as an former WoW player I see some things I miss from WoW.
the SHIFT click on items in the trade chat, so ppl could see the stats on it with 'mouse over' the link that this produce ...
to see what spells an enemy got on him. not to duplicate or such when in PvP.
or to know what hex is removed when burning hexes etc.
these are two things, I had one more but it slipped my mind
I know that WoW and GW isn´t to be compared but, these are in my mind good features that could be well used in GW as well ...
WoW solutions in GW
aretziel
Sol_Vie
1) ...What?
2) Well, in a normal fight with any monster you'll see if not all, most of its spells. There's no need to have a list of what it has.
2) Well, in a normal fight with any monster you'll see if not all, most of its spells. There's no need to have a list of what it has.
awesome sauce
The first one is actually a really good idea. He means that you can show off the stats of an item by clicking on it and announcing them in public chat, rather than having to do the thing where you trade with a person and let them look at it.
I seem to remeber hearing some talk about them doing that, in chapter 2 or something
Sol is right about the second one.
I seem to remeber hearing some talk about them doing that, in chapter 2 or something
Sol is right about the second one.
aretziel
1) in WoW, when you want to show someone what item you got you may press SHIFT down on the keyboard and press the item, and in the chat window you will get a colored link (weapons name color and name) and when hover mouse over you see the box with the info as you see when mouse over an item in the inventory ... rather good when selling items ... no need to list all stats and stuff ...
2) the only things I see on the enemies is the arrow down in different colors ...
to see an icon on the enemy I got marked with what it got for spell on it would make it easier to see what expired and what not, so I know when/if to put a new one of that spell in him ...
2) the only things I see on the enemies is the arrow down in different colors ...
to see an icon on the enemy I got marked with what it got for spell on it would make it easier to see what expired and what not, so I know when/if to put a new one of that spell in him ...
Banebow
Number 1 would be nice but is not needed, a little typing never hurt anyone Though it would be handy when selling greens, might alleviate some of the "can I see?????????" messages.
About number 2, he/she means that if an enemy has conjure phantasm and life siphon on him, you can see two little icons when you select the enemy. One for conjure phantasm and one for life siphon. While this would make putting hexes back on a target easier, I tend to get a good feel for how long my hex has been on a target after I play the build for a while, and so don't need something like this. I would still use it certainly, but I think it is more of a "wishlist" feature rather than something that needs to be fixed/added. (balance issues/new content being examples of things that should be higher on the list of things ANet is working on, IMHO)
Just one question. . .why do you think that WoW and GW should not be compared, besides the fact that such things have been beaten to death already?
About number 2, he/she means that if an enemy has conjure phantasm and life siphon on him, you can see two little icons when you select the enemy. One for conjure phantasm and one for life siphon. While this would make putting hexes back on a target easier, I tend to get a good feel for how long my hex has been on a target after I play the build for a while, and so don't need something like this. I would still use it certainly, but I think it is more of a "wishlist" feature rather than something that needs to be fixed/added. (balance issues/new content being examples of things that should be higher on the list of things ANet is working on, IMHO)
Just one question. . .why do you think that WoW and GW should not be compared, besides the fact that such things have been beaten to death already?
benmanhaha
I like both of these suggestions. The first might cut down on the "uber l337 sooper dooper chaos ax3 of l337ness". Now they just might say nice chaos axe, then you click and everyone is happy.
The second one sounds nice, but I have never been a mesmer or elementalist so really wouldn't know.
The second one sounds nice, but I have never been a mesmer or elementalist so really wouldn't know.
Sagius Truthbarron
Number 1 might be nice. Though, I thought we were trying to get away from the trade-chat stuff..
Number 2 is an idea I don't like. This gives monks an advantage over hexers that they don't deserve and strippers/hexers an advantage over whomever they are targetting, an advantage they do not warrant.
I'm not sure how much implemeneting idea '2' would throw the game out of balance, but it would really take alot of the thinking out of being a mesmer. It would take alot of luck out of being a monk
I don't see why we need omni-present information to play the game. I already think live radar in PvP takes alot away from tactical strategy, but how would you feel if your enemy monk could suddenly tell, not only the difference between your Spiteful Spirit from your teammate's Icespike, but also knows Icespike's duration, and location, waiting to pounce on that Spiteful at any moment with their Inspired Hex?
Number 2 is an idea I don't like. This gives monks an advantage over hexers that they don't deserve and strippers/hexers an advantage over whomever they are targetting, an advantage they do not warrant.
I'm not sure how much implemeneting idea '2' would throw the game out of balance, but it would really take alot of the thinking out of being a mesmer. It would take alot of luck out of being a monk
I don't see why we need omni-present information to play the game. I already think live radar in PvP takes alot away from tactical strategy, but how would you feel if your enemy monk could suddenly tell, not only the difference between your Spiteful Spirit from your teammate's Icespike, but also knows Icespike's duration, and location, waiting to pounce on that Spiteful at any moment with their Inspired Hex?
aretziel
why not compare GW and WoW? ...
well, for one reason WoW is updated in another way ...
