Official Suggestions Thread -- February BWE
Gaile Gray
I must not have pressed "submit new thread" when I made this two nights ago. Here it is, the official, sure to be read, we're listening to you and making the game better thread where you can put all your great ideas for Guild Wars. This is for suggestions more than feedback or bugs. How would you make Guild Wars better? What appeals to you? What could be improved with your input?
Come on, let's hear from you!
Come on, let's hear from you!
LordFu
Well, I'll chime in, just to get the ball rolling.
The customizable UI is awesome, but the district menu and party window don't stay where you put them. I'm still advocating that transparency be added to the array of customization options. It'd be great to be able to see through the UI.
The new area is awesome, too. When you go to the academy, the warning about not being able to come back should be more concise and bold. I didn't have a problem with it, but some people did. The cutscene at the end of the academy should be a little more dramatic, IMO, but I assume your working on things like that anyway.
I think all my other suggestions are covered in this weeks FF, so I'll wait and see what you've addressed on those issues next BWE.
The customizable UI is awesome, but the district menu and party window don't stay where you put them. I'm still advocating that transparency be added to the array of customization options. It'd be great to be able to see through the UI.
The new area is awesome, too. When you go to the academy, the warning about not being able to come back should be more concise and bold. I didn't have a problem with it, but some people did. The cutscene at the end of the academy should be a little more dramatic, IMO, but I assume your working on things like that anyway.
I think all my other suggestions are covered in this weeks FF, so I'll wait and see what you've addressed on those issues next BWE.
efiloN
The party window can't be changed.
Would be great with colouring of the ui.
Per character ui saves.
The options and menu button emerges.
Someone removed the "target next item" command in control center, give it back.
Remake the chat window. Make so we can filter out some text in diffrent tabs. Only guild messages in the guild tab, only tells in tell...
% counter of how much quests and exploration on the map I've done. Lots of stats! You have started with /age and /deaths, keep it up, add a page with stats in the ui somewhere.
Sorting of skills in the skill window and skill buying window. Death magic first, blood magic second, and so forth. Easier to choose skills this way.
And a big bug you still haven't fixed, been since e3. I k now this is a suggestion thread, but. Falling through stairs, bridges, and sometimes even the floor! Been doing /bug on every event for this. I've seen it happen, it has happened to me, other people talks about it.
Names for all the diffrent zones on the map.
Notes on map and maybe even a "notepad".
Lots and lots of emotes, I really like playing around with them.
Arcade games.
Things to throw alot of gold on that has no effect on pvp or pve.
Would be great with colouring of the ui.
Per character ui saves.
The options and menu button emerges.
Someone removed the "target next item" command in control center, give it back.
Remake the chat window. Make so we can filter out some text in diffrent tabs. Only guild messages in the guild tab, only tells in tell...
% counter of how much quests and exploration on the map I've done. Lots of stats! You have started with /age and /deaths, keep it up, add a page with stats in the ui somewhere.
Sorting of skills in the skill window and skill buying window. Death magic first, blood magic second, and so forth. Easier to choose skills this way.
And a big bug you still haven't fixed, been since e3. I k now this is a suggestion thread, but. Falling through stairs, bridges, and sometimes even the floor! Been doing /bug on every event for this. I've seen it happen, it has happened to me, other people talks about it.
Names for all the diffrent zones on the map.
Notes on map and maybe even a "notepad".
Lots and lots of emotes, I really like playing around with them.
Arcade games.
Things to throw alot of gold on that has no effect on pvp or pve.
Devil's Dictionary
Quote:
Sorting of skills in the skill window and skill buying window. Death magic first, blood magic second, and so forth. Easier to choose skills this way. |
As for emotes, I don't know: I keep seeing people overusing them with no particular reason and adding more wouldn't keep them from spamming the chat with "Player starts dancing" and "Player laughs".
BlackArrow
Quote:
Originally Posted by LordFu
The new area is awesome, too. When you go to the academy, the warning about not being able to come back should be more concise and bold. |
UI is great. Kind of bare, but you addressed that is FF#33. I also like the bar that pops up when you cast a skill.
Brett Kuntz
Remove the bag system. The original pane system was fine, and you went and "fixed" something that wasn't broken, making it horrible. No idea why you added the grind needed for storage, thought it was supposed to be minimum grind.
The new starting area is a joke. Looks real nice, plays real boring. I haven't seen one non-pver like it. You basically took an action intro in E3 and turned it into a coma inducing bore-a-thon over the months. Not only that, oh no theres more, just like the bag system, you copied all of WoW's fun filled gameplay elements:
-Over 56 years of running needed in the new area
-No skill is needed, you just need to run a lot, talk to a lot of npc's
-Quest's require no skill, just need to spend 34 years figuring out where to go
-You start off with nothing. Why. How many good movies start off with nothing? None. Good games and good movies alike start off with you already in a progressing story. E3 did that (kinda), this does not. No one cares about being young or the past. I'd much rather be like E3, I spawn with all my skills, some stats to alloc, and in the middle of a battle. You can add some "...you've been seperated from your batallion..." story, auto-give a temp quest to "...find your squad...", then let the player bash, wreck, maul, shoot, and plow his way through it. Then after an hour of fun filled action, you can teach players the few thing's they wont learn by themselves. In E3, I learned how to play after killing a few monsters. I am also not a rocket scientist. The new approach is geared towards mentally weak goldfish, you're assuming everyone who's going to play the game is going to be an idiot, and they need some butterfly+bunnyrabbit area to introduce them. Meanwhile the rest of us are alienated and bored to tears. You couldn't pay me to play in that area, I can't stress enough how terriblly boring it is.
I understand you worked long and hard on this new area, but you guy's missed the bullseye on this one, infact, you really didn't even hit the dartboard.
Missions hould have more monsters. Although my memory isn't the greatest, E3 you usually fought against 4-6 monsters at once. These new missions have groups of either 2-3 monsters, and it's just not fun...everyone killing the same guy. Battles should be larger, 8-12 monsters of different types, so there's actually a strategy in it.
The new starting area is a joke. Looks real nice, plays real boring. I haven't seen one non-pver like it. You basically took an action intro in E3 and turned it into a coma inducing bore-a-thon over the months. Not only that, oh no theres more, just like the bag system, you copied all of WoW's fun filled gameplay elements:
-Over 56 years of running needed in the new area
-No skill is needed, you just need to run a lot, talk to a lot of npc's
-Quest's require no skill, just need to spend 34 years figuring out where to go
-You start off with nothing. Why. How many good movies start off with nothing? None. Good games and good movies alike start off with you already in a progressing story. E3 did that (kinda), this does not. No one cares about being young or the past. I'd much rather be like E3, I spawn with all my skills, some stats to alloc, and in the middle of a battle. You can add some "...you've been seperated from your batallion..." story, auto-give a temp quest to "...find your squad...", then let the player bash, wreck, maul, shoot, and plow his way through it. Then after an hour of fun filled action, you can teach players the few thing's they wont learn by themselves. In E3, I learned how to play after killing a few monsters. I am also not a rocket scientist. The new approach is geared towards mentally weak goldfish, you're assuming everyone who's going to play the game is going to be an idiot, and they need some butterfly+bunnyrabbit area to introduce them. Meanwhile the rest of us are alienated and bored to tears. You couldn't pay me to play in that area, I can't stress enough how terriblly boring it is.
I understand you worked long and hard on this new area, but you guy's missed the bullseye on this one, infact, you really didn't even hit the dartboard.
Missions hould have more monsters. Although my memory isn't the greatest, E3 you usually fought against 4-6 monsters at once. These new missions have groups of either 2-3 monsters, and it's just not fun...everyone killing the same guy. Battles should be larger, 8-12 monsters of different types, so there's actually a strategy in it.
Reaper2k3
Quote:
Originally Posted by kunt0r
Remove the bag system. The original pane system was fine, and you went and "fixed" something that wasn't broken, making it horrible. No idea why you added the grind needed for storage, thought it was supposed to be minimum grind.
The new starting area is a joke. Looks real nice, plays real boring. I haven't seen one non-pver like it. You basically took an action intro in E3 and turned it into a coma inducing bore-a-thon over the months. Not only that, oh no theres more, just like the bag system, you copied all of WoW's fun filled gameplay elements: -Over 56 years of running needed in the new area -No skill is needed, you just need to run a lot, talk to a lot of npc's -Quest's require no skill, just need to spend 34 years figuring out where to go -You start off with nothing. Why. How many good movies start off with nothing? None. Good games and good movies alike start off with you already in a progressing story. E3 did that (kinda), this does not. No one cares about being young or the past. I'd much rather be like E3, I spawn with all my skills, some stats to alloc, and in the middle of a battle. You can add some "...you've been seperated from your batallion..." story, auto-give a temp quest to "...find your squad...", then let the player bash, wreck, maul, shoot, and plow his way through it. Then after an hour of fun filled action, you can teach players the few thing's they wont learn by themselves. In E3, I learned how to play after killing a few monsters. I am also not a rocket scientist. The new approach is geared towards mentally weak goldfish, you're assuming everyone who's going to play the game is going to be an idiot, and they need some butterfly+bunnyrabbit area to introduce them. Meanwhile the rest of us are alienated and bored to tears. You couldn't pay me to play in that area, I can't stress enough how terriblly boring it is. I understand you worked long and hard on this new area, but you guy's missed the bullseye on this one, infact, you really didn't even hit the dartboard. Missions hould have more monsters. Although my memory isn't the greatest, E3 you usually fought against 4-6 monsters at once. These new missions have groups of either 2-3 monsters, and it's just not fun...everyone killing the same guy. Battles should be larger, 8-12 monsters of different types, so there's actually a strategy in it. |
OK and which of you uppity people that read ogaming as well called my rant about the UI change ignorant, mean, and unpurposeful (this includes you Gaile,) and that new area is the LEAST n00b friendly area of the entire game because of the inability to go back and people missing their second profession. And I dont give 2 craps if all the monsters are lvl -1, they will -*&- you in groups of three if you are level 1.
