Cleaning Up The Game
Shriketalon
Sometimes, it is the little things. The little things that make it all worth it, or the little things that drive you up the wall. This thread is about the latter.
Anet does plenty of bug fixes, and they are appreciated. But sometimes the annoyances we encounter aren't bugs, are legitimate code, but serve no practical purpose or use, and still manage to grate on our nerves.
This is a compilation of little suggestions to fix these things.
Prophecies
-For bosses with random spawns, every single possible boss should spawn somewhere on the map. This is especially vital in missions; you have to fight through half of Abaddon's Mouth, for example, just to see if the dryder boss you were looking for has spawned. If he has not, rinse and repeat, sometimes several times over. Instead, spawns should be adjusted so that all the bosses are somewhere on the map; their exact position can still be randomized, but you should be able to find them without zoning again and again.
-Add an NPC to Hell's Precipice outpost who will infuse your armor, perhaps at cost. At this point, you have beaten all the mursaat into a bloody pulp, so it doesn't unbalance anything. All it will do is allow people to avoid repeating Iron Mines again and again and again whenever they get new armor.
Factions
-Upon completion of the campaign, get rid of the service NPCs refusals based on faction. They disrupt gameplay, forcing you to zone to the other end to merch, completely removing your henchie or ditch your group in the process. They serve no practical use other than annoyance once the campaign is over; having beaten Shiro, you have saved the damn nation, you shouldn't be snubbed by some random merchant.
-Open all doors upon campaign completion. I should be able to walk into Foreign Quarter; I gained the Key To The City from the emperor, it should open doors. Exception can be made, of course, if you have others in your party who haven't completed the campaign, but alone, you should be able to go anywhere once you are done.
-Shorten the "four confirmations to go somewhere" dialogue. Two is just fine.
-During Primary Quests, use GWEN's "rez NPC when no enemies around". You can keep the escort bit in the missions to add difficulty, but leave them out of the fedex questing, which takes long enough as it is without having to repeat because one of your twelve tagalongs tried to play Hug-The-Wardens and died.
Nightfall
-Get rid of the faction grind during And A Hero Shall Lead Them when you get to Kourna. Alternately, add in a bounty during every single mission, so that kills made during this time add to your faction title, exceptions being made for infinite spawns such as Jennur's horde. Grind is bad and it should feel bad.
-Either eliminate the "Required Hero" in each mission, or change it so the requirement only occurs the first time through. If they are in the end cutscene only, scrap them altogether. If they have dialogue within the mission, use GWEN's format of changing dialogue (such as in the Charr missions, the presence of Gwen will change dialogue, but she isn't required). If not the first time, upon completion of the mission, the hero should no longer be necessary. I should never have to kick out a guild member because an AI companion demands a slot; all missions should be doable with eight humans.
-When Whisper agents have dialogue to tell you to return to the Chantry, they should say it AFTER giving a bounty. As it is, you can't get bounties until you drop everything and make the trip, a major annoyance. They should use the way it works in GWEN; give bounty, then remind you to go to an outpost. It works fine for the Norn, etc, they should apply the same dialogue retroactively.
GWEN
-Having Primary Norn, Primary Asura, and Primary Vanguard Quest tabs is currently cluttering up everything. Moving them to Primary quests wouldn't hurt.
You probably have more, feel free to post.
The point of these suggestions isn't to make things easier, it is to remove needless tedium. Things that aren't a challenge, aren't a test, but are merely boring, clunky, or outright aggravating need a wrench taken to them.
They can fix bugs, they can fix exploits, they can clearly fix these.
What say you?
Anet does plenty of bug fixes, and they are appreciated. But sometimes the annoyances we encounter aren't bugs, are legitimate code, but serve no practical purpose or use, and still manage to grate on our nerves.
This is a compilation of little suggestions to fix these things.
Prophecies
-For bosses with random spawns, every single possible boss should spawn somewhere on the map. This is especially vital in missions; you have to fight through half of Abaddon's Mouth, for example, just to see if the dryder boss you were looking for has spawned. If he has not, rinse and repeat, sometimes several times over. Instead, spawns should be adjusted so that all the bosses are somewhere on the map; their exact position can still be randomized, but you should be able to find them without zoning again and again.
-Add an NPC to Hell's Precipice outpost who will infuse your armor, perhaps at cost. At this point, you have beaten all the mursaat into a bloody pulp, so it doesn't unbalance anything. All it will do is allow people to avoid repeating Iron Mines again and again and again whenever they get new armor.
Factions
-Upon completion of the campaign, get rid of the service NPCs refusals based on faction. They disrupt gameplay, forcing you to zone to the other end to merch, completely removing your henchie or ditch your group in the process. They serve no practical use other than annoyance once the campaign is over; having beaten Shiro, you have saved the damn nation, you shouldn't be snubbed by some random merchant.
