in hell you will be able to direct Noobs Even if you knew their languige perfectly. Biz 08:37, 17 June 2008 (UTC)
Storage Tabs & Report System
2 ideas:
1) Storage tabs dedicated to special event items, elite armors, and consumables (similar to the crafting mats tab). I personally own one of each winterday weapon, which alone takes an entire page of my storage, another is taken by consumeables, a third by armors... The 4th page simply is not enough to hold items for all of my 8 chars even with their fully expanded backpacks. If adding extra tabs is impossible, perhaps another guild hall npc for event items (such as a weapon counterpart of the hat npc) or special bags which can be placed in the storage while full.
2) Ability to report people who are not in your district. People often abuse the system by violating rules and quickly zoning. Also the ability to report for "other" with a text box in which to type a one or two word reason would be helpful. I realize this is possible via the support site, but often players will not go through the time and effort of doing so, allowing certain players to constantly violate rules. Zero4549 22:52, 15 May 2008 (UTC)
- You hit the nail on the head with that last sentence, an NPC that would recreate event items is a much better solution than extra storage. Consumables are just that, if you need extra storage chug it down, eat it or sell it; there is no need for hording these items. Armour storage I would love to have but Gaile has said before that it would take to much time and people to add more tabs to storage. The only reason I have ever run out of storage is because I simply can't trade valuable weapons, mods and other items fast enough. It is very difficult to find buyers and unless you visit places like Guru you never know what it is worth. "WTB better trade system rather than storage PM me offer" -- Broodling 23:25, 15 May 2008 (UTC)
- I agree that a npc is a better option as opposed to another storage tab for event items now that I have taken the time to think about it. However, I still believe a storage tab for consumables would be helpful. I have indeed already consumed most of what I had in an attempt to save space, but not all consumables are practical to consume in bulk. Case and point: candy canes, pumpkin cookies, armors of salvation, and other "buffing" consumables take space, and using them all at once is a huge waste. If storage tabs is simply out of the question, perhaps an npc could be made available who will trade consumables for tokens (with high end consumables such as armor of salvation being worth more than low end ones such as candy canes). These tokens could then be redeemable for consumables at a later point, reducing the number of storage slots needed to store your consumables to just one. Zero4549 23:20, 20 May 2008 (UTC)
- The report system needs more categories, like the following.
- Report for inappropriate language or behavior. This option would be for reporting people who are discussing anything against the EULA but is not necessarily abusive to anyone in particular and isn't spamming it.
- Report for advertising bad websites. This would allow Anet to locate gold spammers a lot more quickly as people could report directly for advertising bad websites instead of reporting for spamming.
- Report for bad in-game advertising/trade system violations. Report people who sell Guild Wars accounts for real money, gold sellers, and Runescape account traders in here. You could also report people for scamming you.
A few thoughts for a system of an expansion you will never make D:!
- → moved from Talk:Developer Updates#A few thoughts for a system of an expansion you will never make D:!
Maybe a PvE expansion that will allow us to pass time till GW2 =]?! Not that it's needed... we've pretty much reached the pinnacle of drops 'n' stuff in HM, I mean like... super bosses :D! that have 100,000,000 hp! to counter this maybe have PvE Only Weapons and attachments (ups to about double the damage/potency of a normal weapon's attachment selections) that may only be used in this mode? Or a meter that slowly filled as you destroyed enemies (reaching it's brim once you've killed a certain amount of enemies or have taken a certain amount of damage D:!!!) temporarily unlocking a 9th skill on your skill bar that allows you to perform a sort of omega skill unique to the profession (maybe a quest you'll have to take to make the use of it possible!) (For example: Crystal Blight [Spell] - Summon a Crystal Storm at target foe's location, dealing 10..20 damage per second for 10 seconds(add an additional 10..20 damage when the target is hit by an additional Energy Crystal). Or something like that... I just kind of feel I've exhausted GW PvE xD... *fails at life* I need new places to explore and spell badly within :( --The preceding unsigned comment was added by User:58.179.122.66 (talk).
- Well, it's a trade-off. The more you want them to create things for GW, the more you'll have to wait for GW2. -- ab.er.rant 06:39, 16 May 2008 (UTC)
I totally agree :( as sad as it is~ oh well =]! as long as they decide to be wierd about releasing and be like Super Smash Brothers Brawl in the case of PAL areas (I'll still be excited about it =]).
Also making OP enemies that can easely be countered with OP pve-only skills is an idea that phails it has been proven by now ;) Lilondra 16:05, 13 June 2008 (UTC)
Ban the HFFF bots on the kurzick side
The top 2 alliances are filled with bots that farm faction 24 hours a day, making HzH unreachable. Anet should ban these ppl, or make it harder to bot, by removing the signpost for melandrus hope -- Anonymous
- Agreed. Down with botters! -- Anonymous
- How do you distinguish a ban bot from a faction farmer performing the chore manually? HFFF is a tedious exercise in button-clicking, and it is very robotic in nature. I manually HFFF for about 2 hours a day every day with the hope of maxing the title sometime in the next year, and I would be rather peeved if I got banned simply because someone suspects that botting is going on. I'm not even sure that you *could* bot it because the spawns change up from time to time and it always places you in a different spot when you respawn in town. -- Ronduwil 19:27, 16 May 2008 (UTC)
- You have the /report command for a REASON! Instead of complaining, use it and report the bots. As for distinguishing bots from players, it's relatively easy once you see a few. Bots use signposts and NPCs combined with turning the characters in place to face the portal. Bots will go and touch the signpost, turn their character in place exactly at the same angle every time, and take a step through the portal. Easy to spot once you see it a few times and there's a very low chance of a player behaving the same way. — Poki#3 20:28, 16 May 2008 (UTC)
- The FFF npcs are in an explorable area how are you supposed to tell that someone is botting when you cant even see them? Although i really dont understand where these accusations are coming from, the top alliance got that way through FFF of many of their members. making blind accusations about botting is pretty low. --99.153.226.11 19:52, 18 May 2008 (UTC)
- Look at the behavior in the cities. — Poki#3 01:37, 19 May 2008 (UTC)
- Many real players, like myself, use the signposts when i HFFF. Simply because you can always click Next Item button twice and target the Melandru's Hope sign. It can be done while you are still loading which saves a few seconds every time you spawm. --Treasure Boy 06:57, 19 May 2008 (UTC)
- You can always PM a supposed bot and see if they answer and if what they answer makes sense. Tell them you suspect them to be a bot and could they please verify them being human...Ask them if they find puppies cute, if they say no, they can only be a bot LunarEffect 16:06, 20 May 2008 (UTC)
- Although it may be bots doing the work, it still is very possible for humans to achieve the same numbers. Each run averages out to about 1 min. 60 Minutes per hour, that is 24000 faction. These alliance are about 500 strong each. So if everyone Hfff'ed for one hour per day in the alliance that would be 12,000,000 faction. That would easily handle the degen and then some. But im tired and my math could be wrong. Effigy 03:30, 21 May 2008 (UTC)
- While I completely agree with the original post on killing bots, many people also legitimately farm the area. And why ban it just on the Kurzick side? The Luxons' Scout the Coast would be even even easier to write a bot for because there are no spawns that body block so you can set up precise timing (the run does take longer - but Guru says bots exist there, too). To the above poster, realistically, 25 runs takes more like 30-35 minutes (I've done 25 in 30 with speed builds and optimal flag order, but it's hard). --Falseprophet 17:51, 22 May 2008 (UTC)
- Although it may be bots doing the work, it still is very possible for humans to achieve the same numbers. Each run averages out to about 1 min. 60 Minutes per hour, that is 24000 faction. These alliance are about 500 strong each. So if everyone Hfff'ed for one hour per day in the alliance that would be 12,000,000 faction. That would easily handle the degen and then some. But im tired and my math could be wrong. Effigy 03:30, 21 May 2008 (UTC)
- You can always PM a supposed bot and see if they answer and if what they answer makes sense. Tell them you suspect them to be a bot and could they please verify them being human...Ask them if they find puppies cute, if they say no, they can only be a bot LunarEffect 16:06, 20 May 2008 (UTC)
- Many real players, like myself, use the signposts when i HFFF. Simply because you can always click Next Item button twice and target the Melandru's Hope sign. It can be done while you are still loading which saves a few seconds every time you spawm. --Treasure Boy 06:57, 19 May 2008 (UTC)
- Look at the behavior in the cities. — Poki#3 01:37, 19 May 2008 (UTC)
- The FFF npcs are in an explorable area how are you supposed to tell that someone is botting when you cant even see them? Although i really dont understand where these accusations are coming from, the top alliance got that way through FFF of many of their members. making blind accusations about botting is pretty low. --99.153.226.11 19:52, 18 May 2008 (UTC)
- You have the /report command for a REASON! Instead of complaining, use it and report the bots. As for distinguishing bots from players, it's relatively easy once you see a few. Bots use signposts and NPCs combined with turning the characters in place to face the portal. Bots will go and touch the signpost, turn their character in place exactly at the same angle every time, and take a step through the portal. Easy to spot once you see it a few times and there's a very low chance of a player behaving the same way. — Poki#3 20:28, 16 May 2008 (UTC)
Old character creation interface
I would like the old character creation interface before it was changed. The current one lags and the buttons sometimes don't do anything (How often do you make a PvE character instead of a PvP character because it doesn't recognize the click?)
Furthermore, having to go through 6-7 menus is irritating. I would like to set my character's class(primary and secondary) as well as its type on one menu and everything else in another. It doesn't require 6-7 menus.--The preceding unsigned comment was added by User:96.233.14.33 (talk).
- I actually like this one better. It may not be faster but it has a more "pro" felling to it ~ Kurd 20:50, 16 May 2008 (UTC)
/agree with kurd--Raph Talky 13:53, 31 May 2008 (UTC)
Combine Charm Animal with Comfort Animal
It's probably far too late for this, I know, but it's always bothered me how if you play as a Beast Mastery ranger, there are 2 skills you need no matter what right off the bat. One of those is obviously Charm Animal since you need it equipped to even have a pet. The problem with this is that if your pet dies, you need either Comfort Animal or Heal as One (elite) in order to revive your pet and make your character actually relevant. Now the key issue here is the resurrection. I don't necessarily think that Charm Animal needs to be able to heal your living pet, but resurrection is kind of a must unless it is changed so that regular resurrection skills can resurrect a pet. I can't think of any other attribute where specializing in it commits you to 2 skills (or even 1 skill for that matter) right off the bat. This just makes Beast Mastery rangers less fun because your builds are that much more limited and then on top of that you don't actually ever USE one of your skills; it just sits there. --Amazing Goat 18:25, 16 May 2008 (UTC)
- Has been discussed very often already and is not doable for balancing reasons. If you want to have a pet but not take a ressurection skill for it, i advice to equip one of your heros with Revive Animal in pve... —ZerphaThe Improver 19:49, 16 May 2008 (UTC)
- How about if it took a long time to cast (15 seconds or perhaps even more) and/or the pet only came back with 1 point of health or something of that nature, along with having a high energy cost? This would have the added effect of making a better revive still worth seriously considering. Also, I find it kind of odd that it would unbalance things when all skills are disabled for a time when the pet dies anyway. That would be another idea: All pet skills (or perhaps even all skills) are disabled for 30 seconds after using it or something.
- If what they are worried about is everyone taking a ranger secondary to have a meat shield in PvE (which would be one of the least of the PvE balance problems anyway...) using only 1 slot instead of 2, maybe they could have the pet's armor scale with points in Beast Mastery or something. I think it could be balanced if it is done the right way. (This paragraph re-added as someone deleted it, probably from two people editing the page at the same time.) --Amazing Goat 20:22, 16 May 2008 (UTC)
- you're right with your last sentence. The problem is that you have a lvl20 80Al guy with you even with 0 BS. Your idea for the option of ressurecting the pet with even only 1hp would still bring up the option tho quickly heal the pet again up to maximum health. I would have managed this skill diffrent, but that's no more doable for GW1... —ZerphaThe Improver 21:50, 16 May 2008 (UTC)
- Yes, I kind of addressed this in my second paragraph, but I added that in apparently at the same time you were typing up your reply. --Amazing Goat 00:46, 17 May 2008 (UTC)
- I always say that Pophecies could get some PvE skills ince it has none. This could be one of those. MithTalk 02:39, 17 May 2008 (UTC)
- Or, taking advantage of recent updates to skill balancing: make Charm Animal act as a rez only (or more conveniently) in PvE. → BROWNSPANK 08:02, 30 May 2008 (UTC)
- That would be a change in functionality, PvP skills change only values, not procedures. MithTalk 13:59, 30 May 2008 (UTC)
- We should stress that the goal of keeping functionality isn't so much to make it easier on programmers, but mostly to keep it simple for players. You can take a build in PvE into PvE or vice-versa and expect it to work the same way. -- Alaris 14:20, 30 May 2008 (UTC)
- That would be a change in functionality, PvP skills change only values, not procedures. MithTalk 13:59, 30 May 2008 (UTC)
- Yes, I kind of addressed this in my second paragraph, but I added that in apparently at the same time you were typing up your reply. --Amazing Goat 00:46, 17 May 2008 (UTC)
Unique GW pause feature
I say anet should make a revulutionary pause feature,so that if you only had heros/henchmen in your party you could be able to pause the game wihtout the foes killing you and your party.Im sure that it would help alot of people. —The preceding unsigned comment was added by Simpaklimp1 (talk • contribs) at 21:24, May 16, 2008 (UTC).
- Yeah, i also thought of that, along with the option to log-out and do the rest another day when logging in with that character later. I could theoreti cally even imagine that this is doable with a party of more than one real player. E.g. if there was be a command like /pause, and the game stopped after all players used it, this could be a handy option in PvE. But there would have to be added a cap of maintaining the server as otherwise there would be players that paused their process for ages. Though i'm quite sure this would be a mess and only hardly implementable. —ZerphaThe Improver 21:59, 16 May 2008 (UTC)
- This would require a significant amount of server storage space, a an equal amount of human resources to implement. Probably too much. — Poki#3 22:54, 16 May 2008 (UTC)
- It doesn't sound like the sequel is going to have heroes or henchmen, just sidekicks. Note how they've said characters will be able to solo in the second one, which is basically impossible in the first game, barring specialized builds meant to exploit certain things in specific areas (e.g. 55 monk). There are henchies in the first game because you quite literally cannot play it solo. Henchmen are also what make a lot of the game rather trivially easy: Okay, I walk up to some guys and stand there if I want and my heroes and henchmen kill them. If I press some buttons or - even more importantly - call targets for them to focus fire it makes it go a little faster. Okay, I might as well go play Dungeon Siege now. At least there I get to pick what everyone does if I want to.
- This would require a significant amount of server storage space, a an equal amount of human resources to implement. Probably too much. — Poki#3 22:54, 16 May 2008 (UTC)
- While typing that up, I though of another point which probably should have been my first one: A lot of Guild Wars 2 is going to be in a persistent world and not instanced anyway, so you obviously could not pause that. --Amazing Goat 00:56, 17 May 2008 (UTC)
- Actually, I just noticed on the FAQ that there apparently will still be henchmen, so I stand, perhaps unfortunately, corrected on that point. --Amazing Goat 01:36, 17 May 2008 (UTC)
- I wouldn't say its unfortunate, the existence of henchmen allow for the existence of cooperating enemies. Without henchmen you force enemies to mostly occur individually a la World of Warcraft, or else make the area impossible for a single character to complete. Neither of those appeal. Guild Wars is all about overpowering and disrupting enemy teams, something I hope will continue into GW2. Admittedly there is room for improvement, particularly in the AI of enemies and henchmen, and the control of your team. Of course, allowing henchmen parties cause problems. If the henchmen are substantially better than most players few people will form teams with humans (one of the problems with the introduction of heros), if the henchmen are substantially worse than most players either the enemies must be made too easy for a human-team (so the hench-team can beat the area) or playing the hench-team becomes too hard, alienating those people who aren't in suitably large, active and friendly guild (certain missions and zones, particularly before heros, some dungeons and many hard-mode areas - while that may be the point of 'hard mode' it leaves such players with a choice between 'too easy' and 'too hard'). Jbuk 02:39, 17 May 2008 (UTC)
- Yeah, my point just was that in a lot of places you can basically run up to a group of guys with your heroes and henchmen, get up from your computer, go make a sandwich, come back, and the enemies will be dead. Certainly not every place is like that, but a lot are, and of several of the ones that aren't, it's mostly to keep the moronic henchies from aggroing several groups at once, not really because my help is needed in combat. At any rate, they did say that there will be content for soloing, and that is better than fine with me as long as there is content for parties too, which is obviously a given. One thing I mean about it being unfortunate is that the existence of henchmen makes people often not want to group up, and then because of that, suck at it when they do, and you listed some of the other problems I have with them.
- World of Warcraft never "forces" you to play solo, and indeed, the dungeons clearly cannot be soloed. You can always team up with other players, and for me, the ability to play with AI guys because it is NECESSARY to do anything does not add much to the game, the main problem being that a lot of combat just feels like a zerg-fest where I don't even really know or have to know what is going on. All I need to do is call target on healer, call target on next guy, etc. I don't really see how that is more interesting or more deep than soloing. At least in that case I'd have to actually try. Like you said, the problem is either that the henchmen are so good that there is no reason other than the social aspect to party with other people, or the content is made easier so the stupid henchies can actually handle it...and if they can't handle it, then what is the point anyway? --Amazing Goat 05:53, 17 May 2008 (UTC)
- Not quite sure how this went from an idea to pause gw to a debate about henchmen in gw2. This being said, I would like to point out to those criticizing henchmen and heroes for making the game too easy have absolutely no validity in their argument. Henchmen are often 5 levels under the average for players in any given area, have only 4-5 skills on their bar (2-3 of which are often useless for the area), have no elite skills except in high level areas, and are quite literally stupid. heroes have the ability to use equipment equal to that of a human player and can be configured to use 8 skills of the player's choice, but are still just as stupid as henchmen. In fact heroes have worse ai than henchmen in many cases because their ai can not be custom written for their skill sets. furthermore heroes are limited to non-maintainable non-pve skills.