Gaile Gray
Quote:
Originally Posted by Reaper2k3
OK and which of you uppity people that read ogaming as well called my rant about the UI change ignorant, mean, and unpurposeful (this includes you Gaile,) and that new area is the LEAST n00b friendly area of the entire game because of the inability to go back and people missing their second profession. And I dont give 2 craps if all the monsters are lvl -1, they will -*&- you in groups of three if you are level 1.
|
Where's the suggestion in this post? You seem to say (1) I don't like this, (2) I don't like this, and (3) I don't care about this other thing. If you have a suggestion, make it. But your input is entirely unproductive and as such, deserves to be ignored.
Reaper2k3
Quote:
Originally Posted by Gaile Gray
And I don't give two #*%& for this kind of input, dearie.
Where's the suggestion in this post? You seem to say (1) I don't like this, (2) I don't like this, and (3) I don't care about this other thing. If you have a suggestion, make it. But your input is entirely unproductive and as such, deserves to be ignored. |
1) bear capturing is evil, should be made easier or impossible
2) Getting to World of Warcrafty buying extra bags to hold stuff in
3) Nice putting the bags back into a single interface, but now its hard to use kits as you can't go across bags with them. Make kits and packs go across bags when you use them, ie: click to use kit, select bag, then use kit.
4) Despite the little green arrows showing where to go for quests, the area still isn't that friendly. People don't do all the quests and heck, don't even half the time do the secondary profession quest. Make it more n00bs friendly.
5) Argh money sink evil. 40 gold for a 5 use object but 10 gold for the ordinary salvage kit? why dont we just switch it to 10 gold for 5 use object 40 gold for 25 use object, make the expert one 50 or 60 then (or it could already be, I didnt look)
6) something i forget
Inde
Why hello.
I am your friendly neighbourhood adminman. If you cannot keep on post [suggestions], then I will be forced to use my big bad stick.
Ask THX or Spooky - it packs a whallop!
I am your friendly neighbourhood adminman. If you cannot keep on post [suggestions], then I will be forced to use my big bad stick.
Ask THX or Spooky - it packs a whallop!
Uthar
A suggestion- Make the Newe Olde Ascalon area a little more self-explanatory. Give explanations of Skill Points and what they do. I had to straighten out several people I grouped with in Seared Ascalon about what they did. The fact that I have spent more of this BWE answering such questions that any other previous BWE (And this is not because I've been an uncommunicative twit, but because there are more questions) says to me that the game itself is not doing a good job of answering the questions. The people I was straightening out, obviously, had just gotten the pre-order in time for this BWE, but there were still more veteran players asking questions about where to find this, or that or how they did such and such- I can't remember the questions exactly, but if the game's confusing to new people in its current form, then its obvious it needs to be changed a bit.
Another suggestion- while I realize the inventory is part of the team's vision, I would heartily recommend a change back to the old inventory style, where there were not moneysink bags to sink our money into. While I'm coping with just the backpack, I really preferred the ease of use that the old inventory offered. And that was one of the big selling points of the game. (Not the inventory, obviously, but the ease of use of the game, which the old inventory style was indicative of.)
Suggestion: Something about being able to go tripping lightly amongst the monsters over the hills and valleys of Olde Ascalon, like something out of The Sound of Music just didn't equate. I would suggest that monsters in Green Hills be more aggressive. The Bandits, I can see biding their time, but not the monsters. Portions of Green Hills should be a deathtrap to all but the most hardened, most smooth pairs of adventurers.
Suggestion: Put some women among the Ascalonian Settlers in the cutscenes with Rurik and the Dwarves! How are these people planning to carry on Ascalon?
Suggestion: Make it so that if players click on Rurik while he's standing still, that he will stand up and get a move on. I had to resort several times, to shouting at him with frequent verbal abuse.
That's all I think of at the moment. I may or may not come up with more.
Another suggestion- while I realize the inventory is part of the team's vision, I would heartily recommend a change back to the old inventory style, where there were not moneysink bags to sink our money into. While I'm coping with just the backpack, I really preferred the ease of use that the old inventory offered. And that was one of the big selling points of the game. (Not the inventory, obviously, but the ease of use of the game, which the old inventory style was indicative of.)
Suggestion: Something about being able to go tripping lightly amongst the monsters over the hills and valleys of Olde Ascalon, like something out of The Sound of Music just didn't equate. I would suggest that monsters in Green Hills be more aggressive. The Bandits, I can see biding their time, but not the monsters. Portions of Green Hills should be a deathtrap to all but the most hardened, most smooth pairs of adventurers.
Suggestion: Put some women among the Ascalonian Settlers in the cutscenes with Rurik and the Dwarves! How are these people planning to carry on Ascalon?
Suggestion: Make it so that if players click on Rurik while he's standing still, that he will stand up and get a move on. I had to resort several times, to shouting at him with frequent verbal abuse.
That's all I think of at the moment. I may or may not come up with more.
Gaile Gray
Quote:
Originally Posted by Uthar
A suggestion- Make the Newe Olde Ascalon area a little more self-explanatory. Give explanations of Skill Points and what they do. I had to straighten out several people I grouped with in Seared Ascalon about what they did. The fact that I have spent more of this BWE answering such questions that any other previous BWE (And this is not because I've been an uncommunicative twit, but because there are more questions) says to me that the game itself is not doing a good job of answering the questions. The people I was straightening out, obviously, had just gotten the pre-order in time for this BWE, but there were still more veteran players asking questions about where to find this, or that or how they did such and such- I can't remember the questions exactly, but if the game's confusing to new people in its current form, then its obvious it needs to be changed a bit.
|
Quote:
Another suggestion- while I realize the inventory is part of the team's vision, I would heartily recommend a change back to the old inventory style, where there were not moneysink bags to sink our money into. While I'm coping with just the backpack, I really preferred the ease of use that the old inventory offered. And that was one of the big selling points of the game. (Not the inventory, obviously, but the ease of use of the game, which the old inventory style was indicative of.) |
Quote:
Suggestion: Something about being able to go tripping lightly amongst the monsters over the hills and valleys of Olde Ascalon, like something out of The Sound of Music just didn't equate. I would suggest that monsters in Green Hills be more aggressive. The Bandits, I can see biding their time, but not the monsters. Portions of Green Hills should be a deathtrap to all but the most hardened, most smooth pairs of adventurers. |
Quote:
Suggestion: Put some women among the Ascalonian Settlers in the cutscenes with Rurik and the Dwarves! How are these people planning to carry on Ascalon? |
Quote:
Suggestion: Make it so that if players click on Rurik while he's standing still, that he will stand up and get a move on. I had to resort several times, to shouting at him with frequent verbal abuse. |
Quote:
That's all I think of at the moment. I may or may not come up with more. |
Uthar
The point about Old Ascalon is true, that it is to be a soft landing- Some of the areas of Regent Valley, particularly with multiple Spiders, can be occasionally difficult, but apart from that there's not much challenge in Old Ascalon. Of course, here we run into the problem of what's challenging and to whom. I've had since E34E to hone my skills, so naturally I'd be craving a little more challenge. That said, 'deathtrap' was perhaps a bit strongly worded for what I was after. The monsters are there to fight if we want them.
And if not, there's plenty of tripping to do.
I figured the bags were a form of Economy Control- every game needs controls, and since drops have increased this time around, you need something into which to put all that burgeoning money. I'm glad to have voiced my concern, and I'll leave it at that.
And if not, there's plenty of tripping to do.
I figured the bags were a form of Economy Control- every game needs controls, and since drops have increased this time around, you need something into which to put all that burgeoning money. I'm glad to have voiced my concern, and I'll leave it at that.
Pants
I'm usually a lurker but I have some ideas that I think would greatly improve the game. That's not to say that the game is bad. I think I’m addicted. However, the one complaint I have and I seem to hear a lot of is the character creation is limited. It's as if there are 2-3 clones of yourself running around each area. Therefore my suggestion is to have race selection in the creation process. Some examples would be Human, Elves, and Dwarves... I know you are probably thinking that these races are used a lot and they are unoriginal, and that's true but so is having and several clones of yourself everywhere. If you are looking for an original feel, then create your own races. Just please make character creation more extensive. Race selection can also be more that just aesthetic, as in TES: Morrowind. Excluding the limited character creation elements, this is the best game I’ve played in a long time. Keep up the great work.