-Open all doors upon campaign completion. I should be able to walk into Foreign Quarter; I gained the Key To The City from the emperor, it should open doors. Exception can be made, of course, if you have others in your party who haven't completed the campaign, but alone, you should be able to go anywhere once you are done.
-Shorten the "four confirmations to go somewhere" dialogue. Two is just fine.
-During Primary Quests, use GWEN's "rez NPC when no enemies around". You can keep the escort bit in the missions to add difficulty, but leave them out of the fedex questing, which takes long enough as it is without having to repeat because one of your twelve tagalongs tried to play Hug-The-Wardens and died.
Nightfall
-Get rid of the faction grind during And A Hero Shall Lead Them when you get to Kourna. Alternately, add in a bounty during every single mission, so that kills made during this time add to your faction title, exceptions being made for infinite spawns such as Jennur's horde. Grind is bad and it should feel bad.
-Either eliminate the "Required Hero" in each mission, or change it so the requirement only occurs the first time through. If they are in the end cutscene only, scrap them altogether. If they have dialogue within the mission, use GWEN's format of changing dialogue (such as in the Charr missions, the presence of Gwen will change dialogue, but she isn't required). If not the first time, upon completion of the mission, the hero should no longer be necessary. I should never have to kick out a guild member because an AI companion demands a slot; all missions should be doable with eight humans.
-When Whisper agents have dialogue to tell you to return to the Chantry, they should say it AFTER giving a bounty. As it is, you can't get bounties until you drop everything and make the trip, a major annoyance. They should use the way it works in GWEN; give bounty, then remind you to go to an outpost. It works fine for the Norn, etc, they should apply the same dialogue retroactively.
GWEN
-Having Primary Norn, Primary Asura, and Primary Vanguard Quest tabs is currently cluttering up everything. Moving them to Primary quests wouldn't hurt.
You probably have more, feel free to post.
The point of these suggestions isn't to make things easier, it is to remove needless tedium. Things that aren't a challenge, aren't a test, but are merely boring, clunky, or outright aggravating need a wrench taken to them.
They can fix bugs, they can fix exploits, they can clearly fix these.
What say you?
Rugar
Quote:
Prophecies
-For bosses with random spawns, every single possible boss should spawn somewhere on the map. This is especially vital in missions; you have to fight through half of Abaddon's Mouth, for example, just to see if the dryder boss you were looking for has spawned. If he has not, rinse and repeat, sometimes several times over. Instead, spawns should be adjusted so that all the bosses are somewhere on the map; their exact position can still be randomized, but you should be able to find them without zoning again and again. |
Quote:
-Add an NPC to Hell's Precipice outpost who will infuse your armor, perhaps at cost. At this point, you have beaten all the mursaat into a bloody pulp, so it doesn't unbalance anything. All it will do is allow people to avoid repeating Iron Mines again and again and again whenever they get new armor.
|
Quote:
Factions
-Upon completion of the campaign, get rid of the service NPCs refusals based on faction. They disrupt gameplay, forcing you to zone to the other end to merch, completely removing your henchie or ditch your group in the process. They serve no practical use other than annoyance once the campaign is over; having beaten Shiro, you have saved the damn nation, you shouldn't be snubbed by some random merchant. |
You're not allowed to make multiple suggestions in one thread.
Barrage
Unlike the somewhat pretentious poster above, I would welcome these changes with open arms.
X Ghoul
IMHO none of these are any viable reasons for anet to /care
none of them really bothered me either, and for long boring parts in pve (which is almost everything) just play some good music ^^ and zone out. I could write what I want fixed but anet has not cared about the pvp community for a long time.
none of them really bothered me either, and for long boring parts in pve (which is almost everything) just play some good music ^^ and zone out. I could write what I want fixed but anet has not cared about the pvp community for a long time.
Hells Fury
/signed
especially for Prophecies part (i loled at bloody pulp) and Factions merchant (damn right we saved them)
especially for Prophecies part (i loled at bloody pulp) and Factions merchant (damn right we saved them)
ACWhammy
I'm down
/signed
/signed
Reformed
I like most of these so I will only focus on the ones that I'm so-so on.
I'm fine with random boss spawns in Proph, random boss spawns in general probably would have kept the green market on life support a while longer. I understand it's annoying when you want a particular elite for skill hunter or a build, we've all been there, but now we have elite skill tomes so this change is not really necessary. The only one worth fixing is Jormungand who spawns next to never even when you know the spots.
The faction NPCs are annoying but it's a major story element in the campaign. It's also not like AB/JQ/FA suddenly stop in their tracks once you beat the game. At any given time you most likely know your allegiance and what you have more of so it's not terribly inconvenient to visit the allied outpost/town or your GH.
