Official Suggestions Thread -- February BWE
Mumblyfish
Okee-day, time to whinge about the missions. This is going to be spoilerific, so if any of you lovely people didn't get as far as Lion's Arch, just skip this.
Guild Wars' story seems brilliantly scripted, but it's just so terribly acted out. Even the most dramatic moments (Rurik being banished from Ascalon, Rurik's death) are instantly forgettable because the dialogue is ruined by almost static NPCs and wilfully crap directing. My biggest complaint is the lack of animation during these scenes. NPC actors have two states: Running and standing. Most of the time, you're just reading the dialogue while you watch a static scene of the actors breathing in and breathing out. Exhilirating. The actors need emotions, not necessarily complex facial animations, but certainly different stances. Anything but standing still. When Rurik gets banished, how does he feel? Is he boiling with rage, is he on the brink of tears? Buggery if I know, he just stands there. There shouldn't be a single cutscene where we have to endure the dull idle animation. Rant over.
The camps/outposts where players prep up for missions could certainly do with being more alive. Like the cutscenes, the environment is beautiful but it's ruined because the players usually stand still, and the few NPCs that are there just stay in that bloody idle animation. You know all those soldiers of Ascalon and those Refugees that are supposedly following Rurik and your party? Why can't you toss them in? Have a few Ascalon Rangers fletching their arrows by the camp, have some of the Warriors practicing against each other, have some Refugees praying, drinking, anything to add a little liveliness to the place. And what about when Rurik died, and the refugees fled with the party? At the camp before the next mission, where are all the downtrodden refugees saddened by their Prince's death? No mention is given to the Prince after that point. Why? He's a great hero of Ascalon, the players are Ascalons, make us proud that we fought alongside Rurik, don't let us ever forget his death.
And lastly, speaking of his death, it's a little mundane for Ascalon's crown prince, isn't it? He's standing there, oh look a tree falls on him. Hardly a hero's exit. Give him a final hurrah, let him save the party before being executed. I think the boy deserves that much.
Other than that, I love the direction this game has taken. I really like the new ID system, the new inventory system is leagues ahead of what it once was, and the prices for everything seem spot-on. Keep it up!
Guild Wars' story seems brilliantly scripted, but it's just so terribly acted out. Even the most dramatic moments (Rurik being banished from Ascalon, Rurik's death) are instantly forgettable because the dialogue is ruined by almost static NPCs and wilfully crap directing. My biggest complaint is the lack of animation during these scenes. NPC actors have two states: Running and standing. Most of the time, you're just reading the dialogue while you watch a static scene of the actors breathing in and breathing out. Exhilirating. The actors need emotions, not necessarily complex facial animations, but certainly different stances. Anything but standing still. When Rurik gets banished, how does he feel? Is he boiling with rage, is he on the brink of tears? Buggery if I know, he just stands there. There shouldn't be a single cutscene where we have to endure the dull idle animation. Rant over.
The camps/outposts where players prep up for missions could certainly do with being more alive. Like the cutscenes, the environment is beautiful but it's ruined because the players usually stand still, and the few NPCs that are there just stay in that bloody idle animation. You know all those soldiers of Ascalon and those Refugees that are supposedly following Rurik and your party? Why can't you toss them in? Have a few Ascalon Rangers fletching their arrows by the camp, have some of the Warriors practicing against each other, have some Refugees praying, drinking, anything to add a little liveliness to the place. And what about when Rurik died, and the refugees fled with the party? At the camp before the next mission, where are all the downtrodden refugees saddened by their Prince's death? No mention is given to the Prince after that point. Why? He's a great hero of Ascalon, the players are Ascalons, make us proud that we fought alongside Rurik, don't let us ever forget his death.
And lastly, speaking of his death, it's a little mundane for Ascalon's crown prince, isn't it? He's standing there, oh look a tree falls on him. Hardly a hero's exit. Give him a final hurrah, let him save the party before being executed. I think the boy deserves that much.
Other than that, I love the direction this game has taken. I really like the new ID system, the new inventory system is leagues ahead of what it once was, and the prices for everything seem spot-on. Keep it up!
BlackArrow
Quote:
Originally Posted by Lamaros
This is the same for any piece of equipment. I suppose a solution would be to allow someone ot make a piece of equipment in stages, first the base design, then choose from the modifiers. To make it reasonable you'd have to make it noticably more expensive than the standard 'pre-set' sets. I'd go for that though.
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%. |
The warrior armor is unique in that each armor set has a helmet with it, as well as separate helmets for the +1 attributes. All the other classes choose from 1 with higher armor and no attribute boost, or slightly lower armor and boosts an attribute. The warrior chooses between 5 (approximatly) beautiful helmets that have high armor or between 5 version of the captains helm that have slightly lower armor and boost to attributes.
IceBlade
I would like a system that alerts you of guild members or friends signing in and out.
A soft, but audible sound alert when receiving a whisper, or as per the suggestion above (when a guildie or friend signs in or out) would be nice.
I don't like the new 'premature ending' in GvGs - one time my guild (Defiant Destiny) won a guild battle in a record time of 3 minutes and 13 seconds against a group of 4, but we did not get the win for it.
I'd like the assist function to not disappear until the caller switches targets, or the target is dead. Reduces need of spamming every 5 seconds to keep targets up for our wars.
I'd personally like to see the KOTH style maps in Tombs to be changed to 'hold the middle the longest'. I'm tired of people ninja-ing the middle at the last two minutes, PARTICULARLY in the finals.
An away tag - even as simple as {AFK} - next to player name would be very nice to have. Set to AFK when Guild Wars is minimized, or the player types /afk, or is inactive for 5 minutes. Also an alert when you whisper such a player would be nice.
Sorry if I have repeated any suggestions - I'll add more when I think of them.
A soft, but audible sound alert when receiving a whisper, or as per the suggestion above (when a guildie or friend signs in or out) would be nice.
I don't like the new 'premature ending' in GvGs - one time my guild (Defiant Destiny) won a guild battle in a record time of 3 minutes and 13 seconds against a group of 4, but we did not get the win for it.
I'd like the assist function to not disappear until the caller switches targets, or the target is dead. Reduces need of spamming every 5 seconds to keep targets up for our wars.
I'd personally like to see the KOTH style maps in Tombs to be changed to 'hold the middle the longest'. I'm tired of people ninja-ing the middle at the last two minutes, PARTICULARLY in the finals.
An away tag - even as simple as {AFK} - next to player name would be very nice to have. Set to AFK when Guild Wars is minimized, or the player types /afk, or is inactive for 5 minutes. Also an alert when you whisper such a player would be nice.
Sorry if I have repeated any suggestions - I'll add more when I think of them.
Stylin
Quote:
Originally Posted by IceBlade
I'd personally like to see the KOTH style maps in Tombs to be changed to 'hold the middle the longest'. I'm tired of people ninja-ing the middle at the last two minutes, PARTICULARLY in the finals.
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Moon
I didn't see these suggested yet:
I suggest you make the items the collectors ask you to collect show up in your quest log, along with who the collector is and where they are.
Also, have a way to remove quests. I'm now post-apocolypse and I still have a quest to take a cape to some kid who's probably dead by now.
When someone calls an assist, please keep that one active. Annoying to switch to somone to heal them, then I can't remember who we are supposed to be attacking so I have to tab through enemies until I find the one being hit.
Shortcut to cast spells on party members instead of defaulting to self-cast when you have an enemy targeted.
One thing I don't like is not being able to see what buffs/debuffs are on a target, maybe I'm just spoiled but I think it would be useful to see that someone in your party is poisoned, bleeding, and has 3 hexs on them, instead of just seeing a little down arrow.
I think someone already mentioned this, but can we not autoattack an enemy when we click them please?
That's all I encountered during my short play time. Biggest one is being able to heal party members without having to switch to them, shouldn't be too hard since party limit is hard-capped, maybe have a way to have an ally and an enemy targeted? Then any positive spells go to ally and any damaging spells go to enemy.
Oh and finally, is there a button to attack your target? I didn't find one, so whenever I 'T'd to a target I had to visually find them and click them in order to start attacking, which kind of negates the benefit of 'T'ing to them in the first place.
Awesome game
I suggest you make the items the collectors ask you to collect show up in your quest log, along with who the collector is and where they are.
Also, have a way to remove quests. I'm now post-apocolypse and I still have a quest to take a cape to some kid who's probably dead by now.
When someone calls an assist, please keep that one active. Annoying to switch to somone to heal them, then I can't remember who we are supposed to be attacking so I have to tab through enemies until I find the one being hit.
Shortcut to cast spells on party members instead of defaulting to self-cast when you have an enemy targeted.
One thing I don't like is not being able to see what buffs/debuffs are on a target, maybe I'm just spoiled but I think it would be useful to see that someone in your party is poisoned, bleeding, and has 3 hexs on them, instead of just seeing a little down arrow.
I think someone already mentioned this, but can we not autoattack an enemy when we click them please?