BlackArrow
Another thing I'd like to see is a friendlt or practice battle in GvG. This would be great for testing strategies and builds, as well as training guild members who are not as skilled/experienced in PvP/GvG and don't want to be left out.
Lamaros
firstly, The new area looks very nice, and has some nice tutorial aspects.
One of the worst things about the place is that once you leave, you cannot come back. I dont know why it's very sad. I woudl prefer a very small tutorial area, then allowing us to explore this rather large and fun area (yes guys, I liked it, like the quests, etc) as much as we want. The fact you can leave at level 3 and probably should to "get on with game" probably means that all the great stuff here is missed by people, never to be seen. It seems a waste.
The main flaw with the tutorial of this place is tied in to the above. Things are not explained in enough depth, the place is way too large for a new player to be eased in to the game, and there are only general guides as to what you should be doing. You need to have VERY clear pointers. The tutorial should not give the player much say in what they do; they should be following orders and learning basic mechanics. The communication as it stands is not that great. I was all buggy at first and couldn't read everything in depth, consequently I was wandering around at level 7 not realising to leave the area I had to enter the academy (I got to Fort Ranik expecting a mission that kicked the plot in to gear... maybe the NPCs you talk to can remind you? you dont go back to Tydus(sp) after the first few quests). Other things I had trouble with were:
1. Finding the Fair.
2.Working out how to get more skills. The skill trainers should say "you have all the skills you are able to get" if I have them, not keep sending me back to the places I've been.
3. I thought some people who looked carefuly getting a FREE res signet was kinda unfair to those who missed it. Given the way costs for skills rise later in the game getting a skill you might use for free is really a reasonable boost. Likewise you shouldn't allow people to leave the area until they've gotten all their class skills, from all the trainers.
Explain the Salvage, Identify, Expert Salvage, Crafting, etc.. systems in DETAIL in the newbie area or when you first come in to contact with them. Please. I played in the WPE, and have been reading much about the game on sites like this, true new players would really be lost.
The quest log system is horrible. It should allow you to reaquire quest items if you drop them for space reasons (gogo horrible bag system), and it should sort them by area, list who the person is who gave it to you, who you have to turn it in to, and clearly explain what is required (i have a bear skin, but the quest needs more?), and when the quest is completed. Allow us to drop quests if we dont want them anymore (I have Old Ascalon quests in my log) Sorry for the comparison, but the WoW quest system has most of these points down to an art. The only thing GWars system has better is the lack of a cap on how many you can have (seemingly).
As for the quests themselves. While some are really nice and show how well it can be done (the follow up to the meser quest is great ) but the majority are simple standalone ones that yield xp. They give a certain ambience, but I would like to see more linked ones, more story ones. I liked the royalist revolution ones, but the motivation to do them seems to wane if it doesn't lead somewhere. (I might be wrong on some points here as I still have a few uncompleted ones and such)
What the NPCs tell you in quests, especialy series, should go in the log. Often someone will tell oyu something and you'll miss it or forget it and you're stuffed. You wont know what he said because it's not often echoed in the chat log (which is too small) or the quest log. Going back to the NPC will often give you no access to that information again.
Catacombs: I ran in to walls in one or two places here, never finding my way in to the middle. Can you get to the middle? Is there good stuff? Bosses? I really like the place, make people go there more! Maybe a mission?
Mission Goals, Bonus Goals: Is there a way to bring them up? Is there a log of the mission related chat with NPCs? There should be. I would consider a introduction mission too. The jump from newbie to the first mission is not fluid for a new player. (getting to the drake in the ice cave proves annoying if you miss the drawfs speech... a log showing this bonus mission talk and goal would help. the popup is good, but we need reminders.)
TIMERS! Spell cooldowns, spell information, hexes, enchantments, buffs, etc, PLASE PUT TIMER INFORMATION ON THEM ALL! No only in the skill selection area, but under the mouseover menues, and a visual display in combat too. I cant mention how many times I was looking for something like this. This also counts for adreniline. I don't have the time to look at my bar that closely in combat, I'd like to have a number telling me I had 5/7 adreniline for that skill as well as the fire. Idealy I'd like an option to show the energy cost, cooldown and current and required adreniline as numbers over the skill/spell icons. Perhaps you can aso greay out skills/spells when you dont have enoguh energy to cast them too!
Storage between accounts. I know something was said about a pooled storage space for the chars on one account, I cant wait for this to go in.
The Bag system is horrible! Why does this game need such a cruel money sink? Chances are by the time I have enoguh money to buy all those bags, I wont have this other rubbish (quest items, rubbish I collect to sell) clogging me up.
A mail system! I'd would really like to be able to mail things to my guild members when they're not around. Especialy considering I often salvage this stuff becuase of the limited bag space.
Skipping a second class? Surely you should not allow people the option to do this unless they are VERY certain, as some peope might not understand the full consequences. Force the selectino more.
Road signs: If they point in a direction, let that direction be along the road that leads there. If they are a sign right outside a place, dont make them directional. It can be confusing when trying to find a new area. I only noticed this in a few places.
Attacking: I think making attack default on clicking is a bit annoying. But maybe that's just me. I'd prefer the default just to be select and I think new players would find this easier too, but maybe I'm boased.
More when/if I remember it.
One of the worst things about the place is that once you leave, you cannot come back. I dont know why it's very sad. I woudl prefer a very small tutorial area, then allowing us to explore this rather large and fun area (yes guys, I liked it, like the quests, etc) as much as we want. The fact you can leave at level 3 and probably should to "get on with game" probably means that all the great stuff here is missed by people, never to be seen. It seems a waste.
The main flaw with the tutorial of this place is tied in to the above. Things are not explained in enough depth, the place is way too large for a new player to be eased in to the game, and there are only general guides as to what you should be doing. You need to have VERY clear pointers. The tutorial should not give the player much say in what they do; they should be following orders and learning basic mechanics. The communication as it stands is not that great. I was all buggy at first and couldn't read everything in depth, consequently I was wandering around at level 7 not realising to leave the area I had to enter the academy (I got to Fort Ranik expecting a mission that kicked the plot in to gear... maybe the NPCs you talk to can remind you? you dont go back to Tydus(sp) after the first few quests). Other things I had trouble with were:
1. Finding the Fair.
2.Working out how to get more skills. The skill trainers should say "you have all the skills you are able to get" if I have them, not keep sending me back to the places I've been.
3. I thought some people who looked carefuly getting a FREE res signet was kinda unfair to those who missed it. Given the way costs for skills rise later in the game getting a skill you might use for free is really a reasonable boost. Likewise you shouldn't allow people to leave the area until they've gotten all their class skills, from all the trainers.
Explain the Salvage, Identify, Expert Salvage, Crafting, etc.. systems in DETAIL in the newbie area or when you first come in to contact with them. Please. I played in the WPE, and have been reading much about the game on sites like this, true new players would really be lost.
The quest log system is horrible. It should allow you to reaquire quest items if you drop them for space reasons (gogo horrible bag system), and it should sort them by area, list who the person is who gave it to you, who you have to turn it in to, and clearly explain what is required (i have a bear skin, but the quest needs more?), and when the quest is completed. Allow us to drop quests if we dont want them anymore (I have Old Ascalon quests in my log) Sorry for the comparison, but the WoW quest system has most of these points down to an art. The only thing GWars system has better is the lack of a cap on how many you can have (seemingly).
As for the quests themselves. While some are really nice and show how well it can be done (the follow up to the meser quest is great ) but the majority are simple standalone ones that yield xp. They give a certain ambience, but I would like to see more linked ones, more story ones. I liked the royalist revolution ones, but the motivation to do them seems to wane if it doesn't lead somewhere. (I might be wrong on some points here as I still have a few uncompleted ones and such)
What the NPCs tell you in quests, especialy series, should go in the log. Often someone will tell oyu something and you'll miss it or forget it and you're stuffed. You wont know what he said because it's not often echoed in the chat log (which is too small) or the quest log. Going back to the NPC will often give you no access to that information again.
Catacombs: I ran in to walls in one or two places here, never finding my way in to the middle. Can you get to the middle? Is there good stuff? Bosses? I really like the place, make people go there more! Maybe a mission?
Mission Goals, Bonus Goals: Is there a way to bring them up? Is there a log of the mission related chat with NPCs? There should be. I would consider a introduction mission too. The jump from newbie to the first mission is not fluid for a new player. (getting to the drake in the ice cave proves annoying if you miss the drawfs speech... a log showing this bonus mission talk and goal would help. the popup is good, but we need reminders.)