- Heroes and henchmen make gw possible for people who can not find a full team, but the only way you can make a valid argument that heroes/henchmen make gw easier than with human players is if you were to assume that there is no possible way for a human to be more intelligent than a loosely programed AI. Zero4549 19:20, 21 May 2008 (UTC)
- They make the game easier by virtue of that if they are bad, then much of the game is presumably balanced around how bad they are. --Amazing Goat 17:58, 24 May 2008 (UTC)
AB Outposts
Add one of those NPCs that give you Zaishen Keys for Faction that way you don't have to go all the way to tge Great Temple to get them. — ク Eloc 貢 22:21, 17 May 2008 (UTC)
- this, or even better, that (making it possible to obtain zaishen keys from priests, as those can be found everywhere in pvp). —ZerphaThe Improver 22:52, 17 May 2008 (UTC)
First Officer
I would like to suggest the addition of a First Officer rank to the guild roster. This rank would allow Guild Leaders like myself to designate who would succeed me in the event that I fail to login for 60 days. Like the Leader position, there would only be one First Officer per Guild. A First Officer would essentially be the Guild Leader's right hand man; he would have all of the standard Officer powers, plus the ability to demote other Officers. This will allow him to keep the Officers in check and the Guild running smoothly when the Guild Leader is not available. This would, in turn, allow a Leader to leave his guild in the hands of somebody he knows he can trust, without having to promote that person to Leader every time he is unavailable for a few days. Blade of Gwen 00:12, 18 May 2008 (UTC)
- I just now saw this suggestion and I think it would be a great addition to the guild roster.--Shards of Narsil 18:18, 18 May 2008 (UTC)
- The oldest officer (i.e. the one that has been in the guild the longest) is the one that get Auto-designated as guild leader by Guild Wars. It happened in my guild when my leader had been away for 60 days and i suddenly found myself as guild leader. --Treasure Boy 06:53, 19 May 2008 (UTC)
- Oh really? I never knew that! Oo LunarEffect 16:01, 20 May 2008 (UTC)
- The oldest officer (i.e. the one that has been in the guild the longest) is the one that get Auto-designated as guild leader by Guild Wars. It happened in my guild when my leader had been away for 60 days and i suddenly found myself as guild leader. --Treasure Boy 06:53, 19 May 2008 (UTC)
Treasure Hunter/Wisdom Seeker Weekend
Lately there have been a lot of weekend events tied to PvP or double reputation points and double LB/SS points, but there haven't really been a weekend event with focus on Treasure Hunter and Wisdom Seeker (can't count Golden Eggs since its more about farming rather than Treasure Hunting). During such an event, the amount of chests in one area could be doubled in NM and trippled in HM. Also give Lockpicks an extra 10-15% retain chance. Tripple the possibility of getting a rare item (gold item) from all chests. Sry, didn't know where to say this. Move if necessary. --Treasure Boy 01:14, 18 May 2008 (UTC)
Ally chat
Make a new chat called Ally chat (or w/e your suppose would be a better name) which pretty much splits the chat in AB for allys to 2 different channels. 1 for just your 4 man team and the other for your entire 12 man team. — ク Eloc 貢 01:58, 18 May 2008 (UTC)
- I'd think that adding a separate chat tab that's only usable in a very small portion of the game is out of the question... — Poki#3 02:48, 18 May 2008 (UTC)
An addition to the friends list U.I.
Alot of people including me want to add a notes section for GW1's and GW2's friend list U.I. some times you can't remember why you added a person to the list and could be fustrating if they can't remember as well, which happens VERY offen. The addition of a note option to the list of "ignore, take off list and wisper" would help maintain communication between players and keep reminders on what their pals do or did for you. This option could open a window that gives players the ability to type notes on that player. Each note applys to only that person and this and won't show up on another friend on the list, this is to prevent confusion between which note applys to which friend. this is only account wide and can't be seen by another person and can't be copied into the chat box to send to the public thus can't be used for any kind of abuse or harassment in a public way. --Raymondo 02:21, 18 May 2008 (UTC)
Since space on servers is an issue, this kind of addition could use storage space on the players PC, in a similar way to skill templates. Friends lists could be stored by account by the player, and then there would be plenty of space to add comments, guild names, aliases and so on. The relationship between the data in the file on the players PC and the game would be maintained by a keyword, positional, or keyed correspondence between the server friend list and the player file friend list, so that if the file was edited outside of the GW interface it may have to be reset by GW when loading it. But even a reset file would be as good as what we have now, and this would be great improvement.--Vana Runedottir 03:56, 27 May 2008 (UTC)
Mission Map in AB
Add the mission map where you hit M and click on that button that gives you the map of the area you are in if it's underground, but made that available in PvP instead of having to use the U map. — ク Eloc 貢 02:29, 18 May 2008 (UTC)
- I don't get it... you want the U map to be visible in the M map. What for? — Poki#3 02:50, 18 May 2008 (UTC)
- I dunno, I try and have as little UI cluttering the screen when I play so I can see more, but when you hit M in AB, it just shows your some spot on the border line and no where you are at. Wouldn't it make sense since you're not in a dungeon that it should show you where you're at or something? — ク Eloc 貢 12:00, 18 May 2008 (UTC)
- Personally, I'd prefer if I didn't have to zoom out the minimap at the start of every AB match. Could it be possible to have it saved where you put it on the zoom level? - Raknor - Talk 12:03, 18 May 2008 (UTC)
- Wait, wait, wait... "as little UI cluttering the screen"? The M map clutters THE WHOLE SCREEN! And you can just change the size of the U window to fit your needs. You can have a small map somewhere on the side, or stretch it on the whole screen so you won't be able to see anything else and just pop it open when you want it. I think the 2nd option will suit you. — Poki#3 14:06, 18 May 2008 (UTC)
- The above solution has seemed to work pretty well for me.
- Wait, wait, wait... "as little UI cluttering the screen"? The M map clutters THE WHOLE SCREEN! And you can just change the size of the U window to fit your needs. You can have a small map somewhere on the side, or stretch it on the whole screen so you won't be able to see anything else and just pop it open when you want it. I think the 2nd option will suit you. — Poki#3 14:06, 18 May 2008 (UTC)
Kills Title or Emote
I think they should make a title or emote that would track how many kills each player has. It would track it from the time it is implemented. I would Prefer the Emote that would show up like this: "/kills" and the text: "You have killed ### enemies". --Shards of Narsil 08:07, 18 May 2008 (UTC)
- I thought of something like that before, but I don't think a title would be necessary for it. The /kills thing would be great as you could compare how many kills you have to your deaths. — ク Eloc 貢 12:01, 18 May 2008 (UTC)
- Very funny. And supposedly people don't like farmer titles... besides, it wouldn't be retroactive, so... bad idea overall. — Poki#3 14:07, 18 May 2008 (UTC)
- I still think that the emote would be a cool feature even though it would only start when it is put in, I just got the idea from the /deaths emote.--Shards of Narsil 18:02, 18 May 2008 (UTC)
- What's the point ? Is it to impress top ranked pvp players with the numbers of critters below lvl28 you killed with your farming build ? Yseron - 86.209.194.119 19:34, 18 May 2008 (UTC)
- I still think that the emote would be a cool feature even though it would only start when it is put in, I just got the idea from the /deaths emote.--Shards of Narsil 18:02, 18 May 2008 (UTC)
- Very funny. And supposedly people don't like farmer titles... besides, it wouldn't be retroactive, so... bad idea overall. — Poki#3 14:07, 18 May 2008 (UTC)
This would completely suck bevcause then the people like 600/Smites that run CoF will get maxed in a day or so. I can use 600/Smite build but come on! NObody wants a skill even a noob can blow off and get in 3 minutes...
- I don't like much the idea of simple 'kills'. If enemies where categorized like this:
- Players: Warrior, Ranger, Monk, etc.
- NPCs: PvP NPCs, Human, Dragon, Plant, Ghost, Skeleton, Zombie, Charr, Elemental, etc...
- And then the emote would work like this: /kills <creature name>. And show a sligtly different emote depending on the creature, that could do. If a monk shows a title for a type of creature smitters can easily kill, won't count. But Smitters can't do much against, for example, scarabs. MithTalk 13:51, 19 May 2008 (UTC)
- I think thats an interesting idea.--Shards of Narsil 20:18, 19 May 2008 (UTC)
- I don't like much the idea of simple 'kills'. If enemies where categorized like this:
- would have to me character based, so what if the rank only went up on PvP characters? or only when YOU kill another person (ie. you score the fatal blow not team), but then again, 1v1 scrimmage would completely trash that... The Only Warrior 09:49, 8 June 2008 (UTC)
A Quest title track
Another idea to add that is like the mission title is a quest title which would present a much harder task to hunt down quests for not only the frist 3 chapters but the fourth one as well. as for if they can stack for a max title for all 4 chapters, thats not my call. --Raymondo 19:09, 18 May 2008 (UTC)
- What about the people who already completed all the quest? does that mean they have to re-do them again...--Ridz16 23:06, 18 May 2008 (UTC)
- Stop trying to think up a way to get God Walking Among Mere Mortals easier :> — Poki#3 01:40, 19 May 2008 (UTC)
- Do you really think that doing all the quests is easier than doing vanquisher or explorer? I'm pretty sure you could get both before doing all the quests just by trying to do all the quests... -- Frozzen 01:45, 19 May 2008 (UTC)
- Yes, doing all the quests is much easier then Vanquishing the game. Only a few quests actually pose a challenge. Besides, there's no way to track this kind of thing (recently I found a quest that I didn't do before, because the NPC that gave it was in an area uninhabited by monsters and only showed his quest marker after a few minutes). Oh, and Cartographing is easy. — Poki#3 01:53, 19 May 2008 (UTC)
- Do we even know if all quests have been discovered yet? So yes, a title based on doing quests would be nice since today there is no point doing quests after lvl 20 and already have a lot of skill points. EDIT: Make it work like Legendary Carto/vanquisher/skill hunter/Guardian. Since not everybody have all 3 campaigns it would be impossible fo them to max the title. 4 easy titles for my warrior with Smelly Guild Hall, yes please :D. Seriously, it would be cool. --Treasure Boy 08:23, 19 May 2008 (UTC)
- It doesn't matter how easy it is. It's an achievement. Capturing all elite skills is easier than making all quests, and it has a title. The Questing titles are the mission ones. And then, by making all 'achievement titles' of a campaign, you would earn the 'master' title of that campaign, and by having all 4 masters, you'll get the legendary master. Hm... yup. Perfect. MithTalk 13:37, 19 May 2008 (UTC)
- /agree --Treasure Boy 16:27, 19 May 2008 (UTC)
- It doesn't matter how easy it is. It's an achievement. Capturing all elite skills is easier than making all quests, and it has a title. The Questing titles are the mission ones. And then, by making all 'achievement titles' of a campaign, you would earn the 'master' title of that campaign, and by having all 4 masters, you'll get the legendary master. Hm... yup. Perfect. MithTalk 13:37, 19 May 2008 (UTC)
- Do we even know if all quests have been discovered yet? So yes, a title based on doing quests would be nice since today there is no point doing quests after lvl 20 and already have a lot of skill points. EDIT: Make it work like Legendary Carto/vanquisher/skill hunter/Guardian. Since not everybody have all 3 campaigns it would be impossible fo them to max the title. 4 easy titles for my warrior with Smelly Guild Hall, yes please :D. Seriously, it would be cool. --Treasure Boy 08:23, 19 May 2008 (UTC)
- Yes, doing all the quests is much easier then Vanquishing the game. Only a few quests actually pose a challenge. Besides, there's no way to track this kind of thing (recently I found a quest that I didn't do before, because the NPC that gave it was in an area uninhabited by monsters and only showed his quest marker after a few minutes). Oh, and Cartographing is easy. — Poki#3 01:53, 19 May 2008 (UTC)
- Do you really think that doing all the quests is easier than doing vanquisher or explorer? I'm pretty sure you could get both before doing all the quests just by trying to do all the quests... -- Frozzen 01:45, 19 May 2008 (UTC)
- Stop trying to think up a way to get God Walking Among Mere Mortals easier :> — Poki#3 01:40, 19 May 2008 (UTC)
A better hero and henchmen command interface and options
First I want to bring up the hero command system, its only good to a point that using skills and force movement to some degree but could use a bit more key wise option. ive played many games that use A.I.s called bots that use a command short key, "not the 3rd party program bots I mean but A.I. runned bots" for example in the game Unreal Tornament uses a v command as a pop up for a list of various options to select from, this can allow on the spot control and yet not hinder with the person controling the heros at the time. allowing full gameplay and hero control at higher levels of pvp or pve is key for suprior use of heros but not having to be the only thing you do in the course of that time period. As for options for better hero control, I would put options like "patrol this area" which can be used on the mini map on the top right corner of the screen where the usual flag commands are, this would add a waypoint to one area then click another spot to link the two as a way point patrol and the result being that that hero moves back and forth between the two area like the monsters in pve do automaticly. other control options that anyone has can simply add to this discussion. --Raymondo 19:28, 18 May 2008 (UTC)
Vampiric/Zealous weapons only give degeneration while attacking!
I find it irritating to have to switch between weapon sets. The degeneration of health/energy is meant to balance it but people will just bypass that by switching weapons. So why not change them to:
Vampiric: 5 health gain on hit, -1 health degeneration while attacking Zealous: 1 energy gain on hit, -1 energy degeneration while attacking
No more switching between sets.
- No. These mods are already very good, and have a big gain if you're attacking (especially Zealous). — Poki#3 01:47, 19 May 2008 (UTC)
- They would be easyer to use on heros if it was only while attaking. Even tho i dont find that too much of troubble i would not mind if the change was made. --Bob 04:07, 19 May 2008 (UTC)
- GAILE, I FIND GW REQUIRING THE INTELLIGENCE AND ATTENTION SPAN OF A GOLDFISH ANNOYING. FIX PLS. --71.229.204.25 04:11, 19 May 2008 (UTC)
- Well with great power come great sacrifices. (dunno what last post was about) --Treasure Boy 08:19, 19 May 2008 (UTC)
- Well,,, not 'while attacking', but at least 'during battle'. We know they can detect that you are in battle since some time ago the ID kits worked only outside battle. MithTalk 13:35, 19 May 2008 (UTC)
- The constant degeneration is pointless as you really only need it while attacking, so it should be fixed. Either fix it or nerf weapon set switching which is a borked implementation for quite a few reasons.
- Well,,, not 'while attacking', but at least 'during battle'. We know they can detect that you are in battle since some time ago the ID kits worked only outside battle. MithTalk 13:35, 19 May 2008 (UTC)
If you can attack/Melee AoE fast enough then you're all set to completely counter the degen. All weapon mods are swell as they are =]!
That's not the problem. The problem is degeneration outside of combat. Please read the post before making a stupid reply.
- Actually, the way i see it the entire point of the degeneration is for when your are not in combat. While you are attacking people with zeal/vamp weps the hp/energy generated far outweighs the degeneration. If the degeneration were only during combat it may as well not exist at all and simply lower the amount of energy/health generated per hit. Zero4549 19:30, 21 May 2008 (UTC)
- It's quite trivial to outheal the degen outside combat, unless you forgot to bring healers. The degen is to reduce effectiveness of those weapons in combat, to the point where you actually have to attack fast and continuously to gain an advantage. If you stop to cast spells or kite, then the weapon actually causes degen in combat. -- Alaris 19:58, 21 May 2008 (UTC)
- Zero, how many times do I have to say this? The degeneration outside of combat is pointless because people will just switch weapon sets.
- Apparently as many times as people post in this topic. Honestly how lazy do you need to be to click a button when not fighting ans swap weapons? Instead of changing the game mechanics and screwing up the little balance that still remains intact just switch to another weapon. If anet didn't want vamp/zeal weapons to degen while out of combat they never would have. If anet didn't want you to be able to bypass that degen by switching weapon sets, they wouldn't allow switching while in combat. The whole point of the weapon switching ability is to allow users to take advantage of using the right weapons in the right situations, using vamp/zeal weapons when your not attacking is not the right weapon for the right situation. Zero4549 22:38, 28 May 2008 (UTC)
- -.- Stupid is forever. People will just circumvent that with weapon switching.
- Apparently as many times as people post in this topic. Honestly how lazy do you need to be to click a button when not fighting ans swap weapons? Instead of changing the game mechanics and screwing up the little balance that still remains intact just switch to another weapon. If anet didn't want vamp/zeal weapons to degen while out of combat they never would have. If anet didn't want you to be able to bypass that degen by switching weapon sets, they wouldn't allow switching while in combat. The whole point of the weapon switching ability is to allow users to take advantage of using the right weapons in the right situations, using vamp/zeal weapons when your not attacking is not the right weapon for the right situation. Zero4549 22:38, 28 May 2008 (UTC)
- Zero, how many times do I have to say this? The degeneration outside of combat is pointless because people will just switch weapon sets.
- It's quite trivial to outheal the degen outside combat, unless you forgot to bring healers. The degen is to reduce effectiveness of those weapons in combat, to the point where you actually have to attack fast and continuously to gain an advantage. If you stop to cast spells or kite, then the weapon actually causes degen in combat. -- Alaris 19:58, 21 May 2008 (UTC)
- Actually, the way i see it the entire point of the degeneration is for when your are not in combat. While you are attacking people with zeal/vamp weps the hp/energy generated far outweighs the degeneration. If the degeneration were only during combat it may as well not exist at all and simply lower the amount of energy/health generated per hit. Zero4549 19:30, 21 May 2008 (UTC)
Increased # of uses for identification kits/salvage kits
Increase the number of uses to 1,000 uses (or introduce a brand new type of ID- and Salvage kit. Match the prizes, maybe 4,000g for an ID kit with 1,000 uses and 20k for a salvage kit with 1,000 uses. Its getting annoying to have to go buy new ID/salvage kits all the time. --Treasure Boy 23:12, 18 May 2008 (UTC)
- Ever wonder why it 250 and not 100 or 200? This is very close to 2^8. For memory consideration, a single byte is probaly use to keep trac of kit use. --Bob 00:04, 19 May 2008 (UTC)
- If you know of an id kit or salvage kit with 250 uses, let us know...
- A kit is a stack of "kit use". I dont belive any item can stack over 2^8. --Bob 02:40, 21 May 2008 (UTC)
- Eye of the North consumable crafters could make 'Perfect Identification Kits', by paying a really lot of gold and materials. They must have 250 uses too, but they would have a chance of keeping an use based on the rarity of the item:
- Green: 100%
- White: 95%
- Blue:85%
- Purple: 70%
- Gold: 50%
- Then, that would increase 2%(Max 12%) with each Lucky rank, and 3% with each Wisdom rank(Max 21%), for a max(+33%) of:
- Green: 100%
- White: 100%
- Blue:100%
- Purple: 73%
- Gold: 83%
- That way, by maxing both titles, only gold and purples would consume ID uses. Hm... yup, that could sure do the trick. MithTalk 13:44, 21 May 2008 (UTC)
- All I want is ID/salvage kits with more uses than 100. i don't care if it costs more than buying 10 ID kits with 100 uses. Its just annoying to have to go buy ID kits over and over again. --Treasure Boy 20:41, 21 May 2008 (UTC)
- If you just want that, there are Expert Identification kits for 400 in most merchants. MithTalk 05:33, 22 May 2008 (UTC)
- Tip: buy 1 Supirior kit of each type and keep it in storage, instead of keeping 1 of each kit on each character, saves time/money The Only Warrior 09:55, 8 June 2008 (UTC)
- If you just want that, there are Expert Identification kits for 400 in most merchants. MithTalk 05:33, 22 May 2008 (UTC)
- All I want is ID/salvage kits with more uses than 100. i don't care if it costs more than buying 10 ID kits with 100 uses. Its just annoying to have to go buy ID kits over and over again. --Treasure Boy 20:41, 21 May 2008 (UTC)
- Eye of the North consumable crafters could make 'Perfect Identification Kits', by paying a really lot of gold and materials. They must have 250 uses too, but they would have a chance of keeping an use based on the rarity of the item:
- A kit is a stack of "kit use". I dont belive any item can stack over 2^8. --Bob 02:40, 21 May 2008 (UTC)
- If you know of an id kit or salvage kit with 250 uses, let us know...