That's all I encountered during my short play time. Biggest one is being able to heal party members without having to switch to them, shouldn't be too hard since party limit is hard-capped, maybe have a way to have an ally and an enemy targeted? Then any positive spells go to ally and any damaging spells go to enemy.
Oh and finally, is there a button to attack your target? I didn't find one, so whenever I 'T'd to a target I had to visually find them and click them in order to start attacking, which kind of negates the benefit of 'T'ing to them in the first place.
Awesome game
Moon
Quote:
Originally Posted by kunt0r
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: <SNIP THE BIG QUOTE>
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First of all kunt0r, you can skip right past the opening area if you want to, run out, do your secondary profession quest, hop into the academy. So you aren't alienating anyone by ALLOWING people to play in the starting zone. Second there is no significant amount of running in any of the quests. You can instantly travel to any town by just using your map, I made extravagant use of that ability and never found myself thinking "oh no I have to walk all the way back to town to turn in the quest now." Thirdly, DO NOT TURN THIS GAME INTO A FPS WITH SPELLS, which is what it sounds like kunt0r wants you to do. This game is fairly unique in that it is a squad based combat game where you have to actually build up your character. Otherwise this game is tribes without jetpacks. kunt0r it sounds to me like you would rather be playing tribes or CS or planetside or something of that nature instead of this gem of a game.
Part, albeit a small part, of the awesomeness of this game is that not everyone has access to every ability, you have to build your character, you have to know what you are doing in PvE otherwise you will get beaten in PvP, it is an incredible mesh of the two sides, and I think Anet is onto something with it.
Not meant as a personal attack at you kunt0r but nearly everything you suggested goes against everything I like about this game lol.
Fennica
Suggestions:
- A confirmation window after pressing 'X' at the upper right corner. It's not nice to exit the game accidentally.
- More positions in PvE-teams – four is just too small for guild with 5+ members. Add a difficulty-factor when players increase their numbers that way: 1-4 players = normal difficulty, 5-8 = doubled difficulty (preferably double numbers of monsters), etc.
- Add a difficulty-bar on missions that have been completed. When player(s) go complete the mission again, they could increase the difficulty, to make it more challenging and fun.
- Permanent second-profession-trainer to easily accessible place, i.e. new Ascalon City.
- Enhanced visual-effects in devastating skills/attacks/spells, such as Meteor, Fireball and other area-effects. Meteor looks much like a bird’s dropping, not like something dangerous from above. Fire Storm is quite OK.
- Make a Skill Charm to get rid of the skill completely – to free a skill slot.
- Make the Captain Greywind’s village a travelable spot on the map.
- Add a simple unarmed attack.
- Add a PvP-arena with scalable number of players and teams. People could choose to play 2 vs 2, 7 vs 7 vs 7 and so on. These kinds of fights would not count as official Guild fights.
- Change identification to a service from NPC. Put various costs in it, i.e. good items cost more, basic items less.
- Poison is much like bleeding. Change poison to have lessened affect, when character does not move, attack nor use skills. After all, poison travels through veins and the more your blood flows, the faster you will suffer its effects.
Firax
1. Guild Storage! That has been promised to us time and again. Start it out pretty large, like 7X the size of a backpack. (This is for everyone in the guild, after all) and allow for purchase of extra storage. The trick here is to make the extra a bonus, not a must, like it is for the character inventory ATM. Then, allow officers to "tag" items as only being able to be taken by officers, and guild leaders can "tag" items as only take able by them, or officers.
2. Account storage. What happened to this promise?
3. Trash the new inventory system. It sucks. It's a pain. It reduced the fun I had while playing new characters 100 fold. A backpack isn't enough storage. Give us back the old huge inventory, and allow for us to expand that with purchasable expanders.
4. Love the new starting area, but more explanation for newbies is a must however. I love the new quest system.
5. More PvP options, because after awhile only 4 different maps gets dull. Also, allow for a special "End Game" arena which allows us to set up battles on maps we select, against opponents we select. Although also give it matchmaker in addition.
I think everything else I want has already been said. Thanks for reading!
~Firax
2. Account storage. What happened to this promise?
3. Trash the new inventory system. It sucks. It's a pain. It reduced the fun I had while playing new characters 100 fold. A backpack isn't enough storage. Give us back the old huge inventory, and allow for us to expand that with purchasable expanders.
4. Love the new starting area, but more explanation for newbies is a must however. I love the new quest system.
5. More PvP options, because after awhile only 4 different maps gets dull. Also, allow for a special "End Game" arena which allows us to set up battles on maps we select, against opponents we select. Although also give it matchmaker in addition.
I think everything else I want has already been said. Thanks for reading!
~Firax
Sphynx
Quote:
Originally Posted by DEATH AT THE DOOR
If I am not mistaken, you can press Shift+Print Scrn
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. |
Show ALL the controls (even the non-customisable ones, if there must be such things) in the control setup section (where you can change keys).
When I was wanting to take screenshots, I looked there - PRINTSCEEN was the key assigned to taking a sceenshot, but there was no mention of using shift with it.
Quote:
Originally Posted by Dragonne
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.
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Uthar
Quote:
Originally Posted by Firax
5. More PvP options, because after awhile only 4 different maps gets dull. Also, allow for a special "End Game" arena which allows us to set up battles on maps we select, against opponents we select. Although also give it matchmaker in addition.
~Firax |
Rellok
1. Make a button to automatically select the closest enemy. If *TAB* already does this at it's first push, good, if not, that would be a good solution, have Tab cycle by how far they are away from you.
2. Old A was BEAUTIFUL, and fun, however there are a few issues that I have with it. There are a LOT of quests to do, and some of them didn't seem to link together all that well. I was playing a War/Nec, and after finishing the first Nec mission, I was directed to the Blood lady for my second, and then back to the first lady who had nothing new to add, I have heard you could get BiP somehow in the Nec questing, but it didn't seem to work too well to me. Maybe a Quest line for Profession training, like Warrior Training, and Necromancer training, so that you can make sure you get all the available training.
3. Quest directing. The little green arrow telling you where to go is great, but if you have multiple quests in your list, you should be able to select the quest you want to work on, and the green arrow should follow that (I didn't think it worked that way this weekend).
4. It was very easy to be level 7 before heading through to seared Ascalon. That seems a bit overpowered for the quests to be accomplished. Is there some quest limiting in Ascalon if you get there at a higher level? I was duoing with one other player and one monk Henchmen (I was lvl5, he was 7) and we pretty much moped up on the whole taking back the wall mission.
This may be unavoidable to some extent but the experience per level could probably be changed around just a bit to make it more difficult to get to level 7 with all that stuff to do. Say levels 1-3 are about the same so that people can hurry along if they want, and then levels 4-7 take the same experience that level 6 (or 7) takes. That way it takes a long time to get to level 5 with the experience you earn in that starter area, even if you are doing all the quests and since you earn more experience with the quests in the seared ascalon it balances out quickly.
5. PvP battle to end pristine Ascalon. It was amazingly fun, and I loved it. However, being farily pessimistic, I can see how after the first few weeks, it will be difficult to actually be playing that PvP mission with/against actual other human opponents. I just don't see THAT many people heading through there in a constant stream all of the time. This weekend in the game I played where I was already teamed up with another guy, we ended up with a henchman to fill the game we were in. And this weekend TONS of people were playing the new area. I love the idea, maybe setting times or something where you can actually play a PVP? I dunno. It sure was fun though.
I loved the game this weekend, I got about 10 hours in total (I know not too much, but I don't have TONS of time to spare). I had a great time with everything, and as many others have said (and I said at the Jan BWE), it certainly seems like a releasable game. Congratulations for what all of your hardwork has produced, Devs, and Alphas. Thank you all.
Matt
2. Old A was BEAUTIFUL, and fun, however there are a few issues that I have with it. There are a LOT of quests to do, and some of them didn't seem to link together all that well. I was playing a War/Nec, and after finishing the first Nec mission, I was directed to the Blood lady for my second, and then back to the first lady who had nothing new to add, I have heard you could get BiP somehow in the Nec questing, but it didn't seem to work too well to me. Maybe a Quest line for Profession training, like Warrior Training, and Necromancer training, so that you can make sure you get all the available training.
3. Quest directing. The little green arrow telling you where to go is great, but if you have multiple quests in your list, you should be able to select the quest you want to work on, and the green arrow should follow that (I didn't think it worked that way this weekend).
4. It was very easy to be level 7 before heading through to seared Ascalon. That seems a bit overpowered for the quests to be accomplished. Is there some quest limiting in Ascalon if you get there at a higher level? I was duoing with one other player and one monk Henchmen (I was lvl5, he was 7) and we pretty much moped up on the whole taking back the wall mission.
This may be unavoidable to some extent but the experience per level could probably be changed around just a bit to make it more difficult to get to level 7 with all that stuff to do. Say levels 1-3 are about the same so that people can hurry along if they want, and then levels 4-7 take the same experience that level 6 (or 7) takes. That way it takes a long time to get to level 5 with the experience you earn in that starter area, even if you are doing all the quests and since you earn more experience with the quests in the seared ascalon it balances out quickly.