GW goes with chapters = new game and new events ... and new place to do stuff in (as it looks now) ...
WoW use same world and nothing more and fill it more and more ...
and I also got the feeling it´s easir to get 'the best gear' in GW then it was in WoW as you can´t trade high end drop gear in WoW ...
I like stuff from both games ... and disslike some in both ...
and the 'stop the chatter in the trade channel' ... know this, when the auctionhouse come, people will no longer spam 'WTS XXX' but 'CHECK AUCTIONHOUSE FOR XXX' ...
well, for one reason WoW is updated in another way ...
GW goes with chapters = new game and new events ... and new place to do stuff in (as it looks now) ...
WoW use same world and nothing more and fill it more and more ...
and I also got the feeling it´s easir to get 'the best gear' in GW then it was in WoW as you can´t trade high end drop gear in WoW ...
I like stuff from both games ... and disslike some in both ...
and the 'stop the chatter in the trade channel' ... know this, when the auctionhouse come, people will no longer spam 'WTS XXX' but 'CHECK AUCTIONHOUSE FOR XXX' ...
Goonter
Actually I’ve always thought it would be helpful for both parties in a very fair way if players could see the hexes cast on their foes while teams can only guess what hexes are cast on thier teammates.
Say you have 2 necs with spiteful spirit and parasitic bond. A nec may be wasting serious energy putting down spiteful where it’s already at or they may assume spiteful is in a location where it is not because parasitic bond is on.
The current solution is to call your hex in game or over vent. The result of which is players cluttering the vent or chat with info which can be miss interpreted or missed altogether.
It just seems like it would be so much easier if once you target your foe you get info about what hexes they are under.
This could also encourage the use of the curses or water lines. As even beginning warriors will know quickly what target has weakened armor and snared to run towards and take down.
To make up for this new offensive advantage I have a few suggestions.
Bonders get there icons moved next to the players name.
If an enchantment is called it shows itself on the team window for the team to see.
All skills being cast are shown in the teams menu. (A little icon in much the same way skills faded in and out under the enemies health bar before the path that made it a progress bar instead)
This new information for the team will make it easier for bonders, make it easier to react in a defensive manner (ex. stand next to someone with healing seed), and make it easier to coordinate timed defenses and attacks.
Lastly, Id say as your casting and once you cast an AoE the radius of that AoE is shown and traps set by your team are marked to your team members in the minimap.
This will increase knowledge of a skills capabilities instantly to the players that use them. The strategic knowledge and advantages will increase on both sides allowing for even the most veteran of teams a better understanding of there offensive and defensive capabilities.
Say you have 2 necs with spiteful spirit and parasitic bond. A nec may be wasting serious energy putting down spiteful where it’s already at or they may assume spiteful is in a location where it is not because parasitic bond is on.
The current solution is to call your hex in game or over vent. The result of which is players cluttering the vent or chat with info which can be miss interpreted or missed altogether.
It just seems like it would be so much easier if once you target your foe you get info about what hexes they are under.
This could also encourage the use of the curses or water lines. As even beginning warriors will know quickly what target has weakened armor and snared to run towards and take down.
To make up for this new offensive advantage I have a few suggestions.
Bonders get there icons moved next to the players name.
If an enchantment is called it shows itself on the team window for the team to see.
All skills being cast are shown in the teams menu. (A little icon in much the same way skills faded in and out under the enemies health bar before the path that made it a progress bar instead)
This new information for the team will make it easier for bonders, make it easier to react in a defensive manner (ex. stand next to someone with healing seed), and make it easier to coordinate timed defenses and attacks.
Lastly, Id say as your casting and once you cast an AoE the radius of that AoE is shown and traps set by your team are marked to your team members in the minimap.
This will increase knowledge of a skills capabilities instantly to the players that use them. The strategic knowledge and advantages will increase on both sides allowing for even the most veteran of teams a better understanding of there offensive and defensive capabilities.
Kakumei
Quote:
Originally Posted by Banebow
Just one question. . .why do you think that WoW and GW should not be compared, besides the fact that such things have been beaten to death already?
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theclam
Quote:
Originally Posted by Kakumei
You don't compare WoW and GW because they aren't even the same genre.
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benmanhaha
Quote:
Originally Posted by aretziel
and the 'stop the chatter in the trade channel' ... know this, when the auctionhouse come, people will no longer spam 'WTS XXX' but 'CHECK AUCTIONHOUSE FOR XXX' ... |
But in all seriousness, the auction house will cut down on chatter.
But back on topic, for the second one you all say it will give casters an advantage, well we could go further with this, and let warriors know when weakness wears off, or let rangers know when poisen wears off(although, if I remember correctly, poisen is a totaly different color, maybe not), but we could give this to all classes. I don't think it would be terribly unbalanced, it would just let teams be a little more efficient,without casters putting the same spell on someone, or 2 warriors making the same guy bleed twice. I like this idea, now it's someone else's turn to prove me wrong.