Consumables
This will be an interesting subject... anyway. Consumables unbalance the game way more then Ursan does. They should not stack (only the latest would work). — Poki#3 02:00, 19 May 2008 (UTC
- Why change them? If you don't like how they work don't use them and stay away from FoW/UW HM groups. Same goes for Ursan, don't use it if you think its to good. EotN was made to make PvE alot easier (well, obviously). PvE doesn't need anymore nerfs, we already have got 100 nerfs because of skills being to good in PvP. --Treasure Boy 06:49, 19 May 2008 (UTC)
- Oh, I assure you, I do not use them. That's not the point. And the argument "if you think it's too good, don't use it" made me laugh. There's a limit to these sort of things. — Poki#3 10:54, 19 May 2008 (UTC)
- The 4 EotN consumables give completely different bonuses. That's because they are meant to give a bonus that only it gives at the same time. Even if you allow only one of them, most people would pick the celerity one. And the powerstones will always work. And there are some consumables with very little effect, like the Istan ones.MithTalk 13:39, 19 May 2008 (UTC)
- Consumables were made so that users can spend money to make areas in pve easier to complete. That is exactly what they do, so whats the problem? Consumables can not be used in pvp so your not at any disadvantage to other players. If you want to make an area easier, go buy some consumables and stop whining. If you don't think you need them good for you, save yourself some gold and don't buy any. Simple as that. Zero4549 22:42, 28 May 2008 (UTC)
- However, they allow mediocre -- and, worse, downright terrible -- players to do and complete areas that are meant to be difficult and not easily defeated with ease. The Guardian, Vanquisher, and other PvE prestige titles are now meaningless because of Ursan and consumables, as well as other similarly imbalanced combinations. Furthermore -- and possibly worse -- the consumables have unbalanced the economy. Pre-Ursan, Tormented items, while far from the prestige offered by Crystalline Swords and similar items, were a mark of player skill. Or a gift for farming, either way. Now, anyone with a brain stem and the EotN expansion can easily complete any PvE area in the game. At cost, yes, but the benefits far outweigh any cost incurred by the consumables' costs. This is a classic example of power creep and should be discouraged. And before anyone gets started about "hur dur ur an elitist just cuz i suk 2 much to get teh itemz dusnt meen i shoodint haf tim lolololoLOLOLOLOLOLOLOLOL fcuk u," yeah, it is elitist. That's kind of the point. --Jette 18:31, 30 May 2008 (UTC)
- Consumables were made so that users can spend money to make areas in pve easier to complete. That is exactly what they do, so whats the problem? Consumables can not be used in pvp so your not at any disadvantage to other players. If you want to make an area easier, go buy some consumables and stop whining. If you don't think you need them good for you, save yourself some gold and don't buy any. Simple as that. Zero4549 22:42, 28 May 2008 (UTC)
- The 4 EotN consumables give completely different bonuses. That's because they are meant to give a bonus that only it gives at the same time. Even if you allow only one of them, most people would pick the celerity one. And the powerstones will always work. And there are some consumables with very little effect, like the Istan ones.MithTalk 13:39, 19 May 2008 (UTC)
- Oh, I assure you, I do not use them. That's not the point. And the argument "if you think it's too good, don't use it" made me laugh. There's a limit to these sort of things. — Poki#3 10:54, 19 May 2008 (UTC)
Adding a trade vault
I notice that guild wars had put a new party search U.I. into affect to help centralize trading but I have thought of a much better way to centralize trade that is no less complex but is much more effective. Arena Net could create a vault system that displays the image,name "including if it is colored text and displays the name of the mods". Also when selected the item should show details that are the same as if it were in the inventory. as for price listings there should be 3 things next to the item all the way to the right, it should have a gold | plat | ecto listing for demand for the reqirements to buy the item much like the npc's use. the item can only be bought if you have the reqisted $, if not it will be in a red text where the price isIf the item has been sold and the payment has not been reseved yet the vault should display SOLD in red text with the picture x'ed off. As for the way the person who put the item up for sale should be notifed by a message that will show up in the chat as "item sold please collect your payout". if the person is not online this should be displayed next time that person logs into the game in a similar way that the guild notices display at the start of a login.The item list should use the same mechanics that the bathazar faction rewarder uses for a item type list. these are the subgroups however, the main selection should be listed into 4 tabs "WTS | WTB | put up for sale | offer for item." this will allow full trade of all items with out the need to stay in that district. a side note, a list for "random class items" should be one of the subgroup tabs because people sell items that are not a class nature but are no less useful and in demand.the reasons for this idea are some what clear but i will list why. 1st of all "spam trade", too many people spend more time selling items then actualy playing the game. people over crowd the 1st districts. I mean some times i cant walk into the 1st 3 districts for kamadan just because people are camping there to trade. I would love to walk into kamadan district 1 and see no trade chat at all and go to chest and see many things that are not spamed in chat. the new trade party search has its down side as well for example, when scaning the list more options can be seen this constently happens which can cause you to pm the wrong person or mix up one deal with another person's deal. this idea also eliminates most of trade scams. --Raymondo 15:26, 19 May 2008 (UTC)
- Allow me to quote this: "Post your ideas as briefly and as concisely as possible." --Treasure Boy 16:28, 19 May 2008 (UTC)
- Sorry, but the wall of text prevents me from reading your suggestion. I forgot to take the Letter Cannon (TM) with me, so I can't break it. — Poki#3 18:28, 19 May 2008 (UTC)
srry i seem to go into too much detail, its a habit >_< --Raymondo 19:18, 19 May 2008 (UTC)
- Though it isn't very brief, I like the idea very much, but I'm not sure I got all of it right, because the text gets kinda heavy to read when you pass middle, and I couldn't really focus on it anymore :P Perhaps you could change the text to a few points described briefly? That way we could be certain to understand it right :) Symphy 09:03, 20 May 2008 (UTC)
- I like trade in Auto Assault, for example: click on item → everything in chat.
- There were also some other nice trade things. I trade rarely in Guild Wars, because I earn more money just playing, trade (with players) take too much time. So, each improvement will be good - 67.159.45.97 15:30, 20 May 2008 (UTC)
- Sounds like an auction system, worked in other MMOs.Effigy 03:21, 21 May 2008 (UTC)
- Though it isn't very brief, I like the idea very much, but I'm not sure I got all of it right, because the text gets kinda heavy to read when you pass middle, and I couldn't really focus on it anymore :P Perhaps you could change the text to a few points described briefly? That way we could be certain to understand it right :) Symphy 09:03, 20 May 2008 (UTC)
Focus items
Unidentifieds stated damage type
Currently, you can see if a physical weapon (sword, axe, bow, spear) is going to have an elemental mod or not before you identify it. When a weapon is unidentified, it will say <name of weapon> and below that it says what type of damage the weapon have (Slashing, Piercing, Blunt, etc). Sometimes it only says Dmg: 15-22 (if its a sword) This will in 100/100 cases mean that the sword in this case, will have an elemental mod on itself. Change this so that all unidentified weapons says Dmg: x-z. Alternatively, change it so that weapons that is going to have an elemental mod still say what the normal damage type would be. You shouldn't know before you ID an item what type of mod its going to have. Not many players may know about it, but it is true. --Treasure Boy 22:57, 19 May 2008 (UTC)
- Definitely not. The Guild Wars interface already sucks. --The preceding unsigned comment was added by User:72.64.6.198 (talk).
- You may don't know what mods it has. But you DO know what damage it deals, since mods do not require to be identified to work. Identifiying only shows their names, properties and values. But they already have them under the 'unidentified' tag. If I had to make a change for those mods, I'd make the damage animations change depending on damage type. Currently the all looks mostly the same, with a circle hit and a bigger circle hit in criticals. MithTalk 05:28, 20 May 2008 (UTC)
- This wouldn't do anything useful as people who really wanted to check its damage type would test it with Conjure Flame/Lightning/Frost. Here's how-Set your skill in that weapon type to zero. Go to the zaishen training ground and attack a "Suit Of 100 Armor." If you have the correct element with the Conjure enchantment, you should do about 15-18 damage. Otherwise you should do 1-3 damage. Test with each conjure spell. If none of them works, then it is earth element.
- Eh... no. If none of them work, then it's nor fire or ice or lighting, but it can be anything else, earth, vampiric, zealous, etc... MithTalk 14:04, 22 May 2008 (UTC)
- If it says "Dmg: x-z" and none of the conjures work, it would be earth. --Treasure Boy 00:46, 26 May 2008 (UTC)
- Eh... no. If none of them work, then it's nor fire or ice or lighting, but it can be anything else, earth, vampiric, zealous, etc... MithTalk 14:04, 22 May 2008 (UTC)
- This wouldn't do anything useful as people who really wanted to check its damage type would test it with Conjure Flame/Lightning/Frost. Here's how-Set your skill in that weapon type to zero. Go to the zaishen training ground and attack a "Suit Of 100 Armor." If you have the correct element with the Conjure enchantment, you should do about 15-18 damage. Otherwise you should do 1-3 damage. Test with each conjure spell. If none of them works, then it is earth element.
- You may don't know what mods it has. But you DO know what damage it deals, since mods do not require to be identified to work. Identifiying only shows their names, properties and values. But they already have them under the 'unidentified' tag. If I had to make a change for those mods, I'd make the damage animations change depending on damage type. Currently the all looks mostly the same, with a circle hit and a bigger circle hit in criticals. MithTalk 05:28, 20 May 2008 (UTC)
Special Event:How about an arena where your character becomes a boss monster?
Remember the Costume Party event where players became henches from EotN?
How about an event where your character turns into a boss monster? like the Lich, Shiro, Varesh, Mallyx, Jadoth, The Hunger, Rotscale, and so on. You would get to use the monster-only skills, but you would receive modified balanced versions.
You could also get bosses from dungeons in EotN.
The monsters would generally be classless.
Post your ideas on this.
- It would be interesting to see an 'impersonate boss' arena. They give you a lot of HP, a lot of attributes, a lot of a lot of things, and 8 boss skills, and you have to face 8 players. A 'hulk' mode, like in Quake III. It would shure be fun. The problem is.... who becomes the hulk when the hulk is defeated? MithTalk 05:25, 20 May 2008 (UTC)
- The one how defeated the hulk? Fox007 15:43, 21 May 2008 (UTC)
- So pure-healing monks are left out? XD. Nah. I think that 'random' should be better. Another way could be using 'disguises'. Imagine an arena with Wurm Spurs and Siege Devourers, each with areas that require to go with different ones, so people has to switch all the time. MithTalk 17:17, 21 May 2008 (UTC)
- I'd like that. I'd especially an arena where you could play as your minipet. Granted, some minis would be hideously overpowered -- mai munky could smash any other mini, or monster in the game at all, to pieces in 10 seconds -- but it's still be cool to see. Having said that... yes, I think being able to play PvP as monsters would be neat. :o Even neater would be if fame, gladiator, and champion titles would be locked for one weekend, as well as the ladder. Then, you could pick any monster you want in the game and play in every PvP area you choose as any monster you like. Yes, I know that will never happen for several very good reasons, but it would still be cool. --Jette 17:28, 21 May 2008 (UTC)
- So pure-healing monks are left out? XD. Nah. I think that 'random' should be better. Another way could be using 'disguises'. Imagine an arena with Wurm Spurs and Siege Devourers, each with areas that require to go with different ones, so people has to switch all the time. MithTalk 17:17, 21 May 2008 (UTC)
- The one how defeated the hulk? Fox007 15:43, 21 May 2008 (UTC)
New character type --Musketeer
I think a musketeer or bucaneer type character would be a nice addition to the character types. It might be a little out of place with the magic and mysticism slant on guildwars but it could be cool if the early types of black powder guns were used...
You could have a pistol and rapier wielding specialism for melee. A dual pistol specialism for rapid fire. A musket carrying specialism for long distance sniping and interrupts etc. --slow fire rate and reload. A Grenadier specialism for area effects and traps. --stun and knockdown etc
The character would be comparable with the ranger for long distance damage etc.
Some attributes could include: Accuracy: critical hit rate +energy for criticals Chemistry: gunpowder strength for muskets, pistols and grenades --knockdown/daze/poison duration Swashbuckleing/swordplay: skill with swords - synergy with warrior? Discipline: possibility of losing fire rate and accuracy when under attack reduced with this skill. --attack and defense stances/shouts
Any other Suggestions?
- This belongs in the GW2 suggestions, unless you do intend for this to be made into GW1 (which I don't think you do). If you do in fact, there's little chance such a major change as a new profession will be implemented. On the topic of your idea, I like the concept, but I don't like how Anet has been going about making all new professions for combinations of original ones. For GW2, I think that the classes should be reduced back to the core ones, and spread out new profession ideas among the 6 core ones. I think this could fall under ranger and warrior, and I like the concept, but your accuracy attribute is identical to the assassin primary. I think chemistry would go to ranger, swashbuckling (no "e" =P) would be near identical to warrior, and Discipline sounds alot like another warrior attribute. I think the real suggestion here is the idea of adding basic guns as an alternative to bows as a ranged weapon, which I feel could be good or bad, depending on how Anet approaches the feel of GW2. -Warior Kronos 21:26, 20 May 2008 (UTC)
- Go make a Ranger. Anyway, as far as GW2 goes, the current 10 professions have a much higher priority. I think everyone will agree. And after that... I think that 10 is a little much already. Even if we get something new, I'd like to see the scraped concept of the Chronomancer more. Musketeers just don't fit into the GW universe at all. Go play Sword of the New World (or whatever it's called) or something... — Poki#3 21:48, 20 May 2008 (UTC)
- Bah, 10 is too many. Expand on the core ones. Rit = Mo/N...Para = War w/ a spear...Derv = War w/ enchantments and a scythe...Sin = ranger with daggers. Don't create more professions, use what you already have.-Warior Kronos 23:49, 20 May 2008 (UTC)
- Go make a Ranger. Anyway, as far as GW2 goes, the current 10 professions have a much higher priority. I think everyone will agree. And after that... I think that 10 is a little much already. Even if we get something new, I'd like to see the scraped concept of the Chronomancer more. Musketeers just don't fit into the GW universe at all. Go play Sword of the New World (or whatever it's called) or something... — Poki#3 21:48, 20 May 2008 (UTC)
Plz post class ideas on guild wars 2 professions suggestions section next time not guild wars 1 due to the fact that guild wars has no plans to create another chapter to it. --Raymondo 16:16, 27 May 2008 (UTC)
- Your "Accuracy" attribute is already known as Critical Strikes.
First off it won't happen there is 10 things already second its more like a guild wars 2 thing and finally that would be dumb getting guns its almost like now then the whatever age anyways i think its a bad idea --74.85.119.158 00:46, 29 May 2008 (UTC)
Random opponents for unrated Gvg matches
No idea if anyone has mentioned this before but I think a lot of people thought about it at some point, I wish that aside from unrated matches with only your own alliance there should be unrated matches against randomly selected opponents. I don't GvG often and I haven't in ages just because my current alliances just doesn't have a lot of interest in gvg, my guild does though and we need practice. The only other times we can actually practice would be in actual rated matches where the competition is serious and a lot of time people that take competition too seriously would flame at us when they win. I hope you guys implement this if not in gw1 but in gw2 at least. We just pretty much need unrated friendly matches we can do at any time with anyone, it would also give us a broader sense of the different strategies guilds out there would use without worrying about your guild rating going down as it's all for fun. 75.85.83.1 19:09, 20 May 2008 (UTC)
Add a Macro or keybind to End Maintaining Enchantments
I would really appreciate it if there's an addition to the Action keybinds that allows players to end the enchantment they are currently maintaining, I dislike the fact that I'm using my 2 hands on the keyboard then move my right hand onto the mouse just to end an enchant.
- make it so that whenever a person press a key the first/last maintaining enchants gets remove
- make a maximum of eight keybinds, or depending on how much a person could put it on his/her skillbar--Ridz16 19:10, 20 May 2008 (UTC)
- Technically (as long as you have energy) you can maintain an unlimited number of enchantments. That said, at least one button for removing enchantments would be nice. — Poki#3 21:55, 20 May 2008 (UTC)
- One button that remove maintenant enchantemnt that is on selected target maybe? --Bob 02:35, 21 May 2008 (UTC)
- Actually Maximum number of upkeep enchantments is 14. As proved by a member of my guild (Lexxie)— Cloud Xan 17:57, 9 June 2008 (UTC)
PvE weapons
thre should be certain PvE weapons that have mods similar to the mods there are now, but better. like, for the daggers life stealing mod instead of stealing 3 health max it would steal like 5 or 7.. maybe that's a bit much but you get the idea. these weapons could be drops from chest in dungeons or other places that make you work to get them. they would be customized on pick-up so you wouldn't be able to give you level 2 warrior a shield that gives you like 30 extra armor.. and these weapons could only be used in PvE because they are significantly better than the original mods and it would offset the balance. but yeah tell me what you think or add something else that you thought of.
- There is no restriction on weapon types, so if you want to take a +5 Energy Shield into PvP by all means. Some PvE only skills are bad enough. Don't add fuel to the fire. — Poki#3 22:11, 20 May 2008 (UTC)
I know right? It'd totally make spending an hours in a dungeon just to get a weapon based off of a pretty skin... rather than something useful worth it (due to the now useful useful-ness! ) "Enemy has x% chance of being poisoned for x seconds on hit" or "This weapon has an x% chance to auto cast level 4 invoke lightning when striking an enemy who is hexed" and maybe even maybe "Whenever you trigger a double strike you have an x% chance to trigger "Dodge This!"" of effects that could also be used to designate the rather generic feeling of most Boss Weapons :|
- I... don't know if you're being sarcastic or not. I can't tell, it's very strange. Regardless, I think this is a bad idea. Overpowered PvE-only weapons = bad. We've already seen what Ursan, consumables, and some other PvE-only skills have done. As Poki said, don't add fuel to the fire.