5. PvP battle to end pristine Ascalon. It was amazingly fun, and I loved it. However, being farily pessimistic, I can see how after the first few weeks, it will be difficult to actually be playing that PvP mission with/against actual other human opponents. I just don't see THAT many people heading through there in a constant stream all of the time. This weekend in the game I played where I was already teamed up with another guy, we ended up with a henchman to fill the game we were in. And this weekend TONS of people were playing the new area. I love the idea, maybe setting times or something where you can actually play a PVP? I dunno. It sure was fun though.
I loved the game this weekend, I got about 10 hours in total (I know not too much, but I don't have TONS of time to spare). I had a great time with everything, and as many others have said (and I said at the Jan BWE), it certainly seems like a releasable game. Congratulations for what all of your hardwork has produced, Devs, and Alphas. Thank you all.
Matt
xfaqtar
This was my first BWE so instead of comparison I offer a true noob pov.
1. The starting area is designed nicely but the content is lacking. IMO a starting area should be built for lowest common denominator and this area expected some beginning knowledge or comparison. I would say make a starting option of level 5 or so without this area and make this area much more explanatory with quests that force discovery of new areas, more decriptive skill introductions and easily reachable basic trainers with systemic explainations. There is no control introduction or developmental control introduction. There is no explaination of the crafting system and what the modifiers on the equiptment mean.
2. The starting area has 3 levels of mobs with a few lv 4-5 intermingled randomly and they only get more difficult by the linkage and the numbers increasing not by skill or level. This gives no chance to learn a play style or the use and need of particular skills. Quests and mobs should be more directive by level and skill i.e. next level quest forces discovery of newer area with higher mobs with relevant skills and slightly better drops. I was disapointed to run for hours to reach the bottom corners of map to find there was no need or reason for this discovery. There was a lot of creativity in some of the areas and their terrain this is wasted on the lack of need for these areas.
3. Storyline needs much more integration. I had no idea why I was there as a character and furthermore no idea where to go and what to do except for a brief order from a nearby guy with a green mark. The academy had no explanation, so, I got that I was moving to a new level but no idea what it was and when I should do it, just that once iI did there was no turning back. I waited until level 7 not knowing and then was extremely disappointed to find that I could have been spending my time there and not in the starting area bored for so long.
4. The transitional cinematic was nice but left me more confused, there was no expliantion of what was happening and why. Then when I was dumped in the new area, once again there was no direction or help for what to do and where to go except a couple of briefly unexplained quests from an NPC that wasn't visible from my physical starting position. The quests I did quickly being level 7 and they led to nothing, I had no explinations or no story to follow. I then tried to go to the wall and it said I should get better armor which, as I addressed before, would have been nice to understand said system in starting area so I could have saved mats or known what I was going to need.
5. I had no idea about the attributes screen and being able to spend my points in attributes and couldnt figure out why I was getting my butt kicked by mobs that were half my level. I found the screen by accident through the very undescriptive menu. A help system or once again some type of NPC or quests that would explain these systems would be appreciated. I had no idea how to change the available skills on my action bar until i finally figured out that you could only do it in towns. I very much respect this design aspect and its tactical reasoning but, again, there was no explination of how this worked and maybe why. Then when I got to the seared Ascalan the only reason I found the skill; trainer was by seeing a bunch of PC's satnding around in an area and i finally found trainer to click on. Then the sreen told me to buy but gave me no idea how many i was going to get to buy because, once again, there was no discription of the system and the attributes screen which I figured out had the skill points listed.
5. I could solo the entire game up until the point I stopped and for a game that is really about teaming this is disappointing. I accidentally found the area in Ascalan that was called, I believe, Northland. I figured out that this area holds much higher mobs and a need for partying to survive. There were no quests that I found to direct me there or to a party except the woman right outside the gate whom I ignored because I could just solo everything. There seems a need to force more of this cooperation by making it difficult to achieve, for exapmle, 1/2 the content in the area without teaming for an area like this. I made no social contacts and had no reason to, except to ask questions which no one wanted to respond too because I knew no one etc., a vicious cycle of anti-social behavior that is designed by the current game content. More inclusive content just makes sense in the format of this game otherwise it will be relegated to only those who have studied and looked forward to this game and not the genral gaming public who might enjoy the game if it leads them in the designed direction.
6. On a similar note when I did chose to go to the academy I was jsut thrown into a mission wiith no introduction of what to do or who I was with. I figured out it was team PvP when i saw names of PC's in other colored capes starting to attack. The funny part was because of the lack of direction in the game and subsequently my lack of understanding when to enter the academy I dominated a number of level 2-4 PC's being level 7. Then we just kept going and killing the mobs then we were just in the cinematic. I was so lost, and to tell you the truth left wanting more. I would have enjoyed a few more opportunities to battle in the academy against other lower level PC's in an introduction to the PvP environment.
I hope these suggestions help from a newer point of view. I liked a lot of the ideas and systems in the game the content just needs a lot of work to support these ideas and systems. Honestly had this not been a test that I was knowingly participating in I would have logged out after 15 minutes of confusing, never returned and probably told everyone I know about my poor experience. I would hate to see this happen with a game that has many promising ideas.
I look forward to the next BWE, if from what I read of past development procedure, there truly is at least an attempt to address some of these issues so I can enjoy the potential of this game some more. Until then Good Luck.
1. The starting area is designed nicely but the content is lacking. IMO a starting area should be built for lowest common denominator and this area expected some beginning knowledge or comparison. I would say make a starting option of level 5 or so without this area and make this area much more explanatory with quests that force discovery of new areas, more decriptive skill introductions and easily reachable basic trainers with systemic explainations. There is no control introduction or developmental control introduction. There is no explaination of the crafting system and what the modifiers on the equiptment mean.
2. The starting area has 3 levels of mobs with a few lv 4-5 intermingled randomly and they only get more difficult by the linkage and the numbers increasing not by skill or level. This gives no chance to learn a play style or the use and need of particular skills. Quests and mobs should be more directive by level and skill i.e. next level quest forces discovery of newer area with higher mobs with relevant skills and slightly better drops. I was disapointed to run for hours to reach the bottom corners of map to find there was no need or reason for this discovery. There was a lot of creativity in some of the areas and their terrain this is wasted on the lack of need for these areas.
3. Storyline needs much more integration. I had no idea why I was there as a character and furthermore no idea where to go and what to do except for a brief order from a nearby guy with a green mark. The academy had no explanation, so, I got that I was moving to a new level but no idea what it was and when I should do it, just that once iI did there was no turning back. I waited until level 7 not knowing and then was extremely disappointed to find that I could have been spending my time there and not in the starting area bored for so long.
4. The transitional cinematic was nice but left me more confused, there was no expliantion of what was happening and why. Then when I was dumped in the new area, once again there was no direction or help for what to do and where to go except a couple of briefly unexplained quests from an NPC that wasn't visible from my physical starting position. The quests I did quickly being level 7 and they led to nothing, I had no explinations or no story to follow. I then tried to go to the wall and it said I should get better armor which, as I addressed before, would have been nice to understand said system in starting area so I could have saved mats or known what I was going to need.
5. I had no idea about the attributes screen and being able to spend my points in attributes and couldnt figure out why I was getting my butt kicked by mobs that were half my level. I found the screen by accident through the very undescriptive menu. A help system or once again some type of NPC or quests that would explain these systems would be appreciated. I had no idea how to change the available skills on my action bar until i finally figured out that you could only do it in towns. I very much respect this design aspect and its tactical reasoning but, again, there was no explination of how this worked and maybe why. Then when I got to the seared Ascalan the only reason I found the skill; trainer was by seeing a bunch of PC's satnding around in an area and i finally found trainer to click on. Then the sreen told me to buy but gave me no idea how many i was going to get to buy because, once again, there was no discription of the system and the attributes screen which I figured out had the skill points listed.
5. I could solo the entire game up until the point I stopped and for a game that is really about teaming this is disappointing. I accidentally found the area in Ascalan that was called, I believe, Northland. I figured out that this area holds much higher mobs and a need for partying to survive. There were no quests that I found to direct me there or to a party except the woman right outside the gate whom I ignored because I could just solo everything. There seems a need to force more of this cooperation by making it difficult to achieve, for exapmle, 1/2 the content in the area without teaming for an area like this. I made no social contacts and had no reason to, except to ask questions which no one wanted to respond too because I knew no one etc., a vicious cycle of anti-social behavior that is designed by the current game content. More inclusive content just makes sense in the format of this game otherwise it will be relegated to only those who have studied and looked forward to this game and not the genral gaming public who might enjoy the game if it leads them in the designed direction.
6. On a similar note when I did chose to go to the academy I was jsut thrown into a mission wiith no introduction of what to do or who I was with. I figured out it was team PvP when i saw names of PC's in other colored capes starting to attack. The funny part was because of the lack of direction in the game and subsequently my lack of understanding when to enter the academy I dominated a number of level 2-4 PC's being level 7. Then we just kept going and killing the mobs then we were just in the cinematic. I was so lost, and to tell you the truth left wanting more. I would have enjoyed a few more opportunities to battle in the academy against other lower level PC's in an introduction to the PvP environment.