TIMERS! Spell cooldowns, spell information, hexes, enchantments, buffs, etc, PLASE PUT TIMER INFORMATION ON THEM ALL! No only in the skill selection area, but under the mouseover menues, and a visual display in combat too. I cant mention how many times I was looking for something like this. This also counts for adreniline. I don't have the time to look at my bar that closely in combat, I'd like to have a number telling me I had 5/7 adreniline for that skill as well as the fire. Idealy I'd like an option to show the energy cost, cooldown and current and required adreniline as numbers over the skill/spell icons. Perhaps you can aso greay out skills/spells when you dont have enoguh energy to cast them too!
Storage between accounts. I know something was said about a pooled storage space for the chars on one account, I cant wait for this to go in.
The Bag system is horrible! Why does this game need such a cruel money sink? Chances are by the time I have enoguh money to buy all those bags, I wont have this other rubbish (quest items, rubbish I collect to sell) clogging me up.
A mail system! I'd would really like to be able to mail things to my guild members when they're not around. Especialy considering I often salvage this stuff becuase of the limited bag space.
Skipping a second class? Surely you should not allow people the option to do this unless they are VERY certain, as some peope might not understand the full consequences. Force the selectino more.
Road signs: If they point in a direction, let that direction be along the road that leads there. If they are a sign right outside a place, dont make them directional. It can be confusing when trying to find a new area. I only noticed this in a few places.
Attacking: I think making attack default on clicking is a bit annoying. But maybe that's just me. I'd prefer the default just to be select and I think new players would find this easier too, but maybe I'm boased.
More when/if I remember it.
Deadroot
Quote:
Originally Posted by WTFisinmypants
I'm usually a lurker but I have some ideas that I think would greatly improve the game. That's not to say that the game is bad. I think I’m addicted. However, the one complaint I have and I seem to hear a lot of is the character creation is limited. It's as if there are 2-3 clones of yourself running around each area. Therefore my suggestion is to have race selection in the creation process. Some examples would be Human, Elves, and Dwarves... I know you are probably thinking that these races are used a lot and they are unoriginal, and that's true but so is having and several clones of yourself everywhere. If you are looking for an original feel, then create your own races. Just please make character creation more extensive. Race selection can also be more that just aesthetic, as in TES: Morrowind. Excluding the limited character creation elements, this is the best game I’ve played in a long time. Keep up the great work.
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Outside of that there needs to be more choices. Loads more hair styles and colors. I would like to see more control over your body shape outside of just how tall you are. Even the addition of a few different body types for each class would help.
Other than a characters physical appearance, the amount of different armor types and weapons would help a lot. Being able to mix and match armor pieces and still have them look good together would be fun. More special effects on weapons is always neat. A slight glow here, a little shiny-ness there. Maybe having weapons better refect their bonuses visually would be good. The Dragon Swords are great, but they can have cold damage while still being a flame. At least turn the flame blue when it does cold damage.
Quote:
TIMERS! Spell cooldowns, spell information, hexes, enchantments, buffs, etc, PLASE PUT TIMER INFORMATION ON THEM ALL! No only in the skill selection area, but under the mouseover menues, and a visual display in combat too. I cant mention how many times I was looking for something like this. This also counts for adreniline. I don't have the time to look at my bar that closely in combat, I'd like to have a number telling me I had 5/7 adreniline for that skill as well as the fire. |
Lamaros
I'd rather they just add more options to hair, face, etc. Easier than making a whole new race. New body types probalby require new models made, which is just as much work as a new race or class, but if they can allow other options to character custimisation easily I'm all for it. Currently most of my characters are dark skinned, as that's the only way to stand out.
On that topic. The darker shades of skin look fine on some classes (my male warrior looks awesome), but on some, especialy some female ones, it looks rather odd (IMO).
As for the armor. I think it's reasonable that armor that is the same looks the same. Perhaps they can just put some non armor "dress clothes" into the game that you can wear around town too allow people to express themselves more. (not a high priority I'd say, given that they'd have to be made for each gender and class, and have no mission or pvp use)
My rare axe (+1 energy on hit!) looks pretty boring. I'd like to see some special effect placed on rare and blue weapons so that everyone else can see how awesome mine is. Maybe it glows red? Has some shine? Something spins around it?
Guild capes: The grey bit at the top, please make that different/gone/custimisable, as it really doesn't suit certain designs.
I wouldn't mind seeing more diversity in the cape shpapes either. Basicly all that changes now is the hem, if you could allow some too be thinner, shorter, etc that would be great too. Just noticable differences, not things that can only be seen from close up. (the guild cape options are otherwise pretty good, even if the tool to make this is buggy at the moment)
Trade system needs a lot of user friendliness impelemented. Trade house, trade channel, whatever. Something. (in the works, right?)
Random non suggestion: Whoever writes Ruriks emote lines is great "Victory or Martyrdom!" Suits him to a tee! Awesome!
Back on the tutorial subject:
My elementalist yawned through Old Ascalon while my warrior had trouble being awesome (It was still reasonable easy, but nowhere near equivalent) right up until he got a decent weapon, and really wasn't fantistic untill my rare quite a while later. Granted it's the problem of playing a item based class, but maybe you can make the newbie weapons for warriors and rangers (? didn't play one) a bit buffer?
On that topic. The darker shades of skin look fine on some classes (my male warrior looks awesome), but on some, especialy some female ones, it looks rather odd (IMO).
As for the armor. I think it's reasonable that armor that is the same looks the same. Perhaps they can just put some non armor "dress clothes" into the game that you can wear around town too allow people to express themselves more. (not a high priority I'd say, given that they'd have to be made for each gender and class, and have no mission or pvp use)
My rare axe (+1 energy on hit!) looks pretty boring. I'd like to see some special effect placed on rare and blue weapons so that everyone else can see how awesome mine is. Maybe it glows red? Has some shine? Something spins around it?
Guild capes: The grey bit at the top, please make that different/gone/custimisable, as it really doesn't suit certain designs.
I wouldn't mind seeing more diversity in the cape shpapes either. Basicly all that changes now is the hem, if you could allow some too be thinner, shorter, etc that would be great too. Just noticable differences, not things that can only be seen from close up. (the guild cape options are otherwise pretty good, even if the tool to make this is buggy at the moment)
Trade system needs a lot of user friendliness impelemented. Trade house, trade channel, whatever. Something. (in the works, right?)
Random non suggestion: Whoever writes Ruriks emote lines is great "Victory or Martyrdom!" Suits him to a tee! Awesome!
Back on the tutorial subject:
My elementalist yawned through Old Ascalon while my warrior had trouble being awesome (It was still reasonable easy, but nowhere near equivalent) right up until he got a decent weapon, and really wasn't fantistic untill my rare quite a while later. Granted it's the problem of playing a item based class, but maybe you can make the newbie weapons for warriors and rangers (? didn't play one) a bit buffer?
efiloN
I just did 4vs4 random team pvp for my first time.
We went up to around 30-35 wins in a row, but we don't know exactly how many wins we got. Could you add a counter, please? I had too much fun to count them.
We went up to around 30-35 wins in a row, but we don't know exactly how many wins we got. Could you add a counter, please? I had too much fun to count them.
IAmMarauder
Well, I was a newcomer to Guild Wars, and the Feb BWE was my first play of the game. I must say I am impressed, and am looking forward to the next one. So, I thought I'd give my impressions.
Character creation was, of course, the first thing I saw. I was a bit worried I was going to be stuck with a female elementalist due to the random model they show when typing in your name. Also, I think the name really should be the last step of the process; I'm the sort of person that will create the character, then name them accordingly. For some reason I just didn't feel right doing the name first. Also, some more variation in look is a good idea, but since it is only a Beta that didn't concern me too much (although it was funny when the friend I was teamed with run off chasing someone he thought was me ). I really liked the ability to rotate around the character though (always good to see what the character looks like from behind).
Next I got to see the landscapes; very, very nice. Took plenty of "snapshots" to show the folks at "home" Was a lot of fun exploring, just to see what I could find. That is one of the things I love doing in a game; every now and then I like to take time off from fighting and go for a wander. This is probably the only reason I didn't have problems finding the towns.
I found the quest system to be nice, but I agree with the earlier comments about more "linked" quests. I also thought it was a bit wierd though that the quest "arrows" dissapeared after the Academy; I wasn't prepared for that. Also I had problems figuring out that you had to go back to Tidus (sp?) and go through the academy to continue on. An idea might be for Lord Darrin (or some of the other major NPCs) to drop hints to go back there. Also it might be nice to get some nice armour/weapons or even the belt pouch via a quest; maybe as a reward for joining the army or for passing your first profession test (just an idea). Also, it would be nice if the collectors would give clues on where to find the items they are after.
Combat: Well combat is combat :P Was pretty much standard fare. I liked the boxes that popped up with hints, the only thing I found difficult was that I was so busy with casting prep spells, etc that I managed to see them just as they dissappeared. Maybe they should be permanent until closed by the user (or have an option to set them that way). This made it a bit tricky to figure out how some spells/skills worked. Apart from that, combat was done well.