- Make Ursan only work if you aren't using a PvE weapon.
- I think they should just give weapons a PvE upgrade slot. There are already properties that are only PvE-related, like slaying mods, salvaging mods, price increase mods, +15damage (unconditional)... All of those (and maybe some more) could be separated as PvE-only mods, that would be completely ignored in PvP. This could also allow to give Green items really unique properties, that would exist in the inherent PvE slot. For example:
- Rago's Flame Staff
- Energy +10
- Energy +5
- Fire damage: 11-22 (req. 9 Fire Magic)
- Halves casting time of Fire Magic spells (Chance: 20%)
- Halves skill recharge of spells (Chance: 20%)
- Enchantments last 20% longer.
- +1 Fire Magic (PvE Only)
- That way PvE weapons would still work in PvP, but like PvP skills, they will work slightly differently. And finally, those properties useless in PvP would be out of the way. MithTalk 14:20, 28 May 2008 (UTC)
- yeah that's a better idea and that way people aren't just doing something because it has a unique skin and it actually makes a difference =] 97.90.224.38 00:18, 29 May 2008 (UTC)
- I think they should just give weapons a PvE upgrade slot. There are already properties that are only PvE-related, like slaying mods, salvaging mods, price increase mods, +15damage (unconditional)... All of those (and maybe some more) could be separated as PvE-only mods, that would be completely ignored in PvP. This could also allow to give Green items really unique properties, that would exist in the inherent PvE slot. For example:
- Make Ursan only work if you aren't using a PvE weapon.
HoM Weapons and Shields
I think it would be good to let users have any combination of 13 weapons from GW saved to HoM. I like weapons that aren't overused, such as Chor's axe, and would love to save those for GW2.
I feel the same way about shields. I know that I want to have my Exalted Aegis in GW2. Most definitely.
- I Agree, they need to make (At Least) all end-game weapons saveable in the HoM, I mean they ARE the "most powerful" in their respective campain. each campain has a full setup of weapons/offhands, so they would fit right in in the monument.
Fix Pathing Issues in Gunnar's Hold
It is very difficult for the AI to navigate around the various booths and trade stalls in Gunnar's Hold. I've read the other EOTN locations have similar issues.--FlipSide 03:54, 21 May 2008 (UTC)
- The other place I have noticed this is in Asuran territory, pathing becomes an issue for any Asura standing on pedestals. -- Broodling 04:42, 21 May 2008 (UTC)
- Didn't think of it earlier but this probably belongs on a bug fix page, I would think the Miscellaneous bugs page to be the most appropriate.-- Broodling 05:30, 21 May 2008 (UTC)
i think the flame also stops moveing its alittle weird if you have seen it happen --Raymondo 17:58, 30 May 2008 (UTC)
- this game has the worst path finding i have ever seen. except for maybe C&C Generals 75.165.102.213 08:59, 5 June 2008 (UTC)
Ping
would be good if you could Ctrl-Click your ping to your party, have it say seomthing like "My Average Ping is XXXms", also would be nice if /report for leeching didnt work if targets average ping is over xx amount.
- Then people would go play Ping-Pong.
- Atleast its more productive than map scribblingEffigy 22:50, 21 May 2008 (UTC)
- Then leeching would be easy, one you just need to throttle down his link after joining the game to get a free ride and disable the report feature. --Bob 11:56, 22 May 2008 (UTC)
I'd like something to, for example, ping your titles. Like "I have xx% on gaining [title name here]" And to ping what skills you have been hit with. (left side of screen by default) << horsedrowner | talk | guild >> 09:30, 28 May 2008 (UTC)
- Excellent idea on the pinging, bob has a point though, let us embarce our right to report! The Only Warrior 09:35, 8 June 2008 (UTC)
Help [F10]
The search box should be active after opening the Help [F10] window.
When you open it now, forget to activate the search box and write something you'll open some other windows. - 67.159.45.97 22:05, 21 May 2008 (UTC)
Sorrow's Furnace and Tomb of the Primeval Kings...
... seriously need a buff. Today there is no point doing SF and TotPK except just doing it (and to hatch the Black Moa mini pet). Make it much harder (today SF can easily be done with a H/H team (hero/hench), don't know about TotPK). For SF, position the NPCs right outside the entrance (making it a bit like Slaver's Exile), for every one quest done in SF there spawns a chest that drop one item in NM and 2 in HM. When you finish Final Assault a chest spawns that drop a certain amount of items. Same thing goes for TotPK. Give Tombs a chest in the end that drop a certain amount of items with a chance to drop any of the uniques. Nobody do them anymore since there is no point in doing them. --Treasure Boy 23:19, 21 May 2008 (UTC)
- In short: Rework SF and TotPK to attract more players. --Treasure Boy 23:20, 21 May 2008 (UTC)
- I agree with you but SF Quest log needs to be like Slaver's Exile and Domain of Anguish, meaning you have to abandon the entire thing if u wanna abandon something. Also When u finish Final Assault, one needs to restart from all over, so the chest items will not be overfarmed. --MageMontu 23:58, 21 May 2008 (UTC)
- Tombs should get it own reward chest, and a repeatable quest finished after beating it (just like dungeons). Sorrow's Furnace should get PvE skills as rewards for its quests. 10 no-attribute profession-specific skills would do. They could be things like... an aggro skill for grs, a quick shadowstep skill for assassins... simple things that require no attribute. MithTalk 05:36, 22 May 2008 (UTC)
- I agree with you but SF Quest log needs to be like Slaver's Exile and Domain of Anguish, meaning you have to abandon the entire thing if u wanna abandon something. Also When u finish Final Assault, one needs to restart from all over, so the chest items will not be overfarmed. --MageMontu 23:58, 21 May 2008 (UTC)
- I agree with the idea, for TotPK there should be statue in HoM aswell --Shahaff32 14:40, 23 May 2008 (UTC)
- I also agree, TotPK and SF do need a serious buff, and a statue for TotPK would be pretty cool :D Slaphead Monk
- Very cool idea, ive not done either in a long time because they both.... BORING, end chest would make them kinda like dungeons, would be awsome to have a statue, but no more PvE skills pls... The Only Warrior
- I also agree, TotPK and SF do need a serious buff, and a statue for TotPK would be pretty cool :D Slaphead Monk
PvE skills for first chapter of Guild Wars!
The reason why the first chapter has no PvE skills is that there would be no titles to associate it with. The solution-WHO NEEDS TITLES ANYWAY? How about a set of PvE skills that would be based off your class attributes?
- What? WHO NEEDS ATTRIBUTES ANYWAY? List of no attribute skills. Yes. That's it. Prophecies should have 10 PvE skills, and they should be unlinked, no-attribute, no titles no attributes. They should be given by making the Titan quests, Sorrow's Furnace or the Tombs, and people that has already made them would get them automatically, like what happened with the missing dwarven skills. MithTalk 05:40, 22 May 2008 (UTC)
- Ahh, the good old days of Prophecies. Back before the slippery slope of PvE skills led us to Ursan Blessing and the PvE/PvP skill split. Cameronl | talk 04:19, 1 June 2008 (UTC)
- Sorrow & Titan quests sounds fun, but perhaps just finishing the missions could be enough. -- Alaris 06:07, 1 June 2008 (UTC)
- Ahh, the good old days of Prophecies. Back before the slippery slope of PvE skills led us to Ursan Blessing and the PvE/PvP skill split. Cameronl | talk 04:19, 1 June 2008 (UTC)
EMOTES
I HAVE A SUJESTION I AM NOT VERY BIG ON PVP AND I JUST WOULD LOVE TO SEE SOME EMOTES FOR PVE SUCH AS FOR COMPLEATING A CAMPAIGN LIKE A LYCH FOR PROFICIES AND SO ON ALSO I THINK I POSTED THIS IN THE WRONG LOCATION SRY ABOUT THAT OTHER ONE THX --The preceding unsigned comment was added by User:Astaroth vox (talk).
- First of all it's annoying to read caps ><. Emoted for pve titles can be nice, but not for compleating a campaign :S, doing for KoaBD title track can be nice. --Shahaff32 15:11, 23 May 2008 (UTC)
EVENTS
I AM WONDERING WHERE THE GODS HAVE GONE WE SEE GRENTH AND DWAYNA DURING WINTERSDAY AND BALTAZAR RULES THE BATTLE ISLANDS BUT WHERE IS THE PRESENCE IN THE GAME SUCH AS EVENTS OF LYSSA AND MELANDRU I WOULD LOVE TO SEE THEM TAKE A BIGGER ROLE BY: ASTAROTH VOX
- I'm sure that if there were more farmers and artists and the like that Lyssa and Melandru would have larger roles than they do. Balthazar, Dwayna and Greneth all have more immediate associations to the players in that they're very involved in battle, life and death. All of which the players, regardles of profession are dealing with as they progress through the storylines, or compete in PvP. Dwyana and Greneth are fortunate to also be responsible for the Wintersday event with their competition. One could say however, that Lyssa is represented with the games of chance that occasionally grace the game since she represents fortune as well. And I do remember rumors of each of the 5 gods getting their own domain, like Grenth and Balthazar, but I don't think that's likely for GW. Yukiko 07:20, 22 May 2008 (UTC)
"stackablility" of Quest items
Most quest items are stackable, though there are also some (e.g. Elonian Mirrors) that are not stackable. I'd suggest to make all quest items stackable, as i don't see any problems implementing this proposal. —ZerphaThe Improver 08:19, 22 May 2008 (UTC)
combining all three maps
Recently while searching through the internet i found a few variations of a map showing all three continents and the battle isles. So I was wondering why not make that the map for those who have purchased all three campaigns and perhaps EOTN. This would make for easier travel between continents as well as perhaps a reward for those who have obtained legendary cartographer if the people at anet might want to make sure not just anyone has it. thank you for reading~some guy
- yeah, I like this idea! I've always found it tedious to first have to travel to LA, Kamadan or Kaineng Center to get anywhere else on the continents. I'd love to see that change! =) LunarEffect 11:25, 22 May 2008 (UTC)
force walking
It's not much but I really just want to have an option to make the characters walk. I mean, they have the walk animation, yet they are always running.
I'd love it too! Grimflare looks rad with a scythe over her shoulder, strolling into a wall... ._.;
- Yup, that would be great! LunarEffect 11:26, 22 May 2008 (UTC)
Disconnections and the Survivor title
yesterday i was working towards my survivor title again. But while fighting a mob my internet screws up and so i disconnectd however i was at full hp and had no noticings of getting swiped. So i got my internet fixed again and check how far to go for survivor title and guess what it was gone. So is there a possibility that you will be "invunerable" in disconnects No having Deaths counting when you die in a Disconnect. Fox007 11:43, 22 May 2008 (UTC)
- This would be exploitable for farming. Think of a invinci build that do not need to maintain enchantement, It not like stoping outgoing packet is hard or complicate. --Bob 11:51, 22 May 2008 (UTC)
- i ment not counting in the /deaths command and therefore not losing your survivor title not so that people will plug out theree cable to be invunerable while farming with somene else xD sorry if i made it a bit confusing :P Fox007 11:57, 22 May 2008 (UTC)
- They could make both things. Make yourself invulnerable, but also prevent you from dealing any kind of damage or effect over any enemy. MithTalk 14:06, 22 May 2008 (UTC)
- I am going to be a disconnect tank i don't think A-net wants that^^ Fox007 15:50, 22 May 2008 (UTC)
- Why do you say that when you know what I'm going to say now: AND ignore the target... AND do not get drops assigned. NOR experiencie. All in all, only the character model would be there, until it's sure that you are connected. Maybe with an automatic locking system, and an 'unlock' button. MithTalk 15:57, 22 May 2008 (UTC)
- The disconnect tank dont need to get the loot, its connected team mate pickup after it clear. Not incrementing the /deaths counter if death happend while been disconnected is a good idea. --Bob 20:42, 22 May 2008 (UTC)
- Yeah, being invincible during disconnect is a bad idea. But not incrementing the death counter is ok. The only think you can hack is the survivor title, which I wouldn't be too upset about if some ppl did that. -- Alaris 13:56, 23 May 2008 (UTC)
- This dont alow to "hack" survivor title. Having the server acknowledge the disconection take more time then quiting guildwars. --Bob 20:56, 23 May 2008 (UTC)
- I think the deaths has to start counting again when some pressed a key after he got disconnected to first of all prevent sudden ganks which happens in PvE so now and then. Fox007 21:04, 23 May 2008 (UTC)
- This dont alow to "hack" survivor title. Having the server acknowledge the disconection take more time then quiting guildwars. --Bob 20:56, 23 May 2008 (UTC)
- Yeah, being invincible during disconnect is a bad idea. But not incrementing the death counter is ok. The only think you can hack is the survivor title, which I wouldn't be too upset about if some ppl did that. -- Alaris 13:56, 23 May 2008 (UTC)
- The disconnect tank dont need to get the loot, its connected team mate pickup after it clear. Not incrementing the /deaths counter if death happend while been disconnected is a good idea. --Bob 20:42, 22 May 2008 (UTC)
- Why do you say that when you know what I'm going to say now: AND ignore the target... AND do not get drops assigned. NOR experiencie. All in all, only the character model would be there, until it's sure that you are connected. Maybe with an automatic locking system, and an 'unlock' button. MithTalk 15:57, 22 May 2008 (UTC)
- I am going to be a disconnect tank i don't think A-net wants that^^ Fox007 15:50, 22 May 2008 (UTC)
- They could make both things. Make yourself invulnerable, but also prevent you from dealing any kind of damage or effect over any enemy. MithTalk 14:06, 22 May 2008 (UTC)
- i ment not counting in the /deaths command and therefore not losing your survivor title not so that people will plug out theree cable to be invunerable while farming with somene else xD sorry if i made it a bit confusing :P Fox007 11:57, 22 May 2008 (UTC)
- How about during a Disconect, your character is removed from the game, just like you left the party. A Message would come up to the other party members saying "<Player> has lost connection with the server, and may attempt to reconnect.", then the person wont be the target of enemies (obviously) and will not be able to abuse the system. Anet already uses a system similar to this when your disconected forcebly from the server (like if your DSL box is turned off or computer is reset), it just needs to be extended over to disconnections. (EDIT: forgot to sign my comment, >_<)Neithan Diniem 16:45, 23 May 2008 (UTC)
I lost 2 1 million exp survivors thanxs to disconnect status.. the most simple way is to add a checkbox in F11 "Enable Reconnect" or a simple command line switch gw.exe /noreconnect. Kioga 15:32, 26 May 2008 (UTC)
- If you have Factions and heroes, you can get most of it through Hero Fast Faction Farming, which is tedious and perhaps against the spirit of the title, but at least disconnects aren't a concern and you get money and faction points (obviously) at the same time. Yes, it is stupid that you can get it this way, but then it's stupid how long it takes to max the faction title tracks even using this method, let alone doing it the normal way... --Amazing Goat 16:38, 27 May 2008 (UTC)
- To tell you the truth, i enjoy makin a survivor "old school", because i like a lot role playing.. and when my char die i really get angry.. i dont want him to die.. i know it, is just a 10 seconds delay and a candy cane to eat to get it fresh, but i dont like to see them die XD. Now i have all slots used (one for pvp) and i don really like the idea of delete the Indomitable Survivor... but i will start a new one soon. Kioga 14:36, 10 June 2008 (UTC)
Gladiator Emote?
Everyone likes to show off with their hero emote. Gladiator ranks rock, but no emote.. The idea of emotes are so cool, when don't you bring more emotes for other titles, especially on the gladiator (and luxon/kurzick or commander) title(s)?
- An emote for the Gladiator titles has been requested for a while now. I doubt they will put any in though, seeing how they recently added a crappy title AND an emote for it. --Nerthing 16:04, 22 May 2008 (UTC)
- As I said on Partick's talk page: "People have been requesting a PvE emote for a long time, and I'd say they are far more numerous than those requesting Glad emote. What we got instead is some sort of compromise, an emote that can be gained by doing any PvP to earn the keys, or even by farming in PvE to buy the keys." -- Alaris 16:22, 22 May 2008 (UTC)
Frequently Asked Questions section for what's considered to be an inappropriate character name.
A lot of people have been complaining recently that they got banned for their names. I never make any inappropriate player names, but reading all the complaints, I thought Anet should elaborate on their web site about this rule.
Inappropriate name rule violations should be placed into 2 types: Deliberate/Intentional and Accidental/Bad Context/Slang.
Deliberately/Intentionally inappropriate names would earn the player a name change and a 7 day ban. These would include, but not be limited to
- Any name that discusses something that could get Anet into trouble.
- Any name that incites or encourages people to break rules.
- Any name that includes bad language.
- Any name that contains intentionally misspelled bad language to bypass the censor. Examples of are adding spaces in the word, swapping 2 letters around, adding duplicate letters, phonetic substitutions, and phonetic approximations.
- Any name that is designed to impersonate Anet or NCSoft employees.
Accidental/Bad Context/Slang-based inappropriate names would only earn a name change. These would include, but not be limited to
- Names that are fine in the language spoken in that player's primary district, but are offensive in another language. No one is going to be expected to know all insults in all languages.
- Obscure/Archaic inappropriate references. Not everyone is a historian.
- Slang-based inappropriate names. Any word will be considered in its normal usage, not its slang usage, for considering bans. Therefore, someone with a character named "Mursaat Token" would be in this type as in some slang contexts, the word "token" can be taken as offensive. But the vast majority of people do not use such slang, and people should not be expected to know every meaning of every word. In short, if a word's accepted meaning is fine, you should be fine.
I find it dumb that 'Napalm Goes Imbagon' for Napalm Flame making a Paragon is actually worthy of a name ban. Owut 18:44, 22 May 2008 (UTC)
- Fucking hell, guys, I know Support was designed to be a joke, but can we at least have a limit on how horrible it can be per day? -- Armond Warblade 05:38, 4 June 2008 (UTC)
Selling materials
Make an option to sell materials in more than just 10 per pile. It gets kind of annoying having to click on the request quote every time when you got 500+ materials to sell. — ク Eloc 貢 04:08, 23 May 2008 (UTC)
- Agreed. -- Gordon Ecker 06:54, 23 May 2008 (UTC)
Deletion
Ok~ like other ppl are you frustrated when delete a pvp and you loose money and a non pvp wpn .. really i think you should have a warning if this occurs.. seriously or money should be put into bank automatic i just lost near Just UNDER 100k !!! ... please do something about this it was Pure accident.. ~ URGENT ~ --The preceding unsigned comment was added by User:65.93.121.62 (talk).