I hope these suggestions help from a newer point of view. I liked a lot of the ideas and systems in the game the content just needs a lot of work to support these ideas and systems. Honestly had this not been a test that I was knowingly participating in I would have logged out after 15 minutes of confusing, never returned and probably told everyone I know about my poor experience. I would hate to see this happen with a game that has many promising ideas.
I look forward to the next BWE, if from what I read of past development procedure, there truly is at least an attempt to address some of these issues so I can enjoy the potential of this game some more. Until then Good Luck.
Uthar
Quote:
Originally Posted by Rellok
1. Make a button to automatically select the closest enemy. If *TAB* already does this at it's first push, good, if not, that would be a good solution, have Tab cycle by how far they are away from you.
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Morgant
Quote:
Originally Posted by Rellok
1. Make a button to automatically select the closest enemy. If *TAB* already does this at it's first push, good, if not, that would be a good solution, have Tab cycle by how far they are away from you.
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Dayala
Suggestion:
Make the pre-seared lands optional, after completing it once. It has been mentioned that the area is a 'soft landing' for new players. I am all for that. However, what happens when a player creates a second, or fourth or tenth character? After release, and we have played a character, gotten our 'soft landing', and know the battle system, will we still have to run around to get a secondary profession and level up to 3 to enter the Academy?
In my opinion, this game can (and does) appeal nicely to all types of players. Keep up that theme with the new area as well, please.
Make the pre-seared lands optional, after completing it once. It has been mentioned that the area is a 'soft landing' for new players. I am all for that. However, what happens when a player creates a second, or fourth or tenth character? After release, and we have played a character, gotten our 'soft landing', and know the battle system, will we still have to run around to get a secondary profession and level up to 3 to enter the Academy?
In my opinion, this game can (and does) appeal nicely to all types of players. Keep up that theme with the new area as well, please.
Galatea
Quote:
Originally Posted by Moon
I suggest you make the items the collectors ask you to collect show up in your quest log, along with who the collector is and where they are.
Also, have a way to remove quests. I'm now post-apocolypse and I still have a quest to take a cape to some kid who's probably dead by now. One thing I don't like is not being able to see what buffs/debuffs are on a target, maybe I'm just spoiled but I think it would be useful to see that someone in your party is poisoned, bleeding, and has 3 hexs on them, instead of just seeing a little down arrow. Oh and finally, is there a button to attack your target? I didn't find one, so whenever I 'T'd to a target I had to visually find them and click them in order to start attacking, which kind of negates the benefit of 'T'ing to them in the first place. Awesome game |
Definitely need the collector's requests to show up SOMEWHERE, because there are just too many to keep track of, and also what area they are in. And removing quests should be an option too, since the tutorial area doesn't exist after doing the Academy.
Other suggestions that came to mind:
Party Window
I'd like more information regarding party members. In the party window, all the information that is available (from what I recall) only displays their name insides a healthbar. There should be an abbreviation for their classes and level next to their name, so for example "Galatea Nereid E/Me8" but for all the party members. Perhaps also designate the leader's name in a different color, so the party will know who has access to invites and starting missions, etc. There should be tiny icons next to the healthbars (or underneath) that show the hexes. And perhaps, double-clicking their name in the party window could toggle a little pop-up window that shows details as to what skills they are carrying, how much more experience points to their next level, whatever other info is necessary.
Chat Filters
We also need chat filters, which I think have been mentioned, but I'm just stressing it. Have an option box somewhere that allows you to check off if you want to have all the text displayed, or just guild and whisper only, etc.
Available Skills
I'm sorry, but eight just isn't enough. I'm an elementalist/mesmer, so I'm pretty much just casting away. I get bored using the same skills throughout the mission/game and want more variety. Sometimes I carry the Resurrection Signet which takes up one slot, leaving me with only seven for the rest of my skills. Most of the time, they're filled up mainly with Elemental Skills, and only a few Mesmer Skills, which irks me a bit because I feel I am not using my Secondary Profession to its fully potential. I also bought the skill (can't remember the name) that gives allies a 50% change to evade melee attacks, but I never have room to carry it because I need to keep my ultra damage spells as well as a life-restoring one. Even two extra slots (giving us 10) would be better, or a little tiny arrow button on the side of the bar of eight that will cycle through a new row (or expand the skill bar) to show another eight slots. They don't necessarily need hot keys to them.
Saving Skill Set-Ups
As mentioned here, maybe a way to save the skill set-ups (up to five or ten). So as an elementaist, I could make a whole set-up of just fire, then another set-up of just air.. so depending on the mission/mood I'm in, I can switch to these set-ups without having to individually place each skill in. Saves on time. Not anything big though.
Action/Text Macros
I don't know if this is already implemented in the game. I'm assuming, no. However, when I did the Academy mission, there was a person whose text said "I am now attacking <PlayerNameHere>!" with some other text, and it was repeated once or twice again. Even I don't type as fast as that text went on, and I type a good 100 or so words per minute. It'd be nice to have the macro buttons (so say if "1" is the hot key for my "Flare" spell, hitting "Alt+1" would do Flare and also include the text, "Casting Flare on <Target>!"
They may be annoying if over-used.. but overall, I think they'd be helpful.
Macros could be useful with other situations as well. For example, someone could set up a macro to call out for a heal or some assistance if being swarmed with enemies. Another, healers could set up macros to have skills associated with certain targets (example: individual party members). A chain of skills could also be set up (for example, hitting a macro would have my character cast "Phantom Pain" and right afterwards, "Conjure Phantasm")
Dragonne
For the suggestions about basic gameplay and character manipulation:
Everyone must understand one thing, there is no manual for the beta weekends. With the final game you will get a manual that explains things like attributes, skills, how to customize, salvaging, etc. All the basic elements should be in there, and not required in the game itself.
I do understand that many new players of GW come from FPS gaming backgrounds, and FPS games are 95% load and play and everything is pretty self explanatory. GW is much more complex than a FPS, and you might have to read a manual. It's OK. You'll have one.
Oh, and I totally second this suggestion from Moon:
Also, have a way to remove quests. I'm now post-apocolypse and I still have a quest to take a cape to some kid who's probably dead by now.
Everyone must understand one thing, there is no manual for the beta weekends. With the final game you will get a manual that explains things like attributes, skills, how to customize, salvaging, etc. All the basic elements should be in there, and not required in the game itself.
I do understand that many new players of GW come from FPS gaming backgrounds, and FPS games are 95% load and play and everything is pretty self explanatory. GW is much more complex than a FPS, and you might have to read a manual. It's OK. You'll have one.
Oh, and I totally second this suggestion from Moon:
Also, have a way to remove quests. I'm now post-apocolypse and I still have a quest to take a cape to some kid who's probably dead by now.
Brett Kuntz
Bring back the pane!
Darkmane
This was my first beta weekend. And now its over .. snif....
As a new comer to the game I hope you may value some of my input. First off- I'd like to take my hat off to you devs for a game that currently has my interest perked to the brim. I've been looking for a replacement for Dark Ages of Camelot and it seems I may have found it here. Your mixture of PvE and PvP is so far nothing short of totally awesome and I have recommended getting the pre-order package to all my old guilds/clans. I hope to see many of them play along with me. I am stunned at how much you were able to put into this game so far and I can see you are not even close to being done yet. That said--
I do tech support by trade and have beta tested a few other games so I tend to scribble things down that I find needed more clarity or that would have made my game-play more user friendly to the Newbie. (like me)
Background:
My first char was an elementalist. As I like mage type classes, I was able to follow my way through the quests that were laid out for me just fine.
It was confusing to me about the second class list. And the official web site made it sound like earth, wind, fire, and water elementalists were actually the secondary class type. Had I not played a similar game altogether, this class mix would have surely thrown me for a loop. I soon found myself clicking on every quest I could find because they gave such great exp. Which brings me to my first issue with the game.
Secondary class specific quests like the necromancer and warrior should say something other than (quest) next to them. Instead it should say something like (secondary class quest). This will let the newbies know that this is not just 'any' quest to click on and try to complete. I found myself ending up with warrior and necromancer quests to do still left in my quest log because I never completed them since I wanted to be secondary Mesmer. These have now carried over into the academy and I presume they are now just dead quests in my quest log.
I wanted to do every quest possible in the beginning part, but there really was no way to tell if I had done them all. Because the beginning 'story' can be played out by a solo individual, when all quests have been completed, when log in the next time you should get a system message stating something like: 'You have completed all quests for the training missions you may want to speak to 'Sir xx' to further your skills and join the Academy'
The transition from Ascalon to the ruins of Ascalon where I was simply thrown into a mission wher we all died because none of us knew what was going on was a bit of a headache. There should be some explanation of what is about to happen before it does.