I actually like the required hero portion of Nightfall, it adds some challenge to the missions. You don't need to deck out the hero in uber gear but you do need to supply a half way decent build which requires some thought rather than just keeping the same hero team template active the entire time. As for the full human party component...it's one slot. If your guild is active enough to want to send 8 people through a mission in today's GW then there is no reason why you can't run it twice to make everyone happy.
I'm fine with random boss spawns in Proph, random boss spawns in general probably would have kept the green market on life support a while longer. I understand it's annoying when you want a particular elite for skill hunter or a build, we've all been there, but now we have elite skill tomes so this change is not really necessary. The only one worth fixing is Jormungand who spawns next to never even when you know the spots.
The faction NPCs are annoying but it's a major story element in the campaign. It's also not like AB/JQ/FA suddenly stop in their tracks once you beat the game. At any given time you most likely know your allegiance and what you have more of so it's not terribly inconvenient to visit the allied outpost/town or your GH.
I actually like the required hero portion of Nightfall, it adds some challenge to the missions. You don't need to deck out the hero in uber gear but you do need to supply a half way decent build which requires some thought rather than just keeping the same hero team template active the entire time. As for the full human party component...it's one slot. If your guild is active enough to want to send 8 people through a mission in today's GW then there is no reason why you can't run it twice to make everyone happy.
Zahr Dalsk
/signed for all of these.
Also, more suggestions? The limit of three heroes is pedantic and pointless. Remove it, allow the player to add heroes until they reach the actual party limit. The same with their inability to use PvE skills. Tie them to the player's track, limit at three per hero same as humans, you're good to go.
Also, more suggestions? The limit of three heroes is pedantic and pointless. Remove it, allow the player to add heroes until they reach the actual party limit. The same with their inability to use PvE skills. Tie them to the player's track, limit at three per hero same as humans, you're good to go.
Gennadios
/signed required hero removal in NF
/signed surly Fac merchants refusing to trade /w you fix. <- At the very least allow them to trade with you if you have at least R4 Kurz/Lux
/meh everything else
/signed surly Fac merchants refusing to trade /w you fix. <- At the very least allow them to trade with you if you have at least R4 Kurz/Lux
/meh everything else
Dabineh Deathbringer
/not signed to most and this is why.
First off, I have Legendary skill hunter title. That being said, I have capped every elite skill in the game. Prophecies was incredibly easy with todays popular builds. Having to go way out in the middle of an area, or having to re-zone millions of times adds challenge to the already easy title. It took me longer to get 90 Tyrian skills than the 260 Elonian and Canthan skills, it SHOULD be that way.
The infuse armor - players shouldn't be lazy.
Yeah, I get annoyed as well when I have to talk to different factions to barter and trade, but I kill Kurzicks for a living, why would they want to service me, regardless that I killed Shiro? It makes perfect sense to refuse me. Oh, and assuming we don't go for the Protector title, I don't have to help the Kurzicks, just make them surrender.
Foreign Quarter is for Foreigners. It's the same mission, why does it matter if I'm not allowed to get into it?
Well, actually I agree with the rest, but I wouldn't care if it wasn't changed.
Required Heros make perfect sense, it adds challenge to missions, and forces a player, even with heros, to add a team or suffer with henchmen. Most builds require 3 specific hero builds of certain classes. If using the 3 necro HM build, you have to use a different hero like Koss so you must face the added challenges inorder to beat the mission. It adds a lot of challenge to already easy missions.
First off, I have Legendary skill hunter title. That being said, I have capped every elite skill in the game. Prophecies was incredibly easy with todays popular builds. Having to go way out in the middle of an area, or having to re-zone millions of times adds challenge to the already easy title. It took me longer to get 90 Tyrian skills than the 260 Elonian and Canthan skills, it SHOULD be that way.
The infuse armor - players shouldn't be lazy.
Yeah, I get annoyed as well when I have to talk to different factions to barter and trade, but I kill Kurzicks for a living, why would they want to service me, regardless that I killed Shiro? It makes perfect sense to refuse me. Oh, and assuming we don't go for the Protector title, I don't have to help the Kurzicks, just make them surrender.
Foreign Quarter is for Foreigners. It's the same mission, why does it matter if I'm not allowed to get into it?
Well, actually I agree with the rest, but I wouldn't care if it wasn't changed.
Required Heros make perfect sense, it adds challenge to missions, and forces a player, even with heros, to add a team or suffer with henchmen. Most builds require 3 specific hero builds of certain classes. If using the 3 necro HM build, you have to use a different hero like Koss so you must face the added challenges inorder to beat the mission. It adds a lot of challenge to already easy missions.
Shriketalon
The "single suggestion" is to take wisdom learned over the years and apply it retroactively across the campaign problems areas.