- Don't do accidents then. This kind of problem is a human error, nothing ANet should be worried about. Also don't keep money and PvE weapons on PvP chars. --Treasure Boy 05:21, 23 May 2008 (UTC)
- Log onto your character and check it's inventory before you delete. It takes what... 30 seconds? It took you more time to type this up. — Poki#3 07:32, 23 May 2008 (UTC)
Trade Chat and Party Search
How about splitting trade chat and trade in party search into Buyers and Sellers? --Treasure Boy 09:31, 23 May 2008 (UTC)
good idea--Raph Talky 21:26, 23 May 2008 (UTC)
i have a idea like that but ya wtb and wts should be seperated :) --Raymondo 17:53, 30 May 2008 (UTC)
Critical hits
Dunno up its been mentioned or up anet even bothers to look at this but maybe show all your criticals hits in a diffrent colour, green for instance? i highly doubt it would take ages to do.. Best Regards Richi2k7
also good, or maybe (just for fun) be able to customize what colors show up when you take or deal damage--Raph Talky 21:27, 23 May 2008 (UTC)
- Well they already have different "sparks" and sounds... — Poki#3 22:12, 23 May 2008 (UTC)
Not every 1 has there volume on, like i rather listn to music when i play =P so i would still think they should at least try and get this feature into the game Best Regards Richi2k7
- You can listen to music AND have sound effects turned on you know. I often listen to podcasts, and still have sound effects. And as a side note, Sound effects are important for orientation in PvP, especially for skills with a distinct sound effect like Diversion. — Poki#3 00:32, 24 May 2008 (UTC)
Some user has come up with a mod for improving the way critical hits appear. You could try that if you are willing to download third party programs. -- Broodling 00:36, 24 May 2008 (UTC)
Hmmm... I might make a Mod that allows you to see Critial hits better, it would make Assassins feel for Special =D. Anyway, What color should it be? Blue, Green, Purple, White, Black or Multi-color? Treesbyty 13:00, 29 May 2008 (UTC)
- Green is for experience. Blue for healing. Purple for energy. I think the color should be slightly different, for criticals, some types of hits:
- Critical hit dealt: Yellow numbers with red border instead yellow number with black borders.
- Critical hit received: Red numbers with yellow border instead red numbers with black borders.
- The different animation is not enough to notice them, but the color should not be completely different. MithTalk 14:04, 29 May 2008 (UTC)
- Green is for experience. Blue for healing. Purple for energy. I think the color should be slightly different, for criticals, some types of hits:
I'd like an option for explosive criticals just for more visual jazz to go along with the lovely grinding metal sound (that's rather cosmetic though so...).
PvP Polymock
The name says it all. Wouldn't it be great to battle other players in polymock?118.208.61.248 03:10, 25 May 2008 (UTC)
- Agreed. — ク Eloc 貢 07:16, 24 May 2008 (UTC)
- that and polymock title would be great ^_^--Ridz16 14:35, 24 May 2008 (UTC)
- agree 100% but also with the asura make a blessing arena too it would be sweet having like 10 blessings because of the 10 different proffessions--74.85.119.158 13:37, 26 May 2008 (UTC)
Drunk Status Level Indicator
A condition icon with a timer to indicate level of drunkenness and time remaining would be wonderful. With post-process effects turned off it is difficult to gauge drunk level. It would also come in handy when using skills such a Drunken Master.--FlipSide 19:12, 24 May 2008 (UTC)
- Yes, it would be nice. Something that looks like a condition, or to be more precise, 5 conditions (Drunk Rank 1, Drunk Rank 2 etc, much like Dwarven Raider and similar bounties) or 3 conditions (since you're not ACTUALLY drunk at Ranks 1 and 2). They would have a timer of 1 minute, and when one would expire the next lower would kick in. (Some alternative names I though up on the go: "Still Quite Sober", "Not So Sober", "Drunk", "Really Drunk", "Wasted" ^^) — Poki#3 23:03, 24 May 2008 (UTC)
- You miss one status: "Now All Womans are Beautiful". Kioga 14:49, 10 June 2008 (UTC)
- I'd make it slightly different:
- Color scheme: Sepia. Same as conditions.
- Level 1 and 2 icon: Hunter's Ale or Eggnog.
- Levels 3 to 5: Damaged human liver or Spiked Eggnog.
- Number indicating level of intoxication: A number like the Hard Mode icon for number of kills.
- I would also modify the levels:
- Levels 1..3: Slightly intoxicated.
- Levels 3..15: Drunk.
- That way drunkard would be more user-friendly. Having 12 minutes of drunkenness, characters using PvE skills would not have to be looking at the Hero panel all the time while fighting. MithTalk 15:03, 11 June 2008 (UTC)
- I'd make it slightly different:
Possible scam method: Unidentified Gloom Shield
Currently there are 2 versions of the Gloom Shield, the UW one and the one from Nightfall. The UW version doesn't have an inscription slot, making it worth less compared to a shield from Nightfall. These 2 look exactly the same when unidentified, making it possible for players to scam other players by selling an unidentified Gloom Shield from UW, but claiming it is acctually from Nightfall. I know this concerns other core items to, but a Gloom Shield is rather pricy and quite attractive compared to a Scimitar (for example). Solution: Make drops in Fissure of Woe and Underworld come with an inscription slot. In fact, make drops in Cantha and Tyria all come with inscription slot. No idea why this hasn't been implemented yet as both Nightfall and EotN drop inscibable weapons. --Treasure Boy 00:25, 25 May 2008 (UTC)
- Alternately, unidentified items with inscription slots could have Inscription: Unknown or Inscription: Unidentified in their descriptions. -- Gordon Ecker 00:31, 25 May 2008 (UTC)
- Wouldn't you prefer all purple and golds in Guild Wars to come with inscription slot like in the 2 latest chapters of Guild Wars (NF+EotN)? --Treasure Boy 02:04, 25 May 2008 (UTC)
- Even in nightfall the inscription slot is sometimes not present on a gold item. And as to value, perfect modded non-inscribables tend to hold their price very well against inscribable variants. Basic rule, unidentified items are a risk. If you don't want to take the risk, only buy identified stuff. Sadie2k 01:41, 26 May 2008 (UTC)
- Tbh, this suggestion isn't really about preventing a scam method, its rather about making all purples and golds (and some blue weapons) come with inscription slot. IMO, its stupid to have 2 games without inscription slots, and then 1 game+expansion with inscriptions. They changed tyria+cantha armor when NF came out and it was great, though they kept the weapons system and I have never really understood the point of doing so. --Treasure Boy 16:52, 26 May 2008 (UTC)
- Specially with shields and foci it was a huge improvement. But although making inscriptions worldwide would be a solution, it is true that it is an scam. If you say that it has chances to be inscribed, unidentified it's more valuable inscribable than uniscirbed, and then, once identified, if the properties are good, uniscribed is WAY more valuable for 'old-timers', collectors, those that refuse things that inscriptions and new professions, etc... and not much more for the rest. Since the system was added, they should have made it worldwide. Just like they did with the End-credits and the Insignia. MithTalk 13:03, 27 May 2008 (UTC)
- Tbh, this suggestion isn't really about preventing a scam method, its rather about making all purples and golds (and some blue weapons) come with inscription slot. IMO, its stupid to have 2 games without inscription slots, and then 1 game+expansion with inscriptions. They changed tyria+cantha armor when NF came out and it was great, though they kept the weapons system and I have never really understood the point of doing so. --Treasure Boy 16:52, 26 May 2008 (UTC)
- Even in nightfall the inscription slot is sometimes not present on a gold item. And as to value, perfect modded non-inscribables tend to hold their price very well against inscribable variants. Basic rule, unidentified items are a risk. If you don't want to take the risk, only buy identified stuff. Sadie2k 01:41, 26 May 2008 (UTC)
- Wouldn't you prefer all purple and golds in Guild Wars to come with inscription slot like in the 2 latest chapters of Guild Wars (NF+EotN)? --Treasure Boy 02:04, 25 May 2008 (UTC)
NPC's In New tab in Party Window (P)
This way you can quickly go to the merchant or try to find that one NPC that you can't quite find. Dominator Matrix 03:35, 25 May 2008 (UTC)
That is stupidity...
Can't add modules to my PvP edition
I own the PvP Edition of Guild Wars, yet I can't add the $10 EotN Skill Unlock pack to be able to use the Ch.4 skills on my PvP characters. Why not? Because ArenaNet/NCSoft changed the way they sell the PvP Edition, and they no longer honor the old purchases for some reason.
Let me explain better. I'm a PvP-only player who bought Prophecies and Factions, and when Nightfall was announced, they sold a $40 "Nightfall PvP Edition" which gave access to the Battle Isles and Nightfall professions and skills for PvP characters but had none of the PvE content. Sometime between then and now, they did away with the old PvP Editions and now sell the much cheaper and more flexible $20 "PvP Access Kit." I'd like to play with the EotN skills, but the problem is that they can only be added to the PvP Access Kit itself, not any of the (older) PvP Editions.
If you want a recap of the problem, you can quickly scan the first 4 posts on the (linked) 2nd page of this thread: http://www.guild-hall.net/forum/showthread.php?t=46066&page=2
What I would like is for players who bought any of the old $40 PvP Editions to be credited as already owning the $20 PvP Access Kit. I would then be quite happy to purchase the EotN skill pack. I see it as completely unfair to force me to buy the PvP Access Kit now in order to get the EotN skill pack, simply because ArenaNet basically changed the name of the PvP Edition. The PvP Access Kit would do literally nothing for my account. I already have access to every skill, profession, and Battle Isles area up through the first 3 chapters. --Small Purple Raisin 17:02, 25 May 2008 (UTC)
Title for finishing all quests in a campaign
I was wondering why GW doesn't have a title for completing all the quests in a certain campaign, I mean their are some decently challenging quests in each campaign (except maybe factions) but Nightfall has quests like "breaking the broken" and "holding the line" and the glint quests in Tyria. -- Infamous Darkness 19:04 25 May 2008 (CDT)
- Already been mentioned a bit higher up and yes, it would be nice with a Legendary title based on quests.--Treasure Boy 00:44, 26 May 2008 (UTC)
read before you post....i made that idea already -_-. --Raymondo 17:51, 30 May 2008 (UTC)
Armor Preview Screen
Countless times I've looked at the armor previews on the wiki page, only to my dismay to find that X armor piece didnt look the way I thought it would with Y armor piece. So I propose an armor preview screen much like the "J activated" PvP equiptment creation screen. It would have all armor sets available to preview on your character from any campaigns or expansions you own. Dye previews would also be possible, but I stress that no armor creation would take place, and the screen would just be for looking =] 69.244.50.73 07:09, 26 May 2008 (UTC)
Quicker access to services in towns.
Large cities are irritating when you have to walk 2 minutes to get to the storage or merchant. Guild Wars needs an option that allows you to type "/merchant", "/storage", "/rare material trader" , etc... to access those services.
- Something similar was suggested 4 topics up. -- Broodling 14:04, 26 May 2008 (UTC)
- Not really needed though. Doesn't take "2 minutes" to get to any merchant NPCs in any town. 15 to 30 seconds, at most. Sounds like sheer laziness to me. - Raknor - Talk 14:34, 26 May 2008 (UTC)
- True, though you can't deny that the storage in Gate of Torment sucks totally. I would definitely like it if it was possible to access storage through /storage since you can always use your storage while you are some place else in the outpost. --Treasure Boy 16:59, 26 May 2008 (UTC)
- I'll just go to add icons in the mission map. Then a button to show/hide those icons, and then, by clicking the icon, the character runs there automatically. MithTalk 12:40, 27 May 2008 (UTC)
- That wouldn't suck, some sort of 'where the heck is X' for those of us who get confused easily :). As for slash commands, since you can just leave your storage box open for the length of a town visit anyway (and wow, does that help make some places (Denravi) suck a lot less), I wouldn't have a problem with a /xunlai command, but the other stuff is all range checked even if you have the window open, so, probably not.
- Yeah only a command for xunlai chest, i agree. This shouldn't be to hard to implement either, but would definitely help a lot. Though I kinda get the feeling that nobody is going to go to the Xunlai Chest to open storage if this is implemented....... :/ Keep it as it is. This is an RPG. If you don't like it, go play something else. --Treasure Boy 22:53, 28 May 2008 (UTC)
- As it was proved by... ekhem, players, implementing commands for anything may be risky, so I'm against. I think that GW players have gotten too lazy recently, and want everything to be in a menu, or have a command... no, your character has legs and can use them -_- — Poki#3 23:15, 28 May 2008 (UTC)
- Yeah only a command for xunlai chest, i agree. This shouldn't be to hard to implement either, but would definitely help a lot. Though I kinda get the feeling that nobody is going to go to the Xunlai Chest to open storage if this is implemented....... :/ Keep it as it is. This is an RPG. If you don't like it, go play something else. --Treasure Boy 22:53, 28 May 2008 (UTC)
- That wouldn't suck, some sort of 'where the heck is X' for those of us who get confused easily :). As for slash commands, since you can just leave your storage box open for the length of a town visit anyway (and wow, does that help make some places (Denravi) suck a lot less), I wouldn't have a problem with a /xunlai command, but the other stuff is all range checked even if you have the window open, so, probably not.
- I'll just go to add icons in the mission map. Then a button to show/hide those icons, and then, by clicking the icon, the character runs there automatically. MithTalk 12:40, 27 May 2008 (UTC)
- True, though you can't deny that the storage in Gate of Torment sucks totally. I would definitely like it if it was possible to access storage through /storage since you can always use your storage while you are some place else in the outpost. --Treasure Boy 16:59, 26 May 2008 (UTC)
AB
i hope AreaNet reads this i want rules ...rules that go against all this mobbing and running away in ab
1. the mobbing.in every ab i play the kurzik team always mob. this isn't small oh no its HUGE they mob the whole map none stop making it impossible for us to get kills (i am luxon this isn't just me making kurziks look bad) .i want u to limit or completely stop this (to me mob is party group of 6+)
2.running away .many times i play i find 1 or 2 ppl to fight (just me vs them no one else)and i fight them get 1 hit in and they run i go to fight some1 else and they come back and attack me (why they don't fight me 1v1 i don't know)another thing they do is run to the npcs (hope thats how what they called...the computer ppl) any way same thing me vs him/her and they run for more back up so i have no chance to kill any one
so if u can plz post some rules for this on the log in screen or some were would make the ab much better~(now im not saying its all kurziks but they do it more the often)~ --The preceding unsigned comment was added by User:86.146.9.255 (talk).
- Shut up. Learn to kite, and stop fighting the mob.
- 1. Avoid the mobs. 2. Snare them. There would be no way to implement this into the game, so do like I said. 70.126.107.48 16:58, 26 May 2008 (UTC)
- Umm.. hello?? this is a part of how the game works if you haven't noticed. And you obviously don't know how to play AB anyway. AB is about capping and holding the shrines as a team, not about attacking a big mob. So you mean that ANet should implement something like if you are running away from someone you automically freezes and can't do anything until you die? Stupid suggestion. --Treasure Boy 17:10, 26 May 2008 (UTC)
- I don't understand you... at all...
- 1) The party limit is 4, and there's no way around it. No one is forcing anyone to follow his team, and his team only. If you see a bigger group coming at you, and you know you don't have a chance, why not run? Try to lore them to some allied NPCs, or to another group of players to even the odds. THINK! Use some tactics other then C-Space. Also, if you're moving in 2 groups of 6, and you're moving in 3 groups of 4, you have the upper hand in terms of mobility, and can cap shrines faster (and that is the ultimate goal in AB, not killing the enemies).
- 2) See, they're THINKING! They're kiteing, using the advantage of range, and looking for support. You want them to just rush into you and die, right? They're other people, not mobs. Think of ways to counter that, like using ranged combat yourself, using Shadow Step skills, Running skills, or Snareing them.— Poki#3 17:17, 26 May 2008 (UTC)
Around the mob, leave them alone :D! It goes fine ^^~... but if either team mobs at the right time it's an easy win :[
- so you basicly wanna turn AB into a massive 1v1 arena? its a "team effort" maybe you should stay with your team instead of running into a mob of blue/red dots? and running is a tactic, ive pulled many of noob wammo's back to my ele's, saves time. (p.s. no dis on wammo's i run W/Mo most of time anyway -.o)The Only Warrior 10:13, 8 June 2008 (UTC)
Balthazar Points From PvE
With the introduction of the Zaishen title, Balthazar points are even more important than ever. I propose that every kill in PvE earn one Balthazar faction point. That way PvE players can acquire Zaishen keys at a rate similar to PvP players.--FlipSide 22:15, 26 May 2008 (UTC)
- No. Balthazar points are PvP exclusive. — Poki#3 11:54, 27 May 2008 (UTC)
I think this is a little bit of a silly idea xD... things die in multiples (most of the time quick too) creating a massive gain difference eventually (Snowman's Dungeon D:!)
- agreed, bad idea, however Fissure of Woe IS Balthazar's land..... maybe a blessing after completing all quests?
Highlight Party Members' Names
I think it'd be useful to see the names of the people in your party in a different colour when you hold CTRL in towns and outposts. Like how fellow guild/alliance members' tags are in shown in gold.
- You can already click on their names in the party window and find them easy enough. I kinda like the idea but I don't see this happening anytime soon. -- Broodling 03:59, 27 May 2008 (UTC)
"Attack Anything You See" Option for Heroes
The Fight mode for Heroes makes them attack anyone the player attacks, and whoever attacks you, but they won't attack if you're using things like Inferno or Flame Burst. There should be a mode where the heroes will attack anything hostile in the aggro range.
- Heroes will already attack anything that attacks them, so as soon as you aggro a monster, that monster will attack you and trigger the heroes counter attack. If something is hostile, but not attacking, then there's no reason for you to attack it so badly. I don't understand what you where trying to say here. — Poki#3 11:58, 27 May 2008 (UTC)
- In the Zaishen games, having them all stand there and go 'duer' while the ranger squad is laying 17 traps two inches in front of them is a little annoying :D. I've been planning on trying lock target while they're closing, but haven't really had a good test of it yet.
Command heroes to maintain Enchants/Weapon Skills on themselves
Much like being able to stop them using a skill entirely (unless passively activated by the commander), it would be nice if you could somehow mark certain skills so that heroes will only cast it on themselves (instead of random party members -_-;) unless the commander manually casts it onto another.