After seeing the cut-scene into the future I must say was the first time I realized that this game really does have its own niche in MMORPG's. It was great, but as I read in some potst above, it needs to be more dramatic. To make it even better, the beginning cut scene could be re-played, with a few added elements:
It should show the streets of Ascalon filled with people making trades, people walking up/down the stairs hand in hand, children chasing dogs/cats. These should be shown in between the scenes of the charr getting ready to release their havok. There should be a scene of all the rocks (or whatever they threw at Ascalon being shown flying across the sky. The next scene should be all the people of Ascalon previously going about their day looking upward 'you see the icon of your character diving into a nearby building' and then --- the future unfolds.
I did not get very far into the game- I can tell by other player's comments and what I was able to see so far. I have only done like 3 or 4 missions after joining the academy. Which brings me to my next issue:
I had 31 or 32 attribute points to spend after joining the academy. I was also level 8. That’s right, I made it to lvl 8 without adding any points because I had no idea I was supposed to. When you gain your first level there should be an explanation of attribute points what they are for and what they do. Either a small 'hit next to continue' tutor on what they are all about. Or maybe just that little blue window that pops up that explains what they are for. This window should repeat itself when you log in to remind you .. until at least one point is placed into an attribute.
I must apologize I did not read all the threads before posting. So if there are any repeats, I guess you will know what you need to work on .. LOL.
I thoroughly enjoyed the travel interface, and the way the arrow in the compass changed depending on which quest I had selected. The arrow seemed to stop working once I left the beginning area. That was disappointing. I am sorry I do not have more in put at this time. Love the game so far .... 2 huge thumbs up IMO.
As a new comer to the game I hope you may value some of my input. First off- I'd like to take my hat off to you devs for a game that currently has my interest perked to the brim. I've been looking for a replacement for Dark Ages of Camelot and it seems I may have found it here. Your mixture of PvE and PvP is so far nothing short of totally awesome and I have recommended getting the pre-order package to all my old guilds/clans. I hope to see many of them play along with me. I am stunned at how much you were able to put into this game so far and I can see you are not even close to being done yet. That said--
I do tech support by trade and have beta tested a few other games so I tend to scribble things down that I find needed more clarity or that would have made my game-play more user friendly to the Newbie. (like me)
Background:
My first char was an elementalist. As I like mage type classes, I was able to follow my way through the quests that were laid out for me just fine.
It was confusing to me about the second class list. And the official web site made it sound like earth, wind, fire, and water elementalists were actually the secondary class type. Had I not played a similar game altogether, this class mix would have surely thrown me for a loop. I soon found myself clicking on every quest I could find because they gave such great exp. Which brings me to my first issue with the game.
Secondary class specific quests like the necromancer and warrior should say something other than (quest) next to them. Instead it should say something like (secondary class quest). This will let the newbies know that this is not just 'any' quest to click on and try to complete. I found myself ending up with warrior and necromancer quests to do still left in my quest log because I never completed them since I wanted to be secondary Mesmer. These have now carried over into the academy and I presume they are now just dead quests in my quest log.
I wanted to do every quest possible in the beginning part, but there really was no way to tell if I had done them all. Because the beginning 'story' can be played out by a solo individual, when all quests have been completed, when log in the next time you should get a system message stating something like: 'You have completed all quests for the training missions you may want to speak to 'Sir xx' to further your skills and join the Academy'
The transition from Ascalon to the ruins of Ascalon where I was simply thrown into a mission wher we all died because none of us knew what was going on was a bit of a headache. There should be some explanation of what is about to happen before it does.
After seeing the cut-scene into the future I must say was the first time I realized that this game really does have its own niche in MMORPG's. It was great, but as I read in some potst above, it needs to be more dramatic. To make it even better, the beginning cut scene could be re-played, with a few added elements:
It should show the streets of Ascalon filled with people making trades, people walking up/down the stairs hand in hand, children chasing dogs/cats. These should be shown in between the scenes of the charr getting ready to release their havok. There should be a scene of all the rocks (or whatever they threw at Ascalon being shown flying across the sky. The next scene should be all the people of Ascalon previously going about their day looking upward 'you see the icon of your character diving into a nearby building' and then --- the future unfolds.
I did not get very far into the game- I can tell by other player's comments and what I was able to see so far. I have only done like 3 or 4 missions after joining the academy. Which brings me to my next issue:
I had 31 or 32 attribute points to spend after joining the academy. I was also level 8. That’s right, I made it to lvl 8 without adding any points because I had no idea I was supposed to. When you gain your first level there should be an explanation of attribute points what they are for and what they do. Either a small 'hit next to continue' tutor on what they are all about. Or maybe just that little blue window that pops up that explains what they are for. This window should repeat itself when you log in to remind you .. until at least one point is placed into an attribute.
I must apologize I did not read all the threads before posting. So if there are any repeats, I guess you will know what you need to work on .. LOL.
I thoroughly enjoyed the travel interface, and the way the arrow in the compass changed depending on which quest I had selected. The arrow seemed to stop working once I left the beginning area. That was disappointing. I am sorry I do not have more in put at this time. Love the game so far .... 2 huge thumbs up IMO.
Tobias Amon
First BWE total noob POV.
I concur with and would like to re-iterate "xfaqtar"s post points 1,2,3,4 and 6
Other suggestions:
1. Targeting I see has already been mentioned rather profusely w/ mixed reviews. However, what I would like is a bar such as the (oh what was the name...current attributes? The one where an icon would pop up with what has been targed to you such as a hex or healing) that would pop up enemies within a certain radius (radius being defied per profession or current weapon/spell) so you could click on the icon of the enemy you'd like to target. I noticed when there were multiple enemies (dead and alive as well as items dropped) selecting just ONE target was quite difficult. Also via mouse selection, dead bodies should NOT be able to be selected. Something else that may help would to have a cursor change i.e. a weapon of sorts for an enemy and a hand for something that could be picked up.. the current single arrow for all is qute cumbersome.
2. Map
a. Notable Pins would be greatly appreciated by myself as well as others.
b. Would be nice if the full-screen map had a zoom/change for towns. It is quite easy for a noob (such as me) to get completely lost even within a town.
c. Should be able to travel by clicking within the minimap. left-click to travel and right-click to send flare (or whatever that red flashing signal was) or vice-versa.
3. Kudos on the customizable GUI it is SWEET. Would like to see some transparency sliders/settings and also window placement memory....get tired of dragging my inventory, skill and attribute windows to the center of the screen. Also the team window should remember where it was last placed as well.
4. Team window does not have enough information concerning teammates. Add info for current spells casting/current hexes and what not.
Thus ends my 1st post. Hope you're able to understand what I'm driving at (hard for me to remember exactly what everything was called) and that it helps in some way.
Love the game.....stellar job dev team!
I concur with and would like to re-iterate "xfaqtar"s post points 1,2,3,4 and 6
Other suggestions:
1. Targeting I see has already been mentioned rather profusely w/ mixed reviews. However, what I would like is a bar such as the (oh what was the name...current attributes? The one where an icon would pop up with what has been targed to you such as a hex or healing) that would pop up enemies within a certain radius (radius being defied per profession or current weapon/spell) so you could click on the icon of the enemy you'd like to target. I noticed when there were multiple enemies (dead and alive as well as items dropped) selecting just ONE target was quite difficult. Also via mouse selection, dead bodies should NOT be able to be selected. Something else that may help would to have a cursor change i.e. a weapon of sorts for an enemy and a hand for something that could be picked up.. the current single arrow for all is qute cumbersome.
2. Map
a. Notable Pins would be greatly appreciated by myself as well as others.
b. Would be nice if the full-screen map had a zoom/change for towns. It is quite easy for a noob (such as me) to get completely lost even within a town.
c. Should be able to travel by clicking within the minimap. left-click to travel and right-click to send flare (or whatever that red flashing signal was) or vice-versa.
3. Kudos on the customizable GUI it is SWEET. Would like to see some transparency sliders/settings and also window placement memory....get tired of dragging my inventory, skill and attribute windows to the center of the screen. Also the team window should remember where it was last placed as well.
4. Team window does not have enough information concerning teammates. Add info for current spells casting/current hexes and what not.
Thus ends my 1st post. Hope you're able to understand what I'm driving at (hard for me to remember exactly what everything was called) and that it helps in some way.
Love the game.....stellar job dev team!
DJC
I hope I wasn't the only one who found it impossible to explore hunting grounds with just henchmen once I reached the Shiverpeaks this event. Kryta was also beyond difficult. One of my favorite aspects since E3 was just checking out wilderness zones on my own, fighting monsters and uncovering the map. I don't always like to drag other players along with me when I do this since I go slow and search every corner. Sadly, I didn't stand a chance with either my E/Mo or W/Mo, even with the maximum amount of henchmen you can take and being on a reasonably higher level than the monsters. With human players, however, it's a breeze.