The skill system: I liked it. A bit more of an explanation of the secondary profession could have been useful. I found it a bit harsh that I couldn't use skills that weren't on the skillbar, but I guess it will just take some time getting used to. Also, I found the skill bar a bit constrictive; there were times I wanted to change my "skill set" but was too far from a town and too close to my destination to do so. Maybe there could be a combat and non-combat toolbar; each one shows up at the appropriate time.
Inventory, crafting, etc: I really like not having to spend points or time building up crafting skills. As for how the inventory system works, I didn't mind it, although it may have been a bit small (but only by about 5 or 10 slots). Buying extra bags and belts to increase space is cool by me, although I like that I could get them by the "collector quests" as well. As I said earlier though, might be nice to get the belt pouch by a quest, I'm sure many people missed the collector who was trading for them. One other thing that annoyed me slightly after going through the academy; turns out I could have used those hides I could have collected for but didn't bother. It's only a minor annoyance since I will probably start a new character so I can pick up on the things I missed (I really hope that the "account storage" thing is implemented).
Anyways, these are my impressions of the game. Overall, I am happy I have pre-ordered the game, although I am a little upset I had to pre-order through another store since EB didn't have any idea about the game (for the record I am in Australia). Means I'm gonna miss out on the pre-order bow Sorry for the long post, but I thought it's better to have too much info than not enough
Thanks for the chance to have my say! Good to see a company that cares about the players. Keep up the good work.
Character creation was, of course, the first thing I saw. I was a bit worried I was going to be stuck with a female elementalist due to the random model they show when typing in your name. Also, I think the name really should be the last step of the process; I'm the sort of person that will create the character, then name them accordingly. For some reason I just didn't feel right doing the name first. Also, some more variation in look is a good idea, but since it is only a Beta that didn't concern me too much (although it was funny when the friend I was teamed with run off chasing someone he thought was me ). I really liked the ability to rotate around the character though (always good to see what the character looks like from behind).
Next I got to see the landscapes; very, very nice. Took plenty of "snapshots" to show the folks at "home" Was a lot of fun exploring, just to see what I could find. That is one of the things I love doing in a game; every now and then I like to take time off from fighting and go for a wander. This is probably the only reason I didn't have problems finding the towns.
I found the quest system to be nice, but I agree with the earlier comments about more "linked" quests. I also thought it was a bit wierd though that the quest "arrows" dissapeared after the Academy; I wasn't prepared for that. Also I had problems figuring out that you had to go back to Tidus (sp?) and go through the academy to continue on. An idea might be for Lord Darrin (or some of the other major NPCs) to drop hints to go back there. Also it might be nice to get some nice armour/weapons or even the belt pouch via a quest; maybe as a reward for joining the army or for passing your first profession test (just an idea). Also, it would be nice if the collectors would give clues on where to find the items they are after.
Combat: Well combat is combat :P Was pretty much standard fare. I liked the boxes that popped up with hints, the only thing I found difficult was that I was so busy with casting prep spells, etc that I managed to see them just as they dissappeared. Maybe they should be permanent until closed by the user (or have an option to set them that way). This made it a bit tricky to figure out how some spells/skills worked. Apart from that, combat was done well.
The skill system: I liked it. A bit more of an explanation of the secondary profession could have been useful. I found it a bit harsh that I couldn't use skills that weren't on the skillbar, but I guess it will just take some time getting used to. Also, I found the skill bar a bit constrictive; there were times I wanted to change my "skill set" but was too far from a town and too close to my destination to do so. Maybe there could be a combat and non-combat toolbar; each one shows up at the appropriate time.
Inventory, crafting, etc: I really like not having to spend points or time building up crafting skills. As for how the inventory system works, I didn't mind it, although it may have been a bit small (but only by about 5 or 10 slots). Buying extra bags and belts to increase space is cool by me, although I like that I could get them by the "collector quests" as well. As I said earlier though, might be nice to get the belt pouch by a quest, I'm sure many people missed the collector who was trading for them. One other thing that annoyed me slightly after going through the academy; turns out I could have used those hides I could have collected for but didn't bother. It's only a minor annoyance since I will probably start a new character so I can pick up on the things I missed (I really hope that the "account storage" thing is implemented).
Anyways, these are my impressions of the game. Overall, I am happy I have pre-ordered the game, although I am a little upset I had to pre-order through another store since EB didn't have any idea about the game (for the record I am in Australia). Means I'm gonna miss out on the pre-order bow Sorry for the long post, but I thought it's better to have too much info than not enough
Thanks for the chance to have my say! Good to see a company that cares about the players. Keep up the good work.
Bobangry
-Allow for even larger text sizes than the current largest (on 1600x1200 it still seems rather small to me compared to previous BWE's)
EDIT: Sweet, thanks IceD'Bear. I've played since E3 but I'm still learning new things every event!
-Allow text colors to be changed (the whisper color seems a little too close to party chat to me)
-More customization for characters, ie eye color changes, maybe a huge wart on necro's etc (could be used as an addon money sink)
-Allow moving skills around during a match (only the 8 you have with you of course) and just add a button that "locks" them into place when you don't want to accidentally move them.
/now back to Guild Wars...
EDIT: Sweet, thanks IceD'Bear. I've played since E3 but I'm still learning new things every event!
-Allow text colors to be changed (the whisper color seems a little too close to party chat to me)
-More customization for characters, ie eye color changes, maybe a huge wart on necro's etc (could be used as an addon money sink)
-Allow moving skills around during a match (only the 8 you have with you of course) and just add a button that "locks" them into place when you don't want to accidentally move them.
/now back to Guild Wars...
Devil's Dictionary
Quote:
Originally Posted by Bobangry
-Have a way to turn the entire UI off so I can really look at those pretty waterfalls without just taking a picture and hopeing for the best.
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EDIT: Ice'DBear is right. Shift+Print Scrn makes a screenshot without the interface whereas CTRL+Shift+H removes all the interface untill you press the sequence again.
Quote:
Originally Posted by Bobangry
-More customization for characters, ie eye color changes, maybe a huge wart on necro's etc (could be used as an addon money sink)
|
Uthar:
I agree with you mentioning the lack of women. However, speaking of Dwarven women, in some fantasy novels (notably by Terry Pratchett), dwarven women look no different from Dwarven men: they grow beards too, so you may think half of the dwarven men you see aren't men at all .
I truly enjoy the system of bags and pouches and I don't understand what's wrong with it. I had only one problem with the kits: when I click on an item that cannot be salvaged or identified, the kit still decreases by one use. Also, doesn't clicking on bags use the kit too? Please correct me if I am wrong.
Anyhow, some retrospective on the kits would be very helpful from ArenaNet.
IceD'Bear
Quote:
Originally Posted by Bobangry
-Have a way to turn the entire UI off so I can really look at those pretty waterfalls without just taking a picture and hopeing for the best.
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Dragonne
A few things:
1) Please allow the guild and friends windows to have hotkeys we can set in the control setup.
2) Please decrease the cost of inventory bags, and allow us to have more of them by putting bags on the belt pouch as well or something. In particular for new level 1 characters 1000gp is a heck of a lot of gold to buy a few bags regardless of value of the extra storage capacity, it's still just a bag.
*** EDIT: 100g, much better. ***
3) Once again to underscore/bold/italic the point, EXTERNAL STORAGE!!! An individual character stash is a necessity. Also an account-wide stash or at least some way to trade between the characters on your account without needing another player. Also where's the guild stash? These things aren't optional, they MUST be in before April 27th, especially with the additional bags being so difficult to acquire.
4) Better explanation on some quests of where to go and sometimes what to do. A few quests like Scavengers in Old Ascalon are pretty broad in description. Even so, you can kill every creature you can find in the entire Old Ascalon area (yes, not just the ruins area, the whole thing) and the quest never tells you to go back to someone for your reward.
5) The inventory system is ok, we just need to be able to have ALL 4 item storage containers openable at one time. It's cleaner than it was, but at least with the previous floating windows all of the containers could be viewed at once.
6) Add a benefit to not taking a second profession. Something minor, but enough to make it a viable option (since it is not only possible now, but even happens by accident one many occasions). If you focus in a profession, you should see some benefit to that. Specialist doctors get paid more, why can't specialist characters do the same (or something similar)??
Oh and IceD'Bear and Bobangry, SHIFT+PrintScreen takes screenshots without the UI.
1) Please allow the guild and friends windows to have hotkeys we can set in the control setup.
2) Please decrease the cost of inventory bags, and allow us to have more of them by putting bags on the belt pouch as well or something. In particular for new level 1 characters 1000gp is a heck of a lot of gold to buy a few bags regardless of value of the extra storage capacity, it's still just a bag.
*** EDIT: 100g, much better. ***
3) Once again to underscore/bold/italic the point, EXTERNAL STORAGE!!! An individual character stash is a necessity. Also an account-wide stash or at least some way to trade between the characters on your account without needing another player. Also where's the guild stash? These things aren't optional, they MUST be in before April 27th, especially with the additional bags being so difficult to acquire.
4) Better explanation on some quests of where to go and sometimes what to do. A few quests like Scavengers in Old Ascalon are pretty broad in description. Even so, you can kill every creature you can find in the entire Old Ascalon area (yes, not just the ruins area, the whole thing) and the quest never tells you to go back to someone for your reward.