- Would be nice if heroes didn't go kamikaze when you equip Healing Touch on them, but meh... Usually, if something doesn't work right on a hero I just change the skill. — Poki#3 12:07, 27 May 2008 (UTC)
that sounds like my idea on better hero command interface, though i suggest using a command popup menu to have a list of tactics rather then strain to have ether little control or not even bother trying to use the hero skills + it takes to much space and leaves you wide open to a counter attack. --Raymondo 17:47, 30 May 2008 (UTC)
Xunlai Chest Collectibles Tab
This would be just like the tab that was added for crafting materials, except it would be dedicated to all of the collectible items that can be turned into item traders in the game. There isn't much to say about this really other than it would obviously help free up storage space. --Amazing Goat 16:38, 27 May 2008 (UTC)
- I'd rather make a 'generic' token collectors would trade for a bigger amount of trophies. For example instead of 5 Putrid Cysts, 10, 15 or even 25 or 50. Go the any of the Putrid Cyst collectors, click an added 'other rewards' tab, select 'Generic token' and you are given the token. Then, that token would work with any of the other collectors as if it was a trophy they are asking for. MithTalk 14:01, 28 May 2008 (UTC)
- Then you could farm easy tokens to get hard-to-get rewards. Not signed, unless there were a few levels of generic tokens. -- Alaris 14:05, 28 May 2008 (UTC)
- That would be fixed by changing the amounts. A really easy to get trophy would require 350 of them to get a token. And a reward from a really hard to get token would require more than 5 trophies. And some trophies would not be replaceable, like those used to get armor pieces, or special items like torment weapons or end-credit greens. This would be mainly for those common-skin weapons all over the game. MithTalk 14:10, 28 May 2008 (UTC)
- Then you could farm easy tokens to get hard-to-get rewards. Not signed, unless there were a few levels of generic tokens. -- Alaris 14:05, 28 May 2008 (UTC)
Ahhh dude take into account that there is hundreds of collectible items...theres no room for something like that in storage the UI cant handle that kind of list not to mention that it would take eyes of a hawk to pick out the one you need -_- --Raymondo 13:34, 5 June 2008 (UTC)
change attribute bonus headpiece description of hero armor and common armor
The description is
"Item's attribute +1 (Not stackable)"
This is confusing, as in fact the attribute bonus is defined by the rune used to upgrade the armor piece, rather than giving an attribute bonus dependent from the wielded weapon. (It used to be like that for heroes, but then (fortunately) got changed - unfortunately without changing the armor's description.)
My proposal would be to change the description to clarify the armor's actual behaviour. Example:
"Rune's attribute bonus +1 (Not stackable)"
—ZerphaThe Improver 18:53, 27 May 2008 (UTC)
- Although personally I didn't find it confusing, I saw people that did find it confusing. Since we're on the topic, it would be nice to have every headgear have this kind of bonus instead of a normal + attribute one... — Poki#3 20:20, 27 May 2008 (UTC)
- Definitely agree, especially on Elit Armor. It's expensive to have to go buy a new headpiece (say obsidian) if you want it to be a different attribute. Some elite armors in EotN have this. but i would want to see all elit and common armor with this. --Treasure Boy 21:18, 27 May 2008 (UTC)
This would be amazing! I was so excited to buy my first elite armor piece and clicked super fast by accident, making me end up with the wrong piece :[
- Oh, and I can think up one example that should stay the way it is. No offence to Eles, but it would just look stupid. Other classes as far as I'm aware have exactly the same thing for different attributes. And should we do this, PvP armor should also get the same treatment. — Poki#3 07:19, 28 May 2008 (UTC)
- True, Eles don't have to buy elite headgear (as there is no ele specific headgear in the game lol). --Treasure Boy 10:05, 28 May 2008 (UTC)
- Oh, and I can think up one example that should stay the way it is. No offence to Eles, but it would just look stupid. Other classes as far as I'm aware have exactly the same thing for different attributes. And should we do this, PvP armor should also get the same treatment. — Poki#3 07:19, 28 May 2008 (UTC)
Hvh Champion Title!
Hey Gaile, Can't we make a Champion title for the rating 1200+ players? because then we got something to fight for.. if we just play hard games just to get commander title then we can just lower our rank(by resign always) so we meet all the noobs and get that commander title, but if we make a Champion title for rating 1200+ HvH players then we got something to fight for.. i almost got rating 1200 but still really anoying to play the games vs. good players for just 1 Commander pts. while i just can resign all my matches to i got rating 980 then kill all noobs to get commander title...(and trust me there is many there already do that)
Updates Alright, now I've been playing Guild Wars since the game was released and unfortunately the new content that came with either a new campaign or an expansion pack like Eye of the North really only made the game less fun because it made things far more easy than before it was released. I think heroes showed people that human players were no longer needed in game making communication harder. I mean, most of the people I talk to where people i met in missions or doing quest. Now you don't need anyone to help you. Just add Talkhora and you're ready to go. I think another problem with the updates is when you take something like a farming build and nerf it to make it useless. Sure buying gold online is stupid and it's not right for other people to make money off GW but it's not right to stop someone from making gold through the game in an honest way. If you want to update the game, add things that are going to make players WANT to play the game , not leave it for something like World of Warcraft. I am not a fan of WoW what so ever, but I have to admit that they at least add new content in their updates to keep players in the game. I don't want to sound like I'm saying that Guild Wars is the worst game out there, because I'm not, but there are many things that could be done to improve it before guild wars 2 is released.
Elite Guild Halls
I think it would be a great idea to add elite guild halls to the game, like have a guild hall for each of the gods and put big price on it like 250 ectos. For example, the temple looking place in underworld where it has the big door to what looks like the other world would be great for grenths hall.
- No thanks, no m04r grind pl0x.
- I don't mind the idea personally, more hall variety is always a plus.
- I wouldnt mind if the Guild Leader could pick spawnpoints and NPC trader spots on the Guild Hall map, that would be cool! Toastisimo 08:31, 6 August 2008 (UTC)
- I don't mind the idea personally, more hall variety is always a plus.
Titles and Hall of Monuments
I would like to suggest a change to the Hall of Monuments and titles. According to Wiki, maximum rank needed unless otherwise noted, for title to be added. I would request that it be changed to max level Normal mode and max level Hard mode. There are some players, like myself, that hard mode is just too hard. I love playing computer games but I am not a "gifted" computer game player. Without the "help" I get from GW Wiki, I am not sure if I would play GW. I am working hard at getting all of my Eye of the North titles to Level 8 and I think it would be fair to be able to add them to Hall of Monuments since its the highest a player could go in Normal mode.
- I think even a less gifted player can achieve more than imaginable. There are many HW teams out there (pugs). Just believe a bit more in yourself and your player capability and join them. --Silverleaf 11:25, 23 July 2008 (UTC)
- play ursan lolz --Jette 11:40, 23 July 2008 (UTC)
- Advice against playing Ursan Blessing but with the skill bar you yourself find most usefull and easy playable. (grrr Jette ;-). Ursan Blessing will change in the next month or so. --Silverleaf 12:04, 23 July 2008 (UTC)
- All sarcasm aside (which basically means I can't comment anymore), it's really not difficult to play well. All you need is to be patient, pay attention, use a good build, and be careful. Experience helps too. If you can't make a good build of your own, use someone else's, the only people who will bother you about it are stuck-up elitist pricks who think it's the build, not how you use it, that matters (unless you're using something like a touch ranger, in which case they may have a point). PvXWiki has many competent... or semi-competent... builds available, pick one that suits your taste, grab some hero builds, and head on out. You can do most any PvE areas (except the DoA, which usually requires that, a friend with heroes, and consumables to clear entirely) in normal mode and a lot of them in hard mode with just that. Still too rough? Grab an imbagon. --Jette 12:51, 23 July 2008 (UTC)
- Advice against playing Ursan Blessing but with the skill bar you yourself find most usefull and easy playable. (grrr Jette ;-). Ursan Blessing will change in the next month or so. --Silverleaf 12:04, 23 July 2008 (UTC)
- play ursan lolz --Jette 11:40, 23 July 2008 (UTC)
Alternate Characters as Heroes
I think it'd be a pretty nifty addition to be able to use alternate characters as heroes. If I were to implement this I would put in the following limitations, character must be Level 20 (to prevent power-levelling) and can only use skills that particular character has (PvE if PvP then character will be treated as a normal Hero).
- No. This is stupid. — Poki#3 07:22, 28 May 2008 (UTC)
- This is a excellent idea, both for players and for ArenaNet. It will increase party personalization and encourage multicharacter play. Mike Abundo 07:47, 20 July 2008 (UTC)
What about an option that, while afk, your character is controlled by AI? << horsedrowner | talk | guild >> 09:42, 28 May 2008 (UTC)
- Stupider. — Poki#3 10:46, 28 May 2008 (UTC)
- I disagree. I'd like to be able to use my characters as heroes. For that matter, I'd like to be able to switch between them instantly, at will, and control them. The others would run on an AI while I control the one. Of course, this is extremely unlikely, so I'm not going to bother promoting it. --Jette 18:58, 30 May 2008 (UTC)
- You're playing the wrong game then. Go play Granado Espada. There, you have to make 3 characters and play all 3 at the same time. — Poki#3 18:29, 31 May 2008 (UTC)
- Have you never played a mission in which someone was AFK? It could be pretty annoying. It would be cool to be able to switch to AI so others won't have to wait. File:User Horsedrowner avatar.jpg horsedrowner 19:39, 26 June 2008 (UTC)
- You're playing the wrong game then. Go play Granado Espada. There, you have to make 3 characters and play all 3 at the same time. — Poki#3 18:29, 31 May 2008 (UTC)
- I disagree. I'd like to be able to use my characters as heroes. For that matter, I'd like to be able to switch between them instantly, at will, and control them. The others would run on an AI while I control the one. Of course, this is extremely unlikely, so I'm not going to bother promoting it. --Jette 18:58, 30 May 2008 (UTC)
easy on the minor insults, in GW's current form, this looks like a good idea--Raph Talky 03:55, 3 June 2008 (UTC)
- I think this idea is quite nice. ^^ Sarifael 15:25, 18 July 2008 (UTC)
- I don't know, I haven't seen anything like this in other games, I think it would be an interesting concept, a unique addition. Granted, my ranger build I throw into Pyre when I need an interrupt ranger, so as neat-o as this idea is, it's kinda moot unless you want it for aesthetic reasons.--Aila2 16:35, 28 July 2008 (UTC)
- Aesthetics are nice. Look at all the overpriced crap we while hours away on. This sounds complicated to code, though. And by "complicated," I mean ANet: "BUT MOOOOM, I'M BORED WITH GUILD WARS 1! I WANT TO SPEND ALL THE COMPANY RESOURCES TRYING TO MAKE A SHITTY SEQUEL THAT'S INEVITABLY GOING TO BOMB ANYWAY!" Jette: "...k, lol" --Jette 17:03, 28 July 2008 (UTC)
- Well i think the first idea is a bit silly because that y we got the heroes. but after some ppls said that u can make ur character become a hero of one of ur friends for this specific time is great cause then it will solve the problem of the no ress in dungeon cause someone missing
- Aesthetics are nice. Look at all the overpriced crap we while hours away on. This sounds complicated to code, though. And by "complicated," I mean ANet: "BUT MOOOOM, I'M BORED WITH GUILD WARS 1! I WANT TO SPEND ALL THE COMPANY RESOURCES TRYING TO MAKE A SHITTY SEQUEL THAT'S INEVITABLY GOING TO BOMB ANYWAY!" Jette: "...k, lol" --Jette 17:03, 28 July 2008 (UTC)
- I don't know, I haven't seen anything like this in other games, I think it would be an interesting concept, a unique addition. Granted, my ranger build I throw into Pyre when I need an interrupt ranger, so as neat-o as this idea is, it's kinda moot unless you want it for aesthetic reasons.--Aila2 16:35, 28 July 2008 (UTC)
- I think this idea is quite nice. ^^ Sarifael 15:25, 18 July 2008 (UTC)
design a cape contest!
I am always looking at new cape designs, trying to make something unique, but, everything has pretty much been taken, so i was wondering why not have a huge contest for new cape designs possibly a NPC directing that, if that wouldn t work, I think it would be nice if arena took our cape suggestions into hand, cuase i would love to have a GDI cape from command and conqer
- You do of course realize that this is Guild Wars and not Tiberian Sun... right? I have no problem with adding more cape designs although I'm sure Anet will disagree claiming that more cape designs means longer loads in PvP areas for people on 12kbps dial-up or something dumb like that. Giant mechanized birds however are not valid GW cape designs. Zero4549 07:09, 17 August 2008 (UTC)
Ursan Blessin
Ok, I love Ursan Blessing, my Assassin uses it all the time almost r9. I think i know why people hate it. 1. It's Over Powered and they dont have it. 2. They don't have EoTn. 3. It takes to long to get max Norn to some people so they say, why waste the time, it sucks at a low level. 4. Many HM teams use it for anything, but people want to do those HM things but they dont have it so they cant go it, but they're not realizing that they can just get a group that isnt Ursan. 5. They aren't a high enough rank. So, they're is a solution to all of that. But, i have a different idea. Please Anet dont nerf Ursan please dont, just over power some other elites, like Volfen or Raven, or like have one mega awesome elite from each campaign so ppl stop complaining. ANd make it for any proffesion so anyone can use it. Just make a new elite in each campaign, a new title track, make it PvE only, any proffesion, and over power it, so that instead of Ursan being the only one and mostly the only skill that ppl use, they have a variety, and we can pick what we want. And, they complainers, ppl who dont have EoTn can get a s kill from whatever campaigns they DO have.--FireTock 17:20, 28 May 2008 (UTC)
- Please don't kill PvE anymore than you already have. Please. Idiot -- Mini Me 17:54, 28 May 2008 (UTC)
- We don't need another Ursan topic. Shut it. — Poki#3 18:00, 28 May 2008 (UTC)
- Try reading Talk:Ursan Blessing and the archive. I think this'd be better placed there. - Raknor - Talk 18:05, 28 May 2008 (UTC)
- I recall regina above (or on her talk page) asking about how this skill hurts my game. It hurts me because in every elite area of the game I/every other anti-Ursan player wants to play in, the only groups available are Ursan groups, groups requiring quite literally, only grinding skill to achive victory. There's another downfall to this skill, and I'd actually like to compare this skill to mario kart wii (I know, sounds crazy, keep reading =P). Nintendo's approach in this new version of the classic racer scares me a bit, and while it is somewhat of a fun game, Nintendo put a questionably huge effort into making this game as even as possible. By this, I mean if in last place, a clear sign that you are doing something wrong (lets bring in GW, replace last place with dying repeatedly), almost every powerup you get will be uber-godly and enable even the worst or newest player to achive victory even when up against far more experienced and skilled players. Now replace uber-godly powerups with Ursan and this analogy somewhat makes sense (I hope). By enabling new or bad players to have easy access to beat (SELF NAMED) elite areas with no skill at all, how will they improve? How will they learn from their mistakes. Instead of thinking "Ok. Mending + Frenzy did not work. What other skill combinations could work?", the initial reaction will soon be "Ok. Mending + Frenzy did not work. W/e I'll just run Ursan." This may not seem like a big deal, but the fact is that because this is such an easy alternative to actually thinking out new skill tactics, seemingly innocent overpowered skills that players can use as a fun addition to the already diverse selection of skills, when the older generation of players will die out, and the newer players will become the majority (which of course is inevitable), they will immediately be introduced to the cheat / easy way out, instead of thinking things through. New players will not have to experiment with new skill combinations because A. Who doesn't want the easy way out, and B. Good luck getting a group without it in challenging areas. Not only will this hurt their experience, as half the fun of Guild Wars is trying out new combinations and fun ideas, but it also is going to raise a generation of players who don't know how to be creative, and don't know how to adapt, and don't know how to take a failed idea and learn from it. No, we will end up with a generation of players who after one or two failed attempts will take the easy way out 90% of the time and just use Ursan, making them poor players in general who never learned any of the above vital lessons to Guild Wars. We will have to play with this generation. And that is how Ursan hurts not only mine, but the entire GW community's playing experience.-Warior Kronos 23:19, 28 May 2008 (UTC)
- In addition to all of the other points mentioned, it defeats the whole idea of having unique classes. If one's PvE build goal is to have as an effective a build for a given area as possible (and I know that isn't how everyone plays, but that's not the point), it's pretty silly if the best build is almost always to simply go Ursan. It even defeats the idea of having unique professions. --Amazing Goat 01:32, 29 May 2008 (UTC)
- What about PvP, Running, Farming, and heroes? ALl it does is just makhe it easier.--68.3.18.11 02:27, 29 May 2008 (UTC)
- IMO the three Norn elites should allow players to be decent substitutes for players with other professions and builds. I don't think that Ursan, Raven or Volfen builds should ever be optimal, but I do think that they should be good enough when the real thing isn't available. -- Gordon Ecker 06:24, 29 May 2008 (UTC)
- There is something seriously wrong if your profession has roughly zero impact on your combat role. That is the biggest thing that is wrong with this skill, although certainly not the only thing. --Amazing Goat 06:57, 29 May 2008 (UTC)
- Stop it with the discussion, I'm serious. — Poki#3 10:47, 29 May 2008 (UTC)
- Ursan ruins the game for me because I don't have EotN. And I'm not buying it after watching Anet ruin Guild Wars for 18 months in a row.
- Ursan has ruined the game. It's taken out the "skill" what guild wars once prided itself on in the PvE side of things. Theres no skill in bashing 1 2 and 3 over and over and i think the only way to fix this is either nerfing it big time (by at least a 50%reduction in damage and health and armor gained) or just to hell with it and getting rid completely. Trust me i know a lot of players who are thinking of packing it in for another game because the challenge has gone.