Someone in this thread suggested adjusting the difficulty or quantity of the monsters based on the party size. Changing the PvE areas to make the enemies dynamic like this would probably take a buttload of more work, and the devs have a lot more pressing things to do. If any changes are made, though, I hope character level and whether or not henchmen are in the party can be taken into consideration for adjusting PvE content to be more balanced. I don't want to level forever and then receive no experience once I'm strong enough to go where I want. :/
Someone in this thread suggested adjusting the difficulty or quantity of the monsters based on the party size. Changing the PvE areas to make the enemies dynamic like this would probably take a buttload of more work, and the devs have a lot more pressing things to do. If any changes are made, though, I hope character level and whether or not henchmen are in the party can be taken into consideration for adjusting PvE content to be more balanced. I don't want to level forever and then receive no experience once I'm strong enough to go where I want. :/
sn33k
Chat resets back to "all" when you enter into a different area. Please keep it on what is was in the previous area. So if I am chatting in team it was stay there.
Quests need directions because you can seriously wander around for ages.
Maybe a second map where they give you a layout of the land and the marks you make on it remain when you switch back to the little map. That might offer an interesting way of commanding a team or planning what routes to take.
Quests need directions because you can seriously wander around for ages.
Maybe a second map where they give you a layout of the land and the marks you make on it remain when you switch back to the little map. That might offer an interesting way of commanding a team or planning what routes to take.
MickeyC
let me start by saying I didn't read many of the other posts in this thread, so forgive me if I repeat anything, but I would've commented on these ideas anyway had I known they had already been introduced. I would also like to point out that I absolutely love gw and have been playing almost every moment the game's been available since the wpe. I must admit, I was slightly disappointed during the january beta, but this weekend turned out to be much better. adding ascalon prior to the burning gives the plotline a lot more meat and makes the story much more appealing. it also makes the visuals for first-time players attractive enough to keep them coming back for more. that said, I'd like to move onto the few suggestions I can recall at the present moment. so, the top 10 thoughts I have following the february beta are:
1. I noticed that someone suggested that quests should be removed after they can't be done anymore, which is a good idea. it clutters the quest log and gets slightly annoying.
2. voice actors. it's getting to the point where watching cinematics is boring, and some of them don't even make sense at times, because they're missing sounds. a lot of them have pauses where a lion is supposed to roar or something and then someone asks "what was that?" but there's no sound to prompt the question. add voice actors for all the cinematics at least, maybe the npc's, too. and I did suggest this after last month's beta, but I didn't see a change, so I thought I'd repeat myself. I do know several people who'd be willing to voice act for you if you for a very low price (hell, probably for free) if you need them...
3. more pvp styles. I know the last fansite friday pointed out that next month's beta is going to be focusing primarily on the improvement of pvp in the game, but I still feel there needs to be a little more than the arena, the tombs, and guild battles. I was thinking allow spectators in all modes, for one thing, so that n00bs can learn what they're doing by watching rather than just jumping in and screwing it up for people, and so that guilds can watch and recruit people they think look good. as far as additional styles go, maybe a one-on-one feature or a giant free-for-all arena setting. I dunno, you're game developers, be creative!
4. emotes still come up on the chat thing. some of them make sense to do that, but the ones that say "so-and-so starts dancing" shouldn't be there, and they add to the mile of spam that goes on in town, too. I know you're working on this, but I feel it needs reiteration.
5. the ascalon missions. I don't know what it is, maybe the fact that they aren't visually appealing, but about the first 3 or 4 missions, starting with the great northern wall, get extremely redundant and boring. once you get to the snowy areas, things start to get more interesting, but to start things off, I'm bored and I often have to take a break from role-playing to get myself interested enough to go back and finish up. I dunno what you can do about this, but it's something I'm still noticing, even now that the plot has been more clearly defined and the game has, overall, become much more interesting to the role-playing player.
6. guild hall customization. I know the guild battle scenarios are being changed and stuff, which I really like. but I think it'd be really cool if guild leaders were given the opportunity to customize their guild hall, kinda like you can customize the interface. I know this would be a lot of work, and maybe not something you'd want to touch until after release, but it would be a great addition. maybe some lockers for members, mini-games like chess or checkers for members who are on and don't have anything to do, and maybe allow guilds to purchase additional defense/attack mechanisms for guild battle, too. of course, that could unbalance the battles, but it's a thought worth thinking about.
7. the whole trading thing and people yelling about wts/wtt/wtb offers in town. I don't need to say anything else here, and I know you're already working on it, but it definitely needs to be on the top 10. also, trade windows should be moveable, cause the gold offer from the person you're trading with gets slightly blocked by the options tab.
8. rangers still suck. I don't care what anybody thinks, but the ranger is still clearly the weakest profession in the game. aside a few useful skills like frozen soil, he's meaningless. yeah, he gets pets, but those things are weak and almost completely purposeless aside the distraction factor. I said it last month, and I'm gonna say it again: let rangers charm monsters, too. maybe not all of them, maybe only non-hostile ones, like the snow ettins I found a couple months ago somewhere around ettin's back. and maybe they have to use an elite skill of "charm monster" to do it, but let them do it. it balances them more.
9. party system. give people a button to push when they're looking for a party that puts a flag over they're head or something. this way, people don't ask guys who like to just sit around and stuff. also, put a "ready" button for each member of the party so that the leader doesn't push go while people are loading skills or while johnny's gone to the kitchen to get funyuns and mountain dew.
10. guild recruits board. this is just something I'm coming up with off the top of my head, but I think it'd be advantageous for guilds and guildless people looking for guilds to implement a message board type thing in town that players can use to advertise their guild or themself. for example "I've got a level 15 mo/e and I heal like crazy. lookin for an active guild to get some good pvp action," or, "clan Fist of the Frozen Monkey needs new members!!! send a pm to Frozen Monkey or Jack the Ripper if you're interested."
I think I had some other ideas, but I don't remember what they are right now, so they must not be that important. give these some thought, and if you don't like 'em, fine. I'm just trying to do my part. I know this is the real reason you give us these beta weekends, and I want to give back to you, the developers. so, there's my top 10. take them as you will.
1. I noticed that someone suggested that quests should be removed after they can't be done anymore, which is a good idea. it clutters the quest log and gets slightly annoying.
2. voice actors. it's getting to the point where watching cinematics is boring, and some of them don't even make sense at times, because they're missing sounds. a lot of them have pauses where a lion is supposed to roar or something and then someone asks "what was that?" but there's no sound to prompt the question. add voice actors for all the cinematics at least, maybe the npc's, too. and I did suggest this after last month's beta, but I didn't see a change, so I thought I'd repeat myself. I do know several people who'd be willing to voice act for you if you for a very low price (hell, probably for free) if you need them...
3. more pvp styles. I know the last fansite friday pointed out that next month's beta is going to be focusing primarily on the improvement of pvp in the game, but I still feel there needs to be a little more than the arena, the tombs, and guild battles. I was thinking allow spectators in all modes, for one thing, so that n00bs can learn what they're doing by watching rather than just jumping in and screwing it up for people, and so that guilds can watch and recruit people they think look good. as far as additional styles go, maybe a one-on-one feature or a giant free-for-all arena setting. I dunno, you're game developers, be creative!
4. emotes still come up on the chat thing. some of them make sense to do that, but the ones that say "so-and-so starts dancing" shouldn't be there, and they add to the mile of spam that goes on in town, too. I know you're working on this, but I feel it needs reiteration.
5. the ascalon missions. I don't know what it is, maybe the fact that they aren't visually appealing, but about the first 3 or 4 missions, starting with the great northern wall, get extremely redundant and boring. once you get to the snowy areas, things start to get more interesting, but to start things off, I'm bored and I often have to take a break from role-playing to get myself interested enough to go back and finish up. I dunno what you can do about this, but it's something I'm still noticing, even now that the plot has been more clearly defined and the game has, overall, become much more interesting to the role-playing player.
6. guild hall customization. I know the guild battle scenarios are being changed and stuff, which I really like. but I think it'd be really cool if guild leaders were given the opportunity to customize their guild hall, kinda like you can customize the interface. I know this would be a lot of work, and maybe not something you'd want to touch until after release, but it would be a great addition. maybe some lockers for members, mini-games like chess or checkers for members who are on and don't have anything to do, and maybe allow guilds to purchase additional defense/attack mechanisms for guild battle, too. of course, that could unbalance the battles, but it's a thought worth thinking about.
7. the whole trading thing and people yelling about wts/wtt/wtb offers in town. I don't need to say anything else here, and I know you're already working on it, but it definitely needs to be on the top 10. also, trade windows should be moveable, cause the gold offer from the person you're trading with gets slightly blocked by the options tab.
8. rangers still suck. I don't care what anybody thinks, but the ranger is still clearly the weakest profession in the game. aside a few useful skills like frozen soil, he's meaningless. yeah, he gets pets, but those things are weak and almost completely purposeless aside the distraction factor. I said it last month, and I'm gonna say it again: let rangers charm monsters, too. maybe not all of them, maybe only non-hostile ones, like the snow ettins I found a couple months ago somewhere around ettin's back. and maybe they have to use an elite skill of "charm monster" to do it, but let them do it. it balances them more.
9. party system. give people a button to push when they're looking for a party that puts a flag over they're head or something. this way, people don't ask guys who like to just sit around and stuff. also, put a "ready" button for each member of the party so that the leader doesn't push go while people are loading skills or while johnny's gone to the kitchen to get funyuns and mountain dew.