Two more?
Prophecies-> add NPCs involved in bonuses to the Party Menu. Thirsty River's King Kelimar, for example, currently doesn't get added, despite having to be protected to complete the bonus.
Nightfall-> remove the drop rate reduction on hero armor pieces from challenge missions. There's no reason to have to fall once you hit 4, GWEN proved it is perfectly alright to have a stable rate, which produces a nice niche market and allows a player to armor all their heroes.
Two more?
Prophecies-> add NPCs involved in bonuses to the Party Menu. Thirsty River's King Kelimar, for example, currently doesn't get added, despite having to be protected to complete the bonus.
Nightfall-> remove the drop rate reduction on hero armor pieces from challenge missions. There's no reason to have to fall once you hit 4, GWEN proved it is perfectly alright to have a stable rate, which produces a nice niche market and allows a player to armor all their heroes.
Lanier
It seems to me as though these are such minor annoyances, Anet will never do anything about them. If it already takes like 4-5 months for one skill update, i dont want Anet spending time making these minor fixes. That said, i would welcome some of the changes in the OP so long as they wouldn't conflict with any balances or skill updates.
No. Hechies add at least a little tiny bit more challenge for when you are forced to H/H. Same with Pve skills only being limited to 3 in these situations. I think that if these changes were implemented, not only would this further encourage players to not group up with other players, it would also make the game easier than it already is.
Quote:
Also, more suggestions? The limit of three heroes is pedantic and pointless. Remove it, allow the player to add heroes until they reach the actual party limit. The same with their inability to use PvE skills. Tie them to the player's track, limit at three per hero same as humans, you're good to go.
|
glacialphoenix
Quote:
Prophecies-> add NPCs involved in bonuses to the Party Menu. Thirsty River's King Kelimar, for example, currently doesn't get added, despite having to be protected to complete the bonus. |
2. Honestly, I kind of like the challenge. I don't know about you.
Factions: I think it makes perfect sense that they don't want to serve you if you have more points from the opposing faction. I mean, I've been busy slaughtering Luxons, why would the Luxons want to help me?
The ONE thing that really annoys me about Factions will probably never see change:
Dear, dear Canthan bureaucrats - stop making me run to your out-of-the-way outpost, force me to sign forms in triplicate, and quit sending me all the way back without letting me enter the outpost. (If I'm not wrong, the primary quest to Sunjiang District is particularly guilty, as are a couple of Kurzick/Luxon primary quests.)
MagmaRed
Gotta love the forum rules. They were made just to be broken.
5. Post One Idea Per Thread
Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a separate thread for each one with a relevant title. If you don't feel like creating a separate thread for each suggestion you have, post all of them in the Index of Ideas thread stickied at the top of the forum.
5. Post One Idea Per Thread
Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a separate thread for each one with a relevant title. If you don't feel like creating a separate thread for each suggestion you have, post all of them in the Index of Ideas thread stickied at the top of the forum.
Mustache Mayhem
foreign quarter can be had by getting someone with mayhem in the marketplace.. it's pretty easy to find someone as alot of peeps for some reason find it hard to get there.. just coattail them there and your both happy =] I had to do this across all chars while back
drkn
Quote:
First off, I have Legendary skill hunter title. That being said, I have capped every elite skill in the game. Prophecies was incredibly easy with todays popular builds. Having to go way out in the middle of an area, or having to re-zone millions of times adds challenge to the already easy title. It took me longer to get 90 Tyrian skills than the 260 Elonian and Canthan skills, it SHOULD be that way. |
i have legendary skill hunter as well. and i wouldn't mind changing prophecies spawns if i didn't see any logical reason why i should.
Zahr Dalsk
>Hechies add at least a little tiny bit more challenge for when you are forced to H/H.
Henchmen force you to play with a particular build that's already been determined by ArenaNet. You also have less control over them, meaning there's less skill involved.
>Same with Pve skills only being limited to 3 in these situations.
So let's limit them to three per party. Elsewise, human teams are overpowered, no?
>I think that if these changes were implemented, not only would this further encourage players to not group up with other players
We don't want to group up with other players. You know what encourages players not to group up with other players? Other players.
>it would also make the game easier than it already is.
No, it would just bring H/H parties up closer to human parties.
Henchmen force you to play with a particular build that's already been determined by ArenaNet. You also have less control over them, meaning there's less skill involved.
>Same with Pve skills only being limited to 3 in these situations.
So let's limit them to three per party. Elsewise, human teams are overpowered, no?
>I think that if these changes were implemented, not only would this further encourage players to not group up with other players
We don't want to group up with other players. You know what encourages players not to group up with other players? Other players.
>it would also make the game easier than it already is.
No, it would just bring H/H parties up closer to human parties.
apriti
Never heard of surprises?