- Poki, with all due respect, I think that Ursan topics have every right to be made over and over again, because clearly the message isn't sinking into Anet's head. I have in fact heard Regina's response, that the staff is split, but this is a game, and the community is the one who plays it, and clearly this many topics beating down on Ursan mean something about the community's opinion. Yes I know, "For every focal anti-Ursan, there are 10 silent enjoyers", but with so many discussions on the official wiki which is highly publicized, including links on the official site and even an in-game command for the game itself, people have to know its here. And besides, anyone not actively promoting Ursan won't care a tremendous amount if its nerfed. They will move on, and accept the fact that this is Guild wars, a game whose principles rely on strategy, skill, and changing it up once in a while. It astounds me how Anet eagerly switches up normal skills pretty often now, and doesn't touch Ursan. It astounds me even more however, that with the SEPERATION of PvE and PvP that Ursan still remains untouched, 2 updates in. So I think the more ursan topics the better, until something happens. We have to make it clear to Anet that we want Ursan nerfed. -Warior Kronos 21:47, 29 May 2008 (UTC)
- No, it doesn't deserve making topics on every page that comes into your head. The staff is split? The community is ALSO split, so there. Both sides are right. And another thing: Consumables are a much bigger problem then Ursan. An Ursan party without these things is as good as dead in FoW for example. (I was in an ursan party (though I had a normal build) and when a set ran out in the middle of a battle we almost got wiped. Good thing a monk manages to run away.) A normal party could do that place without any help from items. Now please just move along. — Poki#3 22:17, 29 May 2008 (UTC)
- There is no way a "normal party" would be able to clear FoW HM in 1 hour --Treasure Boy 08:57, 30 May 2008 (UTC)
- No, it doesn't deserve making topics on every page that comes into your head. The staff is split? The community is ALSO split, so there. Both sides are right. And another thing: Consumables are a much bigger problem then Ursan. An Ursan party without these things is as good as dead in FoW for example. (I was in an ursan party (though I had a normal build) and when a set ran out in the middle of a battle we almost got wiped. Good thing a monk manages to run away.) A normal party could do that place without any help from items. Now please just move along. — Poki#3 22:17, 29 May 2008 (UTC)
- Poki, with all due respect, I think that Ursan topics have every right to be made over and over again, because clearly the message isn't sinking into Anet's head. I have in fact heard Regina's response, that the staff is split, but this is a game, and the community is the one who plays it, and clearly this many topics beating down on Ursan mean something about the community's opinion. Yes I know, "For every focal anti-Ursan, there are 10 silent enjoyers", but with so many discussions on the official wiki which is highly publicized, including links on the official site and even an in-game command for the game itself, people have to know its here. And besides, anyone not actively promoting Ursan won't care a tremendous amount if its nerfed. They will move on, and accept the fact that this is Guild wars, a game whose principles rely on strategy, skill, and changing it up once in a while. It astounds me how Anet eagerly switches up normal skills pretty often now, and doesn't touch Ursan. It astounds me even more however, that with the SEPERATION of PvE and PvP that Ursan still remains untouched, 2 updates in. So I think the more ursan topics the better, until something happens. We have to make it clear to Anet that we want Ursan nerfed. -Warior Kronos 21:47, 29 May 2008 (UTC)
- Ursan has ruined the game. It's taken out the "skill" what guild wars once prided itself on in the PvE side of things. Theres no skill in bashing 1 2 and 3 over and over and i think the only way to fix this is either nerfing it big time (by at least a 50%reduction in damage and health and armor gained) or just to hell with it and getting rid completely. Trust me i know a lot of players who are thinking of packing it in for another game because the challenge has gone.
- Ursan ruins the game for me because I don't have EotN. And I'm not buying it after watching Anet ruin Guild Wars for 18 months in a row.
- Stop it with the discussion, I'm serious. — Poki#3 10:47, 29 May 2008 (UTC)
- There is something seriously wrong if your profession has roughly zero impact on your combat role. That is the biggest thing that is wrong with this skill, although certainly not the only thing. --Amazing Goat 06:57, 29 May 2008 (UTC)
- IMO the three Norn elites should allow players to be decent substitutes for players with other professions and builds. I don't think that Ursan, Raven or Volfen builds should ever be optimal, but I do think that they should be good enough when the real thing isn't available. -- Gordon Ecker 06:24, 29 May 2008 (UTC)
- What about PvP, Running, Farming, and heroes? ALl it does is just makhe it easier.--68.3.18.11 02:27, 29 May 2008 (UTC)
- In addition to all of the other points mentioned, it defeats the whole idea of having unique classes. If one's PvE build goal is to have as an effective a build for a given area as possible (and I know that isn't how everyone plays, but that's not the point), it's pretty silly if the best build is almost always to simply go Ursan. It even defeats the idea of having unique professions. --Amazing Goat 01:32, 29 May 2008 (UTC)
- I recall regina above (or on her talk page) asking about how this skill hurts my game. It hurts me because in every elite area of the game I/every other anti-Ursan player wants to play in, the only groups available are Ursan groups, groups requiring quite literally, only grinding skill to achive victory. There's another downfall to this skill, and I'd actually like to compare this skill to mario kart wii (I know, sounds crazy, keep reading =P). Nintendo's approach in this new version of the classic racer scares me a bit, and while it is somewhat of a fun game, Nintendo put a questionably huge effort into making this game as even as possible. By this, I mean if in last place, a clear sign that you are doing something wrong (lets bring in GW, replace last place with dying repeatedly), almost every powerup you get will be uber-godly and enable even the worst or newest player to achive victory even when up against far more experienced and skilled players. Now replace uber-godly powerups with Ursan and this analogy somewhat makes sense (I hope). By enabling new or bad players to have easy access to beat (SELF NAMED) elite areas with no skill at all, how will they improve? How will they learn from their mistakes. Instead of thinking "Ok. Mending + Frenzy did not work. What other skill combinations could work?", the initial reaction will soon be "Ok. Mending + Frenzy did not work. W/e I'll just run Ursan." This may not seem like a big deal, but the fact is that because this is such an easy alternative to actually thinking out new skill tactics, seemingly innocent overpowered skills that players can use as a fun addition to the already diverse selection of skills, when the older generation of players will die out, and the newer players will become the majority (which of course is inevitable), they will immediately be introduced to the cheat / easy way out, instead of thinking things through. New players will not have to experiment with new skill combinations because A. Who doesn't want the easy way out, and B. Good luck getting a group without it in challenging areas. Not only will this hurt their experience, as half the fun of Guild Wars is trying out new combinations and fun ideas, but it also is going to raise a generation of players who don't know how to be creative, and don't know how to adapt, and don't know how to take a failed idea and learn from it. No, we will end up with a generation of players who after one or two failed attempts will take the easy way out 90% of the time and just use Ursan, making them poor players in general who never learned any of the above vital lessons to Guild Wars. We will have to play with this generation. And that is how Ursan hurts not only mine, but the entire GW community's playing experience.-Warior Kronos 23:19, 28 May 2008 (UTC)
Hopefully they can at least bring down the hideously high damage it deals... maybe if it was sometimes able to fail or something instead of hitting EVERYTHING and passes all forms of resistance (don't count interupts becase those aren't constant enough), or at least immolate those consumables that make HM such a cakewalk D:!
- [size=50]Make Ursan an enchantment.[/size] <-- Why doesn't this work in wikis? Also, I think you mean "eliminate." --Jette 18:57, 30 May 2008 (UTC)
- EotN was the single worst thing that happened to Guild Wars. Grinding + overpowered skills + anyone who doesn't have it is shut out from 90% of high-end PvE. They may as well have named it World of Ursancraft. --The preceding unsigned comment was added by User:72.64.11.215 (talk).
- sigh* You guys don't see the point with making Guild Wars a lot easier. I'll tell you why I think they made GW so much easier.
- EotN was the single worst thing that happened to Guild Wars. Grinding + overpowered skills + anyone who doesn't have it is shut out from 90% of high-end PvE. They may as well have named it World of Ursancraft. --The preceding unsigned comment was added by User:72.64.11.215 (talk).
- Guild Wars 2 is on the way and as you all know, HoM is somehow going to be tied to your GW2 account (provided you had EotN). And as you also know, HoM shows what accomplishments you have made. By making the game easier (by implementing consumables and belssings) for the less active and the "non-elite player", these players can now get a few accomplishments and max out some titles they never thought was possible to get (e.g. Legendary Guardian, Legendary Vanquisher), in a shorter time. Why would ANet want to give the bad player a chance to max out their Hall? I can think of 2 reasons. 1: Keep players active to prevent players from losing interest in the game. 2: Make more players buy Guild Wars 2. The "elite player" (like those that complain about everything ANet does) will most likely get Guild Wars 2 anyway. This is why I think ANet made Guild Wars so much easier. --Treasure Boy 10:13, 2 June 2008 (UTC)
- This is quite possibly the best argument as to why ursan is as it is I've read on this wiki. Sad of course, that Anet might have sunk to this level, and my stance is far from changed against it...but...that's a very valid argument...-Warior Kronos 21:14, 4 June 2008 (UTC)
- I'm against Ursan because it allows people to "buy" a way to cheapen the game, putting people without EotN at a disadvantage. Sort of like in MapleStory where you won't get very far without buying items from the company. If everyone was allowed to use all skills regardless of chapters purchased, I would have no problem with Ursan.
- This is quite possibly the best argument as to why ursan is as it is I've read on this wiki. Sad of course, that Anet might have sunk to this level, and my stance is far from changed against it...but...that's a very valid argument...-Warior Kronos 21:14, 4 June 2008 (UTC)
- Guild Wars 2 is on the way and as you all know, HoM is somehow going to be tied to your GW2 account (provided you had EotN). And as you also know, HoM shows what accomplishments you have made. By making the game easier (by implementing consumables and belssings) for the less active and the "non-elite player", these players can now get a few accomplishments and max out some titles they never thought was possible to get (e.g. Legendary Guardian, Legendary Vanquisher), in a shorter time. Why would ANet want to give the bad player a chance to max out their Hall? I can think of 2 reasons. 1: Keep players active to prevent players from losing interest in the game. 2: Make more players buy Guild Wars 2. The "elite player" (like those that complain about everything ANet does) will most likely get Guild Wars 2 anyway. This is why I think ANet made Guild Wars so much easier. --Treasure Boy 10:13, 2 June 2008 (UTC)
- You know Poki has been the only active Ursan advocate in any of the discussion pages... I kinda respect his courage... Anyway! They may not be so concerned with the others because GW1 is coming to a close but I'm confident, Arenanet will read this page! ARENANET, this is directed at you.
- All within the GuildWiki community who have concern for things to come think that you have purposely introduced and overpowered this skill for the purpose of shady business. The solution to this problem is to swallow your pride, admitt it (however quietly) and remove this unnecessary injustice. There are so many arguments against this skill, Warrior Kronos outlined a great deal (that rhymed ^^) If you are concerned about your future as much as we are, you will respect our efforts in this matter. We are, afterall, the diligent players.
- The majority of the anti-ursan group have our third birthday coming up or have had it already. Its a fact that sequals never do as well in sales as originals and you're not likely to hold as many of your current players as you'd like, so there is no point angering your most solid clientbase as much as you are.
- If public oppinion is a good gague as to where your future lies (which it undoubtedly is) this is possibly the best time for you to change your ways. You could even turn this to your favor and make your principles known to the entire world. You do have an announcement system right?
- Warn the good people you will be making changes to the blessing skills but tell them why. Tell them that unforeseen problems have arisen and that a new direction must be taken. Let it be known that you are a company that strives for balance, originality and self reliance. Tell them that skill based success is preferred not only by your team, but by the entire world and that reducing the effectiveness of the currently overpowered Ursan Blessing, and similar PvE skills, is a statement of your ironclad integrity. Say that although the old style skills were restrictive, you found them necessary to ensure a less frustrating, socially friendly and world reknowned game that would go down in history as one of the first and one of the best of its kind and that moving backwards is a step in the right direction. Get the guy who wrote your official gameplay section on skills to write the announcement; and, while you're looking up who that was, you might want to have a read for yourself.
- It's a righteous cause. Put in as much effort as we have and not only will we buy Guild Wars 2 but our faith in you will be that much stronger. For the love of the game, do it for Ashura Mazah, I'm sure further down the track, Poki would be grateful.
- Also, I've taken seriously your justification for the lack of change and I think I've come up with a better idea than removing it. "OMGRLY!??!21*1!" I hear you ask.. Well, you could remove the recharge so that Ursan Blessing works in the same way as a res signet. When a player runs out of energy, have a message pop up saying, 'You have fallen from the bear spirit's favor.' This way it ties in with lore, Ursan farmers take a massive hit, and those who use the skill as you intend it to be used will have far more fun because the word Ursan will mean a nonstop desperate rush between foes instead of merely overpowered. It will also force them to use 'totem of man' for once, so as to benefit from boss recharges - Dealing with the fodder as fodder should be dealt with and overcoming adversity as only a true warrior should. Furthermore, it is a form of sorts and should be included under arcane mimicry's list of do not copy. I do hope you appreciate the community's efforts in this matter. Many have taken it upon themselves to do thinking for you. Spawnlegacy 14:28, 2 July 2008 (UTC)
- Sorry to but into the discussion like this, but I feel a need to respond. No, I don't want it to be nerfed. No, I do not want it to stay the way it is. No, I do not want it completely changed on it's head or removed from the game. Yes, I have my "vision" of what Ursan should look like, and yes, I think it's the most powerful blessing of all 3. I only think that it should be toned down to the level of the other 2, with possible slight changes of every of those skills. However, my commends in this post that everyone chose to ignore, where not because I want to "save" Ursan or something, but because I see this as simple spam. There are already multiple discussions on many meaningful pages, and probably countless user pages, and we do not need another one. Looks like people want to spam though. Figures. — Poki#3 00:02, 4 July 2008 (UTC)
- Sorry I couldn't find another target for my offhanded abuse. Yeh, we need to start getting to the point.(People please stop reitterating yourself within the same thread. It's annoying, we heard you the first time.)Spawnlegacy 08:35, 12 July 2008 (UTC)
- Also, I've taken seriously your justification for the lack of change and I think I've come up with a better idea than removing it. "OMGRLY!??!21*1!" I hear you ask.. Well, you could remove the recharge so that Ursan Blessing works in the same way as a res signet. When a player runs out of energy, have a message pop up saying, 'You have fallen from the bear spirit's favor.' This way it ties in with lore, Ursan farmers take a massive hit, and those who use the skill as you intend it to be used will have far more fun because the word Ursan will mean a nonstop desperate rush between foes instead of merely overpowered. It will also force them to use 'totem of man' for once, so as to benefit from boss recharges - Dealing with the fodder as fodder should be dealt with and overcoming adversity as only a true warrior should. Furthermore, it is a form of sorts and should be included under arcane mimicry's list of do not copy. I do hope you appreciate the community's efforts in this matter. Many have taken it upon themselves to do thinking for you. Spawnlegacy 14:28, 2 July 2008 (UTC)
- Integrity in an MMO? No wai! never happened with any MMO and probably never will, that's why I have quit buying MMOs for good. (the previously unsigned comment was added by 71.181.2.191)
Ursan verus anti ursan is like a pop culture. like democrat and republican. or kurz vs lux. it turns the but with kurz vs lux you AB or gvg, and democrat and republican you vote. but ursan has somehow turn PVE into PVP like state of total vocal war.
- Random PuGs in harder areas tend to fail, usually due to build inefficiencies, lack of teamwork which is caused by a lack of defined roles, then add a dash of face-punching mobs, environmental effects and whatever else. If they didn't fail, it would be easier, like the rest of the game is in the starting missions on NM. PuGs there don't usually fail. Folks who have reached the harder areas enjoy not failing, so order has been made out of chaos. A team build that has been proven efficient has been developed, and people who don't want to fail agree to form groups with this build and include those who also want to run it, in the name if efficiency, that is, efficiency starting up, getting out, and finishing the quest. This isn't new. In the new Tombs, Barrage/Pet is one example. It works well, people call for it, and run it all the time. Ursan is not much different. Some groups might be misinformed about how effective Ursan r7 is compared to r10, but many don't care. Many just hope that you don't over-aggro and get out of range of the monks. You know, play your role so that failure doesn't occur. This isn't a bad thing. This is a good thing. It lets people play. Ursan is just one part of a team build, like minions or Barrage is one part of Barrage/Pet. Sway is a PvP example. The build isn't overpowered, but it is easy to run once you learn how, and easy to set up a random team, and most importantly, you stand a chance to win if you play your role correctly. Those who want deeper play, play beyond PuGs, need to know how to get groups that aren't PuGs, and the first step is to have and maintain friends list, or be in a like-minded guild. I've said this before, and I'll say it again. If your main concern is finding a PuG in a high end area that doesn't want a specific build, then nerfing Ursan doesn't solve anything. The next most efficient build will just take its place. If your main concern is that Ursan stagnates creative build making, then a duration nerf might be justified, so that Ursan becomes just one part of a player's skill bar, instead of the focus. --Skye Marin 09:33, 4 July 2008 (UTC)
- It would surprise me to see any kind of balance coming to Ursan. I have decided to use Ursan in all EOTN areas and in NM its ridiciously easy. I am working on about 11 HM Hero's Handbooks and generally help out 2-3 random pug groups doing the Normal Mode missions, there are so many issues with EOTN its not funny. You have a truly overpowering, redefining skill like Ursan, consumables which are a mass boost [at a needless level] and the missions can be easily cheated in same cases; thinking Blood Washes Blood and Assault on the Strong Hold, even with Ursan other missions on Eye of the North become ridiciously easy.
- Regina has already stated there are a 'huge number' of players with it on their bar, I'd say 3/4 of the players I've partied with have it. A simple change to physical damage to the main attack would bring Ursan in line, they can keep the bypassing of blind etc if they want, changing to physical over armour ignoring won't mean much in NM but it hard mode it can be a bit of a kicker. 140 damage dropped to around 60-80dmg.
- Arenanet's lack of interest in this is amazing, and since its brought up again and again, and again by the community you'd think they'd be giving it a lot of thought, considering so many discussions get turned into an Ursan one. Ursan is a very wide spread issue both ingame and out, but again, Arenanet is waiting and seeing. Little talk, little action.
- They skill can be changed to bring it into a balance without necessarily killing the skill, but a more skilled player will be able to find builds more powerful than a balanced Ursan. At the moment Ursan is ridiciously overpower and, in my opinion, those in Arenanet who think this skill is fine as is seriously need to rethink what they're doing.
- 000.00.00.00 02:54, 5 July 2008 (UTC)
- It would surprise me to see any kind of balance coming to Ursan. I have decided to use Ursan in all EOTN areas and in NM its ridiciously easy. I am working on about 11 HM Hero's Handbooks and generally help out 2-3 random pug groups doing the Normal Mode missions, there are so many issues with EOTN its not funny. You have a truly overpowering, redefining skill like Ursan, consumables which are a mass boost [at a needless level] and the missions can be easily cheated in same cases; thinking Blood Washes Blood and Assault on the Strong Hold, even with Ursan other missions on Eye of the North become ridiciously easy.
Nice job screwing up Ursan, I understand the issues people have with this skill in PVP but nerf'ing it in PVE? Come on. Try running through Slavers without Ursan. If you have 8 hours to dedicate to it I'm sure you want miss Ursan. Not only did you make it last for only 60 seconds but you left it as an elite skill. Not cool. You guys need to rethink what you have done to Ursan. People have spent several hours boosting their Norn rank only to have you slap them in the face with a 60 sec skill. Set it back to the way it was for PVE. --The preceding unsigned comment was added by User:75.65.144.61 (talk).