10. guild recruits board. this is just something I'm coming up with off the top of my head, but I think it'd be advantageous for guilds and guildless people looking for guilds to implement a message board type thing in town that players can use to advertise their guild or themself. for example "I've got a level 15 mo/e and I heal like crazy. lookin for an active guild to get some good pvp action," or, "clan Fist of the Frozen Monkey needs new members!!! send a pm to Frozen Monkey or Jack the Ripper if you're interested."
I think I had some other ideas, but I don't remember what they are right now, so they must not be that important. give these some thought, and if you don't like 'em, fine. I'm just trying to do my part. I know this is the real reason you give us these beta weekends, and I want to give back to you, the developers. so, there's my top 10. take them as you will.
Odd Sock
Well first thing I want to say is how you guys at ANet really improved the UI from the last BWE. I really liked the Menu bar at the bottom of the screen: it's really helpfull for new players or people too lazy to learn hotkeys (kind of like me).
Now for the suggestions. Like every one else I was also frustrated with the whole bag thing. It seems as though it really hurts any beginner player. I understand there needs to be some money sinks but the way I see it is that it won't really sink anything, it'll just act as a delay for inflation. In retail, once you'll have gotten all the equipement with one character, you'll only really care about having bags for that one guy since he'll be your farming character. So the entire bag-buying system will only serve as a 300 gold coin sink once per every account. Why not save the players the frustration and give them the bags like in the Jan BWE ? If ANet insists on the bag thing they should at least make the starter one a little bigger, just one more row would make it alot more enjoyable. The problem is that you always have one row filled with Expert Salvage Kit, Salvage Kit, Iron and Wood. This means that if you find cloth, granite, scales etc... your bag is almost half-filled. The extra row would be greatly appreciated.
Another suggestion I may have is the way travel is implemented in the game right now. Right now to be able to teleport to areas, you either have to walk there and do some PvE or complete missions. I agree that there needs to be some level of grind in a game like this but the problem arises when you want to create a new character. The entire process is to be started over again. Usually you can get your guildies to help you out but every one has their limit of patience especially when it your third or fourth build that you scratch and start over. I think that once one of your characters has accessed an outpost or city, it becomes available to all your characters on your account.
A third thing I noticed is that there are sometimes text bars that have text that isn't centered even though it should be. I forgot where I saw this and I guess I should taken a screenshot. This is more of an aesthetic thing but seeing how Guild Wars is so beautifull and pleasing to look at (even on medium-end machines like mine) it would be nice if this issue was adressed.
Anyhow, this may not mean much to you guys at ANet but Guild Wars is a fantastic game and the work you guys put in it really shows.
Now for the suggestions. Like every one else I was also frustrated with the whole bag thing. It seems as though it really hurts any beginner player. I understand there needs to be some money sinks but the way I see it is that it won't really sink anything, it'll just act as a delay for inflation. In retail, once you'll have gotten all the equipement with one character, you'll only really care about having bags for that one guy since he'll be your farming character. So the entire bag-buying system will only serve as a 300 gold coin sink once per every account. Why not save the players the frustration and give them the bags like in the Jan BWE ? If ANet insists on the bag thing they should at least make the starter one a little bigger, just one more row would make it alot more enjoyable. The problem is that you always have one row filled with Expert Salvage Kit, Salvage Kit, Iron and Wood. This means that if you find cloth, granite, scales etc... your bag is almost half-filled. The extra row would be greatly appreciated.
Another suggestion I may have is the way travel is implemented in the game right now. Right now to be able to teleport to areas, you either have to walk there and do some PvE or complete missions. I agree that there needs to be some level of grind in a game like this but the problem arises when you want to create a new character. The entire process is to be started over again. Usually you can get your guildies to help you out but every one has their limit of patience especially when it your third or fourth build that you scratch and start over. I think that once one of your characters has accessed an outpost or city, it becomes available to all your characters on your account.
A third thing I noticed is that there are sometimes text bars that have text that isn't centered even though it should be. I forgot where I saw this and I guess I should taken a screenshot. This is more of an aesthetic thing but seeing how Guild Wars is so beautifull and pleasing to look at (even on medium-end machines like mine) it would be nice if this issue was adressed.
Anyhow, this may not mean much to you guys at ANet but Guild Wars is a fantastic game and the work you guys put in it really shows.
PawnBoy
There have been a lot of good suggestions posted that I'd like to second, such as:
-The ability to remove quests from your active quests window.
-In town storage.
-Town maps.
-Some more variablility in character design would be "nice". Though I guess I can't really give any suggestions on how you would do that.
-Party member position on the world map would help if you got seperated.
-And several others.
My suggestions;
-I know there were green arrows early on in the game with some of the quests... but after the collapse of ascalon, I never saw any again... And I really missed them. I just had a really hard time finding my way around in general, and I wish there was a little more time put into helping players find their way to at least the general vicinity of the objective, next mission, or town. I mean, the direction you have to travel is all but linear, and I had no idea that I had to go to Surmia to continue the story, I just happened to stumble upon it after spending Saturday shopping and farming, because I figured I had played out the beta weekend.
-Now, being a dialup user when I'm at home, I get to endure slightly longer loading times than those using broadband...like myself, when I'm at school. Now I have no problem with the loading times, I just play a quick game of minesweeper with guildwars windowed. But on the otherhand, the broadband users tend to get a wee bit impatient if the loading time approaches or exceeds one minute, and sometimes they decide to restart the mission. This results in you spawning alone... Now I don't know whether they know I'm a dialup user and don't want to play with me, or if they just assume I've disconnected. I'm going to assume they're not going to segregate me, and that they just thought I wasn't ever going to join. In leu of that, I'd like to suggest some way of letting them know I'm on my way... and to not give up hope yet. Maybe a different coloured bar next to my name or something along those lines. I wouldn't want them to know that I am on dial up....because then I'm sure they wouldn't want to play with me... but it'd be nice to know if a party member was actually going to join or not.
Other than that problem up there, I was very impressed with Guildwars' functionality over the modem. Loading times were very satisfactory, and were better the longer you waited in the mission prep area.
And I thoroughly enjoyed my first beta weekend.
-The ability to remove quests from your active quests window.
-In town storage.
-Town maps.
-Some more variablility in character design would be "nice". Though I guess I can't really give any suggestions on how you would do that.
-Party member position on the world map would help if you got seperated.
-And several others.
My suggestions;
-I know there were green arrows early on in the game with some of the quests... but after the collapse of ascalon, I never saw any again... And I really missed them. I just had a really hard time finding my way around in general, and I wish there was a little more time put into helping players find their way to at least the general vicinity of the objective, next mission, or town. I mean, the direction you have to travel is all but linear, and I had no idea that I had to go to Surmia to continue the story, I just happened to stumble upon it after spending Saturday shopping and farming, because I figured I had played out the beta weekend.
-Now, being a dialup user when I'm at home, I get to endure slightly longer loading times than those using broadband...like myself, when I'm at school. Now I have no problem with the loading times, I just play a quick game of minesweeper with guildwars windowed. But on the otherhand, the broadband users tend to get a wee bit impatient if the loading time approaches or exceeds one minute, and sometimes they decide to restart the mission. This results in you spawning alone... Now I don't know whether they know I'm a dialup user and don't want to play with me, or if they just assume I've disconnected. I'm going to assume they're not going to segregate me, and that they just thought I wasn't ever going to join. In leu of that, I'd like to suggest some way of letting them know I'm on my way... and to not give up hope yet. Maybe a different coloured bar next to my name or something along those lines. I wouldn't want them to know that I am on dial up....because then I'm sure they wouldn't want to play with me... but it'd be nice to know if a party member was actually going to join or not.
Other than that problem up there, I was very impressed with Guildwars' functionality over the modem. Loading times were very satisfactory, and were better the longer you waited in the mission prep area.
And I thoroughly enjoyed my first beta weekend.
Shaylith
First off, let me say that there has never been a game that consistently, every five minutes, makes my jaw drop every time I come around a bend to see something new. The world is *beautiful*. I lost track of how many times I said 'Wow', especially in the pre-Searing catacombs, for example. I love the pre-Searing content! Once I got used to it, I also really liked questing for the second profession. It was extra experience, got me out and about (if I chose to try all the quests), and was generally good stuff. That said, a few suggestions.
1. DO NOT require players to go through PvP in the Academy to move on. Some of us hate PvP and want to be PvE ONLY. If you're going to do that, at least have Tydus warn us what it is.
2. 100 gp for bags? Price is...ok. But make bags available pre-Searing and able to be moved and sold to other people! Don't make them exclusive.
3. Make skill trainers available pre-Searing. Some of us would be happy to just stay pre-Searing with a character, but not all of our skills are available.
4. Adjust it so that mobs in a zone are at a level comparable to teams zoning in. That way, if you're level 3 coming out of the Academy, or level 8, those post-Searing monsters are at a comparable level to you. Instead of scaling it up through the missions, just have the computer match it to the average ability of the team.