5) The inventory system is ok, we just need to be able to have ALL 4 item storage containers openable at one time. It's cleaner than it was, but at least with the previous floating windows all of the containers could be viewed at once.
6) Add a benefit to not taking a second profession. Something minor, but enough to make it a viable option (since it is not only possible now, but even happens by accident one many occasions). If you focus in a profession, you should see some benefit to that. Specialist doctors get paid more, why can't specialist characters do the same (or something similar)??
Oh and IceD'Bear and Bobangry, SHIFT+PrintScreen takes screenshots without the UI.
Lamaros
Friends/Guild Alerts when people come online and offline.
1v1 duel place. For FUN!
Guild storage space/bank account/etc.
lots more stuff but I'll write that when I dont have to get up in 4 hours. Damn you winning streak!
1v1 duel place. For FUN!
Guild storage space/bank account/etc.
lots more stuff but I'll write that when I dont have to get up in 4 hours. Damn you winning streak!
Bobangry
Quote:
Originally Posted by DEATH AT THE DOOR You know, I don't think anyone would notice the eyecolour of your character in the game. I guess that's what the dyes are for: to make your character different. |
I wouldn't notice in PvP of course but in towns I sure would. Anyway that was just an example, little touches like that go a long way towards customizaton though.
'Second' on the D2 style "Stash" too, mules is just not the way to go.
Ctrl+Shift+H = Sweet, thanks IceD'Bear. I've played since E3 but I'm still learning new things every event!
Devil's Dictionary
I just though: what about offering Elementalists a small familiar? It wouldn't be as powerful as the ranger's and it should be summoned, but it would add a little originality to the class.
It would be a bold implementation, but since this is a suggestion thread, I thought I'd post that.
It would be a bold implementation, but since this is a suggestion thread, I thought I'd post that.
daemonk
I've only played two beta weekends. First weekend, I did not play extensively. This beta weekend I played a mes/ele extensively. Here are some minor grievances I have with the game. Just want to make this clear, these are small annoyances I have with the game, I would still play the game if they were not changed.
Battle UI
-DMG Display
Bigger DMG numbers. Different font maybe? Make it an option in the UI?
-Enemy Display
Enemies are hard to see/select when clumped together. I think the main visibility issue is with the big red name lables for the enemies. Maybe remove the red lables and replace with an enemy list box? A box that list all the enemies that are aggroed currently. It can show who is casting and who has hex/enchantments on. Basically like the ally box, except for enemies.
-Mouse Click
I am probably too used to other MMOs but when I click on an enemy, I rather have it select it than automatically attack it. Maybe make it an option?
-Deselect
Dunno if this is already implemented. And, yes, I know its very nitpicky. I want to be able to press esc to deselect something.
-AE Indication
Area effect are AREA effect because they effect a location. Spells like firestorm shouldn't rely on targeting a mob. It should change your mouse icon to an indication field circle and let you click on the location where the AE will work on. Of course with spells like Pheonix where a targeted enemy is needed, this doesn't apply.
Bag/Inventory/Item UI
-Item Linking
I really really really (3 reallys) like the WoW item linking system. I would not crucify you guys for stealing it. I actually think it should be made standard in all MMOs. To clarify, I am talking about the system where a player can shift-click an item in the chat text box and it will show up in chat dialogue as a link which other players can also shift-click and see what item it is. It will make selling weapons/armors with 5-6 attributes a lot easier. Oh, and it makes showing off your gear easier
-ID/Salvage
Currently when I use ID/Salvage, the mouse icon changes to a hammer. When I mouseover the item I want to ID/Salvage with the hammer icon, no description of the item is shown. I want to be able to see the description of the item when I ID/Salvage something.
-Warning Boxes
Warning before you salvage or throw away rare items?
-Storage Space
A storage bank or something in a city. Make us pay rent, anything. We need some sort of external space.
-Mailing system
Again...I would not mind you guys stealing from WoW. Need some sort of mailing system with C.O.D.
-Exotic Charm Seller
heh..I feel like an idiot. But a warning before the exotic charm seller takes your 50gold?
Misc Suggestions
-Emotes
Emotes that works on the selected thing? So /slap while selecting another player, would say "<Your Name> Slaps <Target>.
-Armor/Weapons
I want weird ass no functional use armors/weapons sets. A tuxedo suit/little black dress for mesmers, pirate costume for warriors, circuis lion tamer for rangers, Shaolin robes for monks, wedding dress for necros, clown suit for elementalists.
-New Emotes
buy/learn new emotes? dances?
--End Note--
I want to congratulate you guys for making an awesom game. Top notch graphics and balanced gameplay. Finally a mmo with no cookie cutter builds.
Again, the problems I listed are minor grievances that wouldn't stop me from playing the game. But I do think how hard a game company work to refine their game reflects their commitment to the player base. Especially with a game like this where no monthhly fee is charged, I would be more suspicious of commitment.
Most of the problems I've listed should probably be made option in the UI menu. I like a game that adapts to the player, rather than having the player adapt to the game.
Battle UI
-DMG Display
Bigger DMG numbers. Different font maybe? Make it an option in the UI?
-Enemy Display
Enemies are hard to see/select when clumped together. I think the main visibility issue is with the big red name lables for the enemies. Maybe remove the red lables and replace with an enemy list box? A box that list all the enemies that are aggroed currently. It can show who is casting and who has hex/enchantments on. Basically like the ally box, except for enemies.
-Mouse Click
I am probably too used to other MMOs but when I click on an enemy, I rather have it select it than automatically attack it. Maybe make it an option?
-Deselect
Dunno if this is already implemented. And, yes, I know its very nitpicky. I want to be able to press esc to deselect something.
-AE Indication
Area effect are AREA effect because they effect a location. Spells like firestorm shouldn't rely on targeting a mob. It should change your mouse icon to an indication field circle and let you click on the location where the AE will work on. Of course with spells like Pheonix where a targeted enemy is needed, this doesn't apply.
Bag/Inventory/Item UI
-Item Linking
I really really really (3 reallys) like the WoW item linking system. I would not crucify you guys for stealing it. I actually think it should be made standard in all MMOs. To clarify, I am talking about the system where a player can shift-click an item in the chat text box and it will show up in chat dialogue as a link which other players can also shift-click and see what item it is. It will make selling weapons/armors with 5-6 attributes a lot easier. Oh, and it makes showing off your gear easier
-ID/Salvage
Currently when I use ID/Salvage, the mouse icon changes to a hammer. When I mouseover the item I want to ID/Salvage with the hammer icon, no description of the item is shown. I want to be able to see the description of the item when I ID/Salvage something.
-Warning Boxes
Warning before you salvage or throw away rare items?
-Storage Space
A storage bank or something in a city. Make us pay rent, anything. We need some sort of external space.
-Mailing system
Again...I would not mind you guys stealing from WoW. Need some sort of mailing system with C.O.D.
-Exotic Charm Seller
heh..I feel like an idiot. But a warning before the exotic charm seller takes your 50gold?
Misc Suggestions
-Emotes
Emotes that works on the selected thing? So /slap while selecting another player, would say "<Your Name> Slaps <Target>.
-Armor/Weapons
I want weird ass no functional use armors/weapons sets. A tuxedo suit/little black dress for mesmers, pirate costume for warriors, circuis lion tamer for rangers, Shaolin robes for monks, wedding dress for necros, clown suit for elementalists.
-New Emotes
buy/learn new emotes? dances?
--End Note--
I want to congratulate you guys for making an awesom game. Top notch graphics and balanced gameplay. Finally a mmo with no cookie cutter builds.
Again, the problems I listed are minor grievances that wouldn't stop me from playing the game. But I do think how hard a game company work to refine their game reflects their commitment to the player base. Especially with a game like this where no monthhly fee is charged, I would be more suspicious of commitment.
Most of the problems I've listed should probably be made option in the UI menu. I like a game that adapts to the player, rather than having the player adapt to the game.
Dragonne
Tone down the fire imps in North Kryta. 4 Level 11 fire imps with constant immolation? Come on... Maybe if the players are level 16-20. Most people are level 10-12 when they first get there.
Uthar
On the emote note: I know one of my guildies wants a /spank emote, too. She wants to smite us all.
Bobangry
For the Guild Vs Guild System--Game ending prematurely:
I don't know for sure but I believe that both teams have no change to their guild rateing. We just totally destroyed another guild in about 10 minutes (they had 8 players) but they left before we got inside to kill their guild lord and it said it ended premature. While it's a good step towards fighting GvG exploits I think that the team that leaves prematurely should lose rateing, even if it doesn't give positive points it to the team still in the game. Otherwise it just encourages the losing team to leave early.
Thread I started on it last night:
http://www.guildwarsguru.com/forum/showthread.php?t=267
I don't know for sure but I believe that both teams have no change to their guild rateing. We just totally destroyed another guild in about 10 minutes (they had 8 players) but they left before we got inside to kill their guild lord and it said it ended premature. While it's a good step towards fighting GvG exploits I think that the team that leaves prematurely should lose rateing, even if it doesn't give positive points it to the team still in the game. Otherwise it just encourages the losing team to leave early.