- In PvP? It's a PvE skills! What they did to the blessings was the thing to be done: Ignore profession under its effects and prevent having them maitained all the time. MithTalk 15:32, 8 August 2008 (UTC)
- I can only hope that was sarcastic vandalism. If not.. (finding it hard to restrain the urge of personal attacks) I suggest you attain r1 gladiator and come back. You'll learn how to form a build, gain an appreciation for a reliance on more than one skill and discover that all title linked skills are locked out of the arenas. May your victories be glorious. Spawnlegacy 16:10, 9 August 2008 (UTC) is seething
Armor
Recently they added extra end-game weapons in Prophecies, but I was wondering why they did not also add end-game armor? Anyone else want to see this? It would also be cool to see the crafters at Marhan's, Granite Citadel and the Factions armorers' have the ability to craft armor for every profession. I love to play the ritualist and especially dervish professions and it would be good to see a wider variety. - Rayner - 29.05.08
- There should be elite armor for every profession in every campaign. For example, dervish/paragon armor in prophecies and factions and then assassin/ritualist armor in prophecies and nightfall. This would definitely get players interested. --Treasure Boy 08:52, 30 May 2008 (UTC)
- I would love that! -- Silverleaf 09:27, 5 June 2008 (UTC)
well they original the UW and FOW existed in the first game and there for FoW armor was there elite armor, so with factions and so on they add elite armor so every game would have some uber awesome armor, it just that Guild wars' elite armor became core elite armor--Dandan X 18:43, 2 July 2008 (UTC)
- Originally, the Realms of the gods were Prophecies elite areas (and they even keep the Prophecies world designation in creatures). Bu now they are core, so Prophecies should have its own end armor and elite areas. The Tombs could be one, or 'the' one. But for that it would require an end-reward chest. If any Prestige armor is to be added, a Elite version of the Tyrian would do the trick. It doesn't have to be a new model, just a Reskin would do. MithTalk 20:35, 2 July 2008 (UTC)
Luxon/Kurzick Armor For Dervishs and Paragons
I Beleave that if Dervishes and Pragons get Luxon/Kurzik skills and End-of-Game Weapons, should they also have Luxon/Kurzick Armor? Treesbyty 12:55, 29 May 2008 (UTC)
- Kinda the point I put above? - Rayner - 29.05.08
- Yeah, but Armor's harder to make then Weapons. Gotta think up the concepts, then make models for each size of character, then make skins...the list goes on and on. And then do it 5 times. Weapons are much easier -Warior Kronos 21:49, 29 May 2008 (UTC)
- True, but it would be nice if they did, kinda like how they added stuff to the last mission in Prophecies. -- ab.er.rant 16:54, 30 May 2008 (UTC)
- It would be nice if they added some Dervish and Paragon faction-based armor. Of course, I'd much rather get some armor from other games modified in the tiniest fashion to dodge copyright claims and implemented, so I must place this as a secondary priority on my list of self-serving aesthetic suggestions. --Jette 18:54, 30 May 2008 (UTC)
- Would be an ideal opportunity to make some armor that looks a little different. All the paragon armors (short skirt male & female) and dervish armors (long skirt male & female) look the same. Sadie2k 07:07, 31 May 2008 (UTC)
- there is a huge topic about this on the armor discussion page. and mainly its no go because of anets one and only exuse for there game right now "sorry working on guildwars2" guild wars 2 better be a damn good game.... any how i think there are a lot of skins in game for npcs that i think could be adapted (ie reskined ) to be K/L armors for the derv and para. just an idea i had for a dervish kruzick armor would be a dress like Danika. hell they could even reskin some of the hero armors and i would be happy. 75.165.102.213 08:38, 5 June 2008 (UTC)
- Danika's for derv, idk about that but what about Kahmu or Gehraz ?? I always thought those type of armor are way better.--Ridz16 01:06, 1 July 2008 (UTC)
- Paragons and Dervishes should stick with skirts and tunics, but Luxon skirts could look rather more 'Scottish' than Roman, while Kurzick skirts could look more Saxon. And do not forget Prophecies, Prophecies needs some love! Why aren't any Bramble scythes dropping in Maguuma? MithTalk 18:10, 24 July 2008 (UTC)
- Danika's for derv, idk about that but what about Kahmu or Gehraz ?? I always thought those type of armor are way better.--Ridz16 01:06, 1 July 2008 (UTC)
- there is a huge topic about this on the armor discussion page. and mainly its no go because of anets one and only exuse for there game right now "sorry working on guildwars2" guild wars 2 better be a damn good game.... any how i think there are a lot of skins in game for npcs that i think could be adapted (ie reskined ) to be K/L armors for the derv and para. just an idea i had for a dervish kruzick armor would be a dress like Danika. hell they could even reskin some of the hero armors and i would be happy. 75.165.102.213 08:38, 5 June 2008 (UTC)
- Would be an ideal opportunity to make some armor that looks a little different. All the paragon armors (short skirt male & female) and dervish armors (long skirt male & female) look the same. Sadie2k 07:07, 31 May 2008 (UTC)
- It would be nice if they added some Dervish and Paragon faction-based armor. Of course, I'd much rather get some armor from other games modified in the tiniest fashion to dodge copyright claims and implemented, so I must place this as a secondary priority on my list of self-serving aesthetic suggestions. --Jette 18:54, 30 May 2008 (UTC)
- True, but it would be nice if they did, kinda like how they added stuff to the last mission in Prophecies. -- ab.er.rant 16:54, 30 May 2008 (UTC)
- Yeah, but Armor's harder to make then Weapons. Gotta think up the concepts, then make models for each size of character, then make skins...the list goes on and on. And then do it 5 times. Weapons are much easier -Warior Kronos 21:49, 29 May 2008 (UTC)
hey ive had an idea i would love to happen between now and guild wars 2 realeace ive wanted the paragon and ritulist to have there own luxion and kurzic amour sets i think paragons would have a salt spray dragon look amour for lux and a gargole for kuz im unsure for derv but hope gw team will take the idea on bord jordan :D
Tome Trader
Title says it all more or less. Keep Skill NPC though, but if you have already unlocked a skill, you might want to buy it with a tome that doesn't cost as much. --Treasure Boy 20:22, 30 May 2008 (UTC)
- Extremely good idea. 74.14.107.190 23:22, 1 June 2008 (UTC)
- Tomes aren't exactly hard to come by, they are one the most advertised/easiest to sell items on the market right now. -- Broodling 23:48, 1 June 2008 (UTC)
- Material is also easy to buy, especially ectos, although there is a trader NPC for that aswell.--Treasure Boy 09:59, 2 June 2008 (UTC)
- Hm... they are a value:0 item... they are not meant to be sold like that... hm... but they are not untradeable... ah... this would be also solved with a Xunlai Marketplace! \ (>_<) / MithTalk 18:32, 2 June 2008 (UTC)
- They're not easy to sell, well elite tomes anyway. i spent 2 days selling one elite ele tome for 7k >.< 84.66.84.14 20:05, 5 June 2008 (UTC)
- Hm... they are a value:0 item... they are not meant to be sold like that... hm... but they are not untradeable... ah... this would be also solved with a Xunlai Marketplace! \ (>_<) / MithTalk 18:32, 2 June 2008 (UTC)
- Material is also easy to buy, especially ectos, although there is a trader NPC for that aswell.--Treasure Boy 09:59, 2 June 2008 (UTC)
- Tomes aren't exactly hard to come by, they are one the most advertised/easiest to sell items on the market right now. -- Broodling 23:48, 1 June 2008 (UTC)
Spend more effort balancing skills
The Shadow Form buff for PvE is a joke. Glyph of Swiftness + deadly paradox + shadow form = perma invicibility.
Let's imbalance all classes to make it fair.
Eviscerate will now inflict ALL conditions for 5...10...11 seconds in PvE. Hundred Blades now strikes each foe 100 times. Earth Shaker:Increase AoE to "earshot". Warrior's Endurance:remove recharge time and energy limit. "Charge":now increases attack speed in PvE by 33%.
How is that?
If that's not enough: Barrage:increase damage to 15...51...60, increase area to nearby Escape:increase duration to 2...12...15, increase block chance to 90%. Add +15...45...54 armor vs elemental damage. Heal as One:remove recharge time. Poison Arrow:now poisons all foes in the area and does +5...17...20 damage. Quick Shot:remove recharge time, add damage of 10...22...25
I have no idea what is up with Anet's lack of ability to bring real PvE balance. Good job, Anet. Announcing "We will balance PvE", then make assassins invincible for all practical purposes(not like many people run flame burst, inferno, or traps). And even though people have been complaining about Ursan ever since EotN was released, Anet has conveniently used Blinding Surge and Thunderclap on themselves so they wouldn't have to listen to complaints or see the complaints on their wiki. Care to explain?
What's next? Announcing "Guild Wars 2", and then finding out that it is a WoW clone? And while you're at it, why don't you release another overpowered skill every month for $14.99? Oh well, at least you can claim that it's cheaper than WoW.
At the moment there are only effectively 4 PvE classes. Ursan, Monk, Ether Renewal Elementalist, and Perma Invincible Ninja. Perhaps there SHOULD only be 4 classes, as it's all Anet will ever be able to balance given their completely incompetent handling of Guild Wars so far.
Oh, and stop complaining about 55hp monk farming. If you wanted to make a serious effort to stop 55hp farming you would put monsters with Vampiric Gaze.
I don't know why Anet does such a lousy job, it may be incompetence, lack of time, sheer stupidity, or because they want to force people to buy all chapters to be competitive(note that the permanent shadow form build needs 3 chapters). Whatever the reason, it is time that Anet stops advertising Guild Wars as a balanced game. They should advertise it as "Been out for over 3 years and still in BETA.
The suggestion? Don't fail so much at balance. --The preceding unsigned comment was added by User:72.64.11.215 (talk).
- I may agree with you on some points, however, I would be more comfortable about anet stance on this if, as you suggest it, they cared to explain. Yseron - 90.9.255.196 23:48, 30 May 2008 (UTC)
- <insert some random line about izzy doing the best he can> but if anet really did care about about balance they would hire some people who actually care and actually listen to the community Antiarchangel NO U 00:05, 31 May 2008 (UTC)
- Maybe Izzy is busy with Guild Wars 2, but in that case they should hire someone else to work on Guild Wars. I paid for a balanced, skill based game, not a piece-of-crap grindfest that's STILL effectively in beta 3 years after release. I'm not going to keep accepting Anet's lame excuses for 3 years running, and neither is the community. AS far as I know, they're only doing a great job of selling WoW. If Izzy's too busy, then assign someone else to help him out. (Oh, and BTW don't blame Izzy, it appears he is overloaded with work)--The preceding unsigned comment was added by User:72.64.11.215 (talk).
- QFT Antiarchangel NO U 00:30, 31 May 2008 (UTC)
- After all the updates, both PvE AND PvP both suck. Seriously, Anet needs to get their act together. If the skill balancing team is incompetent-replace them. If they're overworked-move some people to the skill balancing department. If they're stupid-wait, stupid is forever and cannot be fixed. I rarely play Guild Wars anymore because it's so boring and badly managed. $80 down the drain.
- "Guild Wars is as balanced as a team with 2 monks and 6 sway R/D's" QFT!
- Right dude, your compleatly right, Every single PvE player wants to suck incredibly hard when up against inherently powerful monsters of every highlevel/elite area in the game. Why Enjoy the GAME with your buddy and few heroes if you could wait hours on end to form that perfect party of human players now when virtually no one is left playing the game. No pve player in History wanted separate skillset for pve and pvp thats just Crazy how Anet could do this. I'm transferring to Reston to help you rant tomorrow! Biz 07:46, 1 June 2008 (UTC)
- Monks have been on top on the farming list since day 1, now assassins have taken over that place. Only monk build/builds that come close to the assassin is dual 600/smite. I don't see any problem with that at all. So what if i can take my sin to Chaos Planes and Bone Pits and solo it in less than 1 hour, so can everyone else. Aslong as the perma shadow sin doesn't roam free in PvP arenas, spoiling everyones fun, nobody (atleast not in ANet's staff) is going to care the least about it. If you don't like perma shadows, then don't play them and stop complaining so damn much! (And NO, GoS+DP+SF =/= perma invincibility ("=/=" means not equal to). PBAoE will still kill you, Touch Spells will still kill you, Signet of Disenchantment will still remove SF. The list goes on and on. So you see, your not invincible if you use that combination. Note also that perma shadow is only restricted to assassins and doesn't work properly on Any/A.) --Treasure Boy 11:32, 1 June 2008 (UTC)
- I'm ok with your comments. In fact I'm always ok with beeing forced to choose a specific profession in order to do get something needed by all professions, that's the freedom that ANet granted us. I am also ok with rangers beeing more effective with a scythe, killing with 3 hits, than with a bow. Silly me: I choosed this profession to use a bow, how nub I am ! I may add I'm quite ok with 2 pve players telling me I'm not doing a dam thing to help them kill a warrior runing after them when he is: snared, blinded, weakened, armor-cracked and its attack rate droped by 50%. As they say: I should have take ursan, me nub. In fact I stoped to care. Yseron - 86.209.192.141 12:25, 1 June 2008 (UTC)
- Monks have been on top on the farming list since day 1, now assassins have taken over that place. Only monk build/builds that come close to the assassin is dual 600/smite. I don't see any problem with that at all. So what if i can take my sin to Chaos Planes and Bone Pits and solo it in less than 1 hour, so can everyone else. Aslong as the perma shadow sin doesn't roam free in PvP arenas, spoiling everyones fun, nobody (atleast not in ANet's staff) is going to care the least about it. If you don't like perma shadows, then don't play them and stop complaining so damn much! (And NO, GoS+DP+SF =/= perma invincibility ("=/=" means not equal to). PBAoE will still kill you, Touch Spells will still kill you, Signet of Disenchantment will still remove SF. The list goes on and on. So you see, your not invincible if you use that combination. Note also that perma shadow is only restricted to assassins and doesn't work properly on Any/A.) --Treasure Boy 11:32, 1 June 2008 (UTC)
- Right dude, your compleatly right, Every single PvE player wants to suck incredibly hard when up against inherently powerful monsters of every highlevel/elite area in the game. Why Enjoy the GAME with your buddy and few heroes if you could wait hours on end to form that perfect party of human players now when virtually no one is left playing the game. No pve player in History wanted separate skillset for pve and pvp thats just Crazy how Anet could do this. I'm transferring to Reston to help you rant tomorrow! Biz 07:46, 1 June 2008 (UTC)
- "Guild Wars is as balanced as a team with 2 monks and 6 sway R/D's" QFT!
- After all the updates, both PvE AND PvP both suck. Seriously, Anet needs to get their act together. If the skill balancing team is incompetent-replace them. If they're overworked-move some people to the skill balancing department. If they're stupid-wait, stupid is forever and cannot be fixed. I rarely play Guild Wars anymore because it's so boring and badly managed. $80 down the drain.
- QFT Antiarchangel NO U 00:30, 31 May 2008 (UTC)
- Maybe Izzy is busy with Guild Wars 2, but in that case they should hire someone else to work on Guild Wars. I paid for a balanced, skill based game, not a piece-of-crap grindfest that's STILL effectively in beta 3 years after release. I'm not going to keep accepting Anet's lame excuses for 3 years running, and neither is the community. AS far as I know, they're only doing a great job of selling WoW. If Izzy's too busy, then assign someone else to help him out. (Oh, and BTW don't blame Izzy, it appears he is overloaded with work)--The preceding unsigned comment was added by User:72.64.11.215 (talk).
- <insert some random line about izzy doing the best he can> but if anet really did care about about balance they would hire some people who actually care and actually listen to the community Antiarchangel NO U 00:05, 31 May 2008 (UTC)
Seriously... I think it's official that clearly no-one but the public is listening to the whole Ursan epidemic... it's not so much that I want everyone to suck, I just want people to have to THINK again xD! and actually have fun customizing the limitless possible builds.
- Looks like someone from Anet has been reading this, as the wiki claims there is going to be a balance update and that someone is being reassigned to work full time on Guild Wars 1.
- The Ursan topic is up above, if you got lost. As for Shadow Form, if you wanna trade 3 skills for near-invincibility, why not? You're damage output would be halved, the amount of time it takes to cast things stalls you for a good 3 seconds per battle, at least, and if it happens to get removed by something like.. oh.. Chiblains, you're as good as dead. It makes Assassins a sustainable and practical PvE class, rather than a class traditionally shunned by groups fearing the trigger-happy, aggro-happy, and otherwise headache-inducing behavior that many Assassins unfortunately have a habit of displaying. 99.141.192.117 20:08, 20 June 2008 (UTC)
Well pretty much any MMO on the market of this size is imbalanced, or people don't chose to speak out against imba like we do, you see we get to make things hard of people. they afraid of the non-truey as i came them get mad because ursan and shadow form are nerfed. the true skill people and the non-truey can never be in balance, but guilds back cover on the original gw should be a warning to grind happy skill less loser to not buy this game
Process priority
It would be nice if you could set Guild Wars' process priority in the options panel instead of having to set it manually in the task manager every time you run the game. -- Gordon Ecker 00:55, 31 May 2008 (UTC)
- Umm... Why would you need it? GW has a normal priority when you're playing, and a low priority when minimised or otherwise in the background. Sounds good to me. — Poki#3 21:48, 31 May 2008 (UTC)
- Because other less time-sensitive normal priority processes, such as web browsers and music players, could be running in the background. -- Gordon Ecker 03:03, 1 June 2008 (UTC)
- I sometimes have Firefox or Winamp running in the background and I don't notice any performance impact. As far as I know Windows prioritises the process that's currently active, so if you're playing a normal priority GW.exe and have some other normal priority processes in the background, GW.exe will still be the first in line for power. Of course if you're not doing something REALLY intensive in the background, like rendering a video.
- Oh, and don't get me wrong, I'm not against the idea, though unfamiliar players might get lost in these options. I just never found it necessary to change the process priority on anything and I can't think of any use under normal circumstances. — Poki#3 10:45, 1 June 2008 (UTC)
- Because other less time-sensitive normal priority processes, such as web browsers and music players, could be running in the background. -- Gordon Ecker 03:03, 1 June 2008 (UTC)
- You could edit your shortcut to run:
start "Guild Wars" /HIGH "C:\Program Files\Guild Wars\Gw.exe"
- The trouble is that as pointed above, GW set is his own priority when gaining or losing focus. It even replace the priority set from the process manager. GW need to retrive and save it starting priority and use that value to restore the user selected priority when restoring from minimized "LOW" priority. I would consider that as a bug and report it as it. Fixing it would require one more syscall and one integer to store, it is not unresonable to think it could be fixed quickly. --Bob 21:43, 2 June 2008 (UTC)
- In WHAT? Put the start "guildwars" stuff WHERE in the shortcut? Target? Start in? What are you talking about? unknown user
- Create shortcut to
- %windir%\system32\cmd.exe /c "start /high C:\GW\gw.exe"
- This will bump up priority as long as you don't minimize the game - if you do, it will switch to Low and back to its default Normal on focus restoration. ConayR 05:08, 30 June 2008 (UTC)
- Create shortcut to