Thread I started on it last night:
http://www.guildwarsguru.com/forum/showthread.php?t=267
Galatea
I just pre-ordered, so the February BETA was my first. Not super-new to MMORPGs (I played FFXI for a good amount of time, and I participated in the WOW beta).. anyway, I'm pretty impressed with the game (and glad there is free monthly subscription! yay!), but just some things I'd like to suggest, and not sure if these have already been covered elsewhere:
1. Town Maps
Yes, there is a map of the overall area (and the smaller windowed map); and yes, there is a mini-map in the corner.. But it would be nice to be able to zoom in on the large map, or perhaps be able to click a button to access an individual town map (these could be requested for from some sort of official npc, or we could already have the map once we visit the area). This way, we can see the layout of an area in full.
It would also be nice for it to show markers (green markers, for example) for where party members are. I was in a party with a friend, and we had split up. When trying to regroup, I had no idea where he was. I could hear the "ping" noise on my mini-map, but we had strayed too far from each other, so I could not see the ping until running around aimlessly.
If it is also possible, there could be a different color (maybe orange or something) for a "shared marker" that party members could move around. This way party members could designate a meeting point if they split up, or are all trying to go somewhere.
This individual map could also have a numbered/lettered grid, so that instead of telling other party members "I'm somewhere in the Southwest.", they could say, "I'm standing in/around B7." and members could find other members more easily.
This would be especially useful in the common areas/towns, where there are a lot of people, and sometimes I can not find the individual I am looking for.
2. Area Switching Confirmation/Notification
When in a party, it is a bit annoying when one member will walk into a new area, and I am not yet ready to leave. There have been instances where I was about to pick up an item, or finish a fight, and I would be teleported into the next area because another party member strayed off and explored further.
I suggest that there could be, perhaps, a notification message when one person enters a new area that could pop up. It could maybe say, "A team member is now entering a new area. Are you ready to enter?" and then perhaps a countdown of, maybe 20 seconds -- as well as a "YES" button which would instantly teleport you into the new area. If the other members did not hit yes, then they would be able to continue what they were doing for whatever remaining time.
3. Targetting
When I target onto something (by using the TAB button or similar), such as a person in a town - it would be nice if you could double-click the name of the target (that appears at the top, centered on the screen, in red) and have your character run to the target. This is mainly for in common areas/towns where crowds of people are gathered, and I am trying to find a certain person.
4. Personalized emotes
When having a person targeted, typing an emote such as "/clap" would then print the text, "[My_Name] claps for [Targetted_Name]" or similar. Same with other emotes such as /cheer, /jump, etc. Maybe also include the super-personalized "/emote [text_here]" which would allow characters to type any text emote they want. So "/emote is sleepy." would print "Galatea Nereid is sleepy."
Other emote suggestions: /rest (lay down or lounge) /hug (this could be a text-only), /smile, /cry, /angry, /poke, etc.
5. An auction house / trading post
Some sort of trading post or auction house where players can place items up for sale (and others to bid/purchase/barter for/etc) would be nice. Or a separate zone area just for trading, so that all the "LOOKING FOR THIS, SELLING THAT" spam won't clog up the regular town talk. Or a separate chat box for trading (as there are for whispers, guilds, parties).
6. Clearer Explanations in the Tutorial Area
As Lamaros mentioned -- more detailed info about Salvaging, Identifying, etc. Maybe have someone in the town who can act as a guide to where certain NPCS are (crafters/outfitters/etc).
7. Collectors' Requests
Maybe also add the requests of Collectors into the quest area, or somewhere. I would always forget which collector wanted which item, and what town they were nearby.
8. Non-portable Storage Area
Since we've got bags and sometimes quest items that you don't need at the moment, extra tools, etc.. there should be a place to store them in (like a locker type thing) that can house objects that you don't need at the moment. These would only be accessible from towns, and maybe random outposts.
Hmmmm. Yeah.
Oh, another thing which may be more of a bug really - but my character has gotten 'stuck' quite a number of times in random little corners and invisible walls in the tutorial area because Gwen would be standing there ever so innocently, blocking my path. I'd have to wait for her to eventually be silly and skip around before I could walk out, and sometimes she wouldn't do so for a few minutes.
Anyway, most importantly, I'm hoping for a storage area, town maps, more emotes, and a trading post.
That's my two cents.
1. Town Maps
Yes, there is a map of the overall area (and the smaller windowed map); and yes, there is a mini-map in the corner.. But it would be nice to be able to zoom in on the large map, or perhaps be able to click a button to access an individual town map (these could be requested for from some sort of official npc, or we could already have the map once we visit the area). This way, we can see the layout of an area in full.
It would also be nice for it to show markers (green markers, for example) for where party members are. I was in a party with a friend, and we had split up. When trying to regroup, I had no idea where he was. I could hear the "ping" noise on my mini-map, but we had strayed too far from each other, so I could not see the ping until running around aimlessly.
If it is also possible, there could be a different color (maybe orange or something) for a "shared marker" that party members could move around. This way party members could designate a meeting point if they split up, or are all trying to go somewhere.
This individual map could also have a numbered/lettered grid, so that instead of telling other party members "I'm somewhere in the Southwest.", they could say, "I'm standing in/around B7." and members could find other members more easily.
This would be especially useful in the common areas/towns, where there are a lot of people, and sometimes I can not find the individual I am looking for.
2. Area Switching Confirmation/Notification
When in a party, it is a bit annoying when one member will walk into a new area, and I am not yet ready to leave. There have been instances where I was about to pick up an item, or finish a fight, and I would be teleported into the next area because another party member strayed off and explored further.
I suggest that there could be, perhaps, a notification message when one person enters a new area that could pop up. It could maybe say, "A team member is now entering a new area. Are you ready to enter?" and then perhaps a countdown of, maybe 20 seconds -- as well as a "YES" button which would instantly teleport you into the new area. If the other members did not hit yes, then they would be able to continue what they were doing for whatever remaining time.
3. Targetting
When I target onto something (by using the TAB button or similar), such as a person in a town - it would be nice if you could double-click the name of the target (that appears at the top, centered on the screen, in red) and have your character run to the target. This is mainly for in common areas/towns where crowds of people are gathered, and I am trying to find a certain person.
4. Personalized emotes
When having a person targeted, typing an emote such as "/clap" would then print the text, "[My_Name] claps for [Targetted_Name]" or similar. Same with other emotes such as /cheer, /jump, etc. Maybe also include the super-personalized "/emote [text_here]" which would allow characters to type any text emote they want. So "/emote is sleepy." would print "Galatea Nereid is sleepy."
Other emote suggestions: /rest (lay down or lounge) /hug (this could be a text-only), /smile, /cry, /angry, /poke, etc.
5. An auction house / trading post
Some sort of trading post or auction house where players can place items up for sale (and others to bid/purchase/barter for/etc) would be nice. Or a separate zone area just for trading, so that all the "LOOKING FOR THIS, SELLING THAT" spam won't clog up the regular town talk. Or a separate chat box for trading (as there are for whispers, guilds, parties).
6. Clearer Explanations in the Tutorial Area
As Lamaros mentioned -- more detailed info about Salvaging, Identifying, etc. Maybe have someone in the town who can act as a guide to where certain NPCS are (crafters/outfitters/etc).
7. Collectors' Requests
Maybe also add the requests of Collectors into the quest area, or somewhere. I would always forget which collector wanted which item, and what town they were nearby.
8. Non-portable Storage Area
Since we've got bags and sometimes quest items that you don't need at the moment, extra tools, etc.. there should be a place to store them in (like a locker type thing) that can house objects that you don't need at the moment. These would only be accessible from towns, and maybe random outposts.
Hmmmm. Yeah.
Oh, another thing which may be more of a bug really - but my character has gotten 'stuck' quite a number of times in random little corners and invisible walls in the tutorial area because Gwen would be standing there ever so innocently, blocking my path. I'd have to wait for her to eventually be silly and skip around before I could walk out, and sometimes she wouldn't do so for a few minutes.
Anyway, most importantly, I'm hoping for a storage area, town maps, more emotes, and a trading post.
That's my two cents.
Cicciro
Fix this bug:
If a guild leader deletes his character, his account is removed from the guild. Then, future invites to him do not show up, so now he cannot lead his guild.
If a guild leader deletes his character, his account is removed from the guild. Then, future invites to him do not show up, so now he cannot lead his guild.
Pharalon
Quote:
Originally Posted by Cicciro
Fix this bug:
If a guild leader deletes his character, his account is removed from the guild. Then, future invites to him do not show up, so now he cannot lead his guild. |
Cicciro
You ungrateful bastard! All I did for you, you just... took it. I set up my empire and you just slipped it out of my hands. I knew one of you was corrupt! I KNEW IT! Ah well, I will crush you with my new empire, give me a few months to set it up...
Lamaros
Some of the posts above this are not suggestions! How dare they deface the thread!
I second the suggestions put forward by daemonk and Galatea. (Casting Fire Storm on an area just to have the target move away from the bunch just before I finish the cast is very annoying!)
As for the storyline. It's already been said already about the tutorial, but the 'oomphlessness' of it extends throughout all the missions. So someone got the Scepter of Orr, who cares? Oh, it's meant to be some awesome thing shrouded in mystery? Sounds kinda epic, comes accross fairly weak. The conforntation between Rurik and the King is more funny than impressive, the Undead rise! and attack, surely a disaster, but it feels rather ho-hum too. (this is not to say is dislike the storyline itself, I dont, I just feel it's not being communicated in a manner that draws you in)
Many of the text desplays are too small. As has been said combat damage and healing etc is way too small, make it bigger, make it bold, make it fade out slower.
The audio and visual elements of the storyline are really quite easy to miss, with the exception of the cut scenes, and even they suffer from some weak sounds. Making them more noticable would be good.
The Whole chatting to some lorekeeper before a mission is cool, but the text is too small and rather side-questy looking for the main storyline. Bump it up, put it more in the players faces literaly. Maybe even add some random speech to them ("listen carefuly, the task you have before you will be tough" "thankyou for your help, but there is still much to do" etc etc).
Currently they look like little pop up notes, they dont grab the attention enough. They need to be bigger without me having to supersize my ui (cuz i dont want to do that).
Enemies need to have clearly visible health bars that you can see even when you havn't selected them. Dont make dead enemies show up here. It sucks when i'm trying to select an enemy from a distance and there dead bars are confusing the area around those I want to select.
Once again, the game is great fun!
I second the suggestions put forward by daemonk and Galatea. (Casting Fire Storm on an area just to have the target move away from the bunch just before I finish the cast is very annoying!)
As for the storyline. It's already been said already about the tutorial, but the 'oomphlessness' of it extends throughout all the missions. So someone got the Scepter of Orr, who cares? Oh, it's meant to be some awesome thing shrouded in mystery? Sounds kinda epic, comes accross fairly weak. The conforntation between Rurik and the King is more funny than impressive, the Undead rise! and attack, surely a disaster, but it feels rather ho-hum too. (this is not to say is dislike the storyline itself, I dont, I just feel it's not being communicated in a manner that draws you in)
Many of the text desplays are too small. As has been said combat damage and healing etc is way too small, make it bigger, make it bold, make it fade out slower.
The audio and visual elements of the storyline are really quite easy to miss, with the exception of the cut scenes, and even they suffer from some weak sounds. Making them more noticable would be good.
The Whole chatting to some lorekeeper before a mission is cool, but the text is too small and rather side-questy looking for the main storyline. Bump it up, put it more in the players faces literaly. Maybe even add some random speech to them ("listen carefuly, the task you have before you will be tough" "thankyou for your help, but there is still much to do" etc etc).
Currently they look like little pop up notes, they dont grab the attention enough. They need to be bigger without me having to supersize my ui (cuz i dont want to do that).
Enemies need to have clearly visible health bars that you can see even when you havn't selected them. Dont make dead enemies show up here. It sucks when i'm trying to select an enemy from a distance and there dead bars are confusing the area around those I want to select.
Once again, the game is great fun!
BlackArrow
One thing I would like changed is the warrior's helmets. I love the look of the Ascalon, Knight's and Wyvern but to get the +1 to swordsmanship I want, I need to wear the standard captains helm. I'd like to see an option when a warrior creates a helmet to put a +1 modifier to a warrior attribute on it. Right now the warriors have to choose between style or function, I want both.
Exception
Most of my gripes have been addressed: external storage, fixing the inventory system that didn't need fixing, *spam filters*.
the only unique suggestion i have is that ascalon city should have all the NPCs that lion's arch has, such as the crafting material trader, dye trader, skill charm crafter etc. because it's rather depressing how lower lvl chars can get cheated by some high lvl chars selling stuff for atrociously inflated prices, or buying from them at rock bottom prices.
the only unique suggestion i have is that ascalon city should have all the NPCs that lion's arch has, such as the crafting material trader, dye trader, skill charm crafter etc. because it's rather depressing how lower lvl chars can get cheated by some high lvl chars selling stuff for atrociously inflated prices, or buying from them at rock bottom prices.
Lamaros
Quote:
Originally Posted by BlackArrow
One thing I would like changed is the warrior's helmets. I love the look of the Ascalon, Knight's and Wyvern but to get the +1 to swordsmanship I want, I need to wear the standard captains helm. I'd like to see an option when a warrior creates a helmet to put a +1 modifier to a warrior attribute on it. Right now the warriors have to choose between style or function, I want both.
|
I guess you could have a unarorned piece of armor/clothing which costs a set amout of gold, then you choose the modifier which costs the same as a full pre-set piece of armor with the same stats, +10%.
Cruel Skeksis
**Some snow wolves have very stuttery legs when they run
**Dolyak riders keel falling over and over
**The spade shaped skirt that you see on elementalists and some of 'The Chosen' often breaks at the center seam, or along the bend from center to hip
**Stone Summit Howlers walk to their targets
**During movies gameplay needs a pause of some sort so people don't die during the scene cuts
--at the scene cut during De'Alassio seaboard you can still see the villagers dying during the awards ceremony
**Henchies are often in party after zoning but do not update to reflect this
**The group window defaults as others have pointed out
**After levelling the group or target windows do not update to reflect this
**The initial Necro tutorial at Eden Ascalon states, "...and kill a skale so I animated a horror from it."
**There are sometimes 2 broken flutes and sometimes one, and it can confuse users
suggestions:
**Suggest tutorial explanation on ability to 'quest' for bags instead of buying them - many did not understand because the information was not immediatley available
**Suggest tutorial explanation on 'how to quest', at initial character loadup for those whos first game this will be
**Suggest questing tutorial for 'how to salvage', 'how to buy gear', and 'how to customize' (this may be obvious to many, but to a brand new gamer it is confusing)
**Suggest on secondary class selection confirmation that a 2nd dummy pop up confirmation window be put in place. It should actually 'Pop Up' to confirm selection of 2nd class for very basic users who are very new to games and do not understand it will be a final decision. Extra dummy pop up to lend importance to the choice here, as I twice witnessed brand new casual gamers make this mistake and both became very upset. Needs to be more obvious.
**Suggest mouse buttons be added to bindable keys in order that "Free Camera" may be bound to the left mouse key
**GW is very Dvorak keyboard friendly and I could find no significant bugs, but "Press T to assist me" is not rebindable. On a Dvorak board T is where K is on other boards, and this is a very inconvenient placement. Suggest making "Assist with T" bindable
**Suggest more interface customizability in transparancy and skinning
**Most asked question "Where can I find the skill trainers" seems to have been addressed in EdenAscalon, yet still suggest similar quest set in Catacylsm Ascalon
**Suggest more access to GW so I can find more bugs and suggestions =) (Cruel Skeksis)
**Dolyak riders keel falling over and over
**The spade shaped skirt that you see on elementalists and some of 'The Chosen' often breaks at the center seam, or along the bend from center to hip
**Stone Summit Howlers walk to their targets
**During movies gameplay needs a pause of some sort so people don't die during the scene cuts
--at the scene cut during De'Alassio seaboard you can still see the villagers dying during the awards ceremony
**Henchies are often in party after zoning but do not update to reflect this
**The group window defaults as others have pointed out
**After levelling the group or target windows do not update to reflect this
**The initial Necro tutorial at Eden Ascalon states, "...and kill a skale so I animated a horror from it."
**There are sometimes 2 broken flutes and sometimes one, and it can confuse users
suggestions:
**Suggest tutorial explanation on ability to 'quest' for bags instead of buying them - many did not understand because the information was not immediatley available
**Suggest tutorial explanation on 'how to quest', at initial character loadup for those whos first game this will be
**Suggest questing tutorial for 'how to salvage', 'how to buy gear', and 'how to customize' (this may be obvious to many, but to a brand new gamer it is confusing)
**Suggest on secondary class selection confirmation that a 2nd dummy pop up confirmation window be put in place. It should actually 'Pop Up' to confirm selection of 2nd class for very basic users who are very new to games and do not understand it will be a final decision. Extra dummy pop up to lend importance to the choice here, as I twice witnessed brand new casual gamers make this mistake and both became very upset. Needs to be more obvious.
**Suggest mouse buttons be added to bindable keys in order that "Free Camera" may be bound to the left mouse key
**GW is very Dvorak keyboard friendly and I could find no significant bugs, but "Press T to assist me" is not rebindable. On a Dvorak board T is where K is on other boards, and this is a very inconvenient placement. Suggest making "Assist with T" bindable
**Suggest more interface customizability in transparancy and skinning
**Most asked question "Where can I find the skill trainers" seems to have been addressed in EdenAscalon, yet still suggest similar quest set in Catacylsm Ascalon
**Suggest more access to GW so I can find more bugs and suggestions =) (Cruel Skeksis)