5. While I understand increasing party size as the game goes on and increases in difficulty, it is VERY FRUSTRATING in the pre-Searing area to NOT be able to group with all of my friends. There were three of us, and it was really unfair for me to have to go off on my own while the two of them were a group, having fun. I cannot emphasize enough how frustrating it is to be told you'll always be able to group with all your friends because it's one seamless world, then be denied because of party sizes.
6. For some of us the pre-Searing content is perfect. Not too busy, not too stressful. If anything, some of us would like to stay there forever! So, please add more quests and content! We love just wandering around, seeing the sights, doing some quests, without the high-level pressure that comes around LA and later. Quests just get harder and more time-consuming. Some of us are so busy, it's nice to just pop on for an hour, do a little quest or explore a cave, and not worry about being killed by tons of high-level mobs.
7. More indoor zones would be nice. Inside buildings, even.
8. Areas without monsters or fewer monsters, so we can just wander and explore without constantly being bombarded.
9. Make Farmer Dirk a quest! That said, can there also be a grape-harvesting, wine-making quest with all those vineyards??
10. Add more quest content and RPG content throughout. I want to know more about these people, what they think and care about, what they thought of the Searing, or before it. I got lots of funny sayings and jokes in the pre-Searing content, it'd be nice to increase that. The missions and the bonus missions are fun, but time-consuming. Even explorable areas are often just hack-and-slash. How about catering more to the RPG-lovers and adding more quests and interaction? I get sick of just killing monsters all the time.
All in all, this is a great game and I love the changes I've seen, /especially/ the green arrows and stars to help with quest directions. Make that standard throughout (grr, Serenity Temple)! Keep up the great work and see you in March! THANK YOU for all the hard work and this fun game!
1. DO NOT require players to go through PvP in the Academy to move on. Some of us hate PvP and want to be PvE ONLY. If you're going to do that, at least have Tydus warn us what it is.
2. 100 gp for bags? Price is...ok. But make bags available pre-Searing and able to be moved and sold to other people! Don't make them exclusive.
3. Make skill trainers available pre-Searing. Some of us would be happy to just stay pre-Searing with a character, but not all of our skills are available.
4. Adjust it so that mobs in a zone are at a level comparable to teams zoning in. That way, if you're level 3 coming out of the Academy, or level 8, those post-Searing monsters are at a comparable level to you. Instead of scaling it up through the missions, just have the computer match it to the average ability of the team.
5. While I understand increasing party size as the game goes on and increases in difficulty, it is VERY FRUSTRATING in the pre-Searing area to NOT be able to group with all of my friends. There were three of us, and it was really unfair for me to have to go off on my own while the two of them were a group, having fun. I cannot emphasize enough how frustrating it is to be told you'll always be able to group with all your friends because it's one seamless world, then be denied because of party sizes.
6. For some of us the pre-Searing content is perfect. Not too busy, not too stressful. If anything, some of us would like to stay there forever! So, please add more quests and content! We love just wandering around, seeing the sights, doing some quests, without the high-level pressure that comes around LA and later. Quests just get harder and more time-consuming. Some of us are so busy, it's nice to just pop on for an hour, do a little quest or explore a cave, and not worry about being killed by tons of high-level mobs.
7. More indoor zones would be nice. Inside buildings, even.
8. Areas without monsters or fewer monsters, so we can just wander and explore without constantly being bombarded.
9. Make Farmer Dirk a quest! That said, can there also be a grape-harvesting, wine-making quest with all those vineyards??
10. Add more quest content and RPG content throughout. I want to know more about these people, what they think and care about, what they thought of the Searing, or before it. I got lots of funny sayings and jokes in the pre-Searing content, it'd be nice to increase that. The missions and the bonus missions are fun, but time-consuming. Even explorable areas are often just hack-and-slash. How about catering more to the RPG-lovers and adding more quests and interaction? I get sick of just killing monsters all the time.
All in all, this is a great game and I love the changes I've seen, /especially/ the green arrows and stars to help with quest directions. Make that standard throughout (grr, Serenity Temple)! Keep up the great work and see you in March! THANK YOU for all the hard work and this fun game!
VOD Katsumoto
I personally liked every aspect of the game. The beginning of the game for all intensive purposes is just a trainer. So when u do decide to start the game u do have skills and money and stuff. Very in-depth game that i like. I was worried at first but once i started the academy the game picked up in action ten fold. I was fortunate to train in ranger/monk and achieved 9th level.
The cutscenes for the game lack audio. You have to read all the words and u cannot watch the film. I did fall through bridges and in one starting town u appear and your invisible til u walk to the middle. The npc's like prince ruurik get stuck all over the place and it is hard to complete those missions if they dont lead the way or follow. Party window is not customizable or removable. So transperancy would be nice.
There was one battle where the creatures were on an hill above us and the melandrus stalker was attacking the creature through the hill. Oh yeah most of the times the melandrus stalker and the bird fight each other.
Love the game and sure wish i could be playing it now. You folks are eeeeeeeeeeevvvvvviiiiillllllllllll!!!!
The cutscenes for the game lack audio. You have to read all the words and u cannot watch the film. I did fall through bridges and in one starting town u appear and your invisible til u walk to the middle. The npc's like prince ruurik get stuck all over the place and it is hard to complete those missions if they dont lead the way or follow. Party window is not customizable or removable. So transperancy would be nice.
There was one battle where the creatures were on an hill above us and the melandrus stalker was attacking the creature through the hill. Oh yeah most of the times the melandrus stalker and the bird fight each other.
Love the game and sure wish i could be playing it now. You folks are eeeeeeeeeeevvvvvviiiiillllllllllll!!!!
Mumblyfish
A seperate "channel" for messages to do with trading/crafting that can be muted at will is a necessity. Just make it a carbon copy of the !All channel, can only be heard across that district. Having so much spam on the public channels made it entirely impossible for my roleplay group to do anything fun outside of instances. It's hard to have an in-character conversation when your speech is drowned out by WTS 4 UBER OMG OMG OMGALOL ROFFLÉ.
Larsz
- Quests/content that deal with the impending doom of The Searing. I realize that The Searing is supposed to catch everyone by surprise but I think it would be cool if your character learned about it but was too late to do anything about it.
- Scale the Academy and more information about what is going on, much, much, much more information. I only did the Academy once but I was confused the entire time. I have not spent much time doing any of the PvP content yet so I am about as good a newbie as you are going to find. Maybe a short tutorial on groups, communicating and strategy? A warm up battle against regular NPC mobs? To be honest, I don't even know if we were fighting NPC's or PC's? Or even why we were fighting?
- Flesh out The Catacombs. The content doesn't quite seem to do justice to the scale and awesomeness of the environment. Add a boss or two, wandering monsters, more booby traps and maybe some kind of treasure? I did the Monk and Necromancer quests as well as just wandering through and I really like the area, I just wish there was more in it. I think the Catacombs would be an outstanding area to show off the capabilities of the scalable instance, there could be an entire day's worth of content there and I don't think I would get bored with it. Maybe a good place to expand my first point about the impending cataclysm.
- Some kind of training completion reward. This might be there already and I didn't get it? I think the flute would be cool. Put a long cool down timer on it and some cool ability like hypnotizing all adjacent monsters for x seconds. Some item that we take with us from Ascalon that is useful enough to keep with us into the rest of missions and quests.
- I kinda like the short cinematics at the end of the missions that I have played but I would really like to see The Searing done as a full-featured, mind-blowing, jaw agape masterpiece. Something I would rewind over and over again Massive destruction always makes for an incredible cinematic opportunity.
Bara Cooda
First time GW player, sorry if any repeats...
- Give more capabilities to the Friends UI such as: whisper, Go to, e-mail...
- Let Groups travel together
- Make a Hold skill for warrior that keeps a caster from casting
- Make some blood fly! Tunable of course...
Great game, really enjoyed the gameplay. Not too buggy, crashed once and got stuck in terrain a few times. Later builds were better.
- Give more capabilities to the Friends UI such as: whisper, Go to, e-mail...
- Let Groups travel together
- Make a Hold skill for warrior that keeps a caster from casting
- Make some blood fly! Tunable of course...
Great game, really enjoyed the gameplay. Not too buggy, crashed once and got stuck in terrain a few times. Later builds were better.
Cyrus the Mighty
Fix Cleave
It's not worth taking in it's current form. Make it un-elite, make it 3 adren, or take it back to 2 adren and make it 1-10ish dmg.
Make PvP less item dependant
I used a +energy gain/- crit chance sword this event; and it was sick the amount of energy I would get when using frenzy. I was basically adding a little more than 3 pips of energy regen to my character while I was hitting someone. It opened up whole new options for my W/E. A character should not be that dependant on an item.
Non Random 4vs4 PvP
Leave the random 4vs4 for people who want it, but add a seperate arena for 4vs4 organized teams. This would be nice for people that want to PvP with only friends but don't have 7 others online at the time.
It's not worth taking in it's current form. Make it un-elite, make it 3 adren, or take it back to 2 adren and make it 1-10ish dmg.
Make PvP less item dependant
I used a +energy gain/- crit chance sword this event; and it was sick the amount of energy I would get when using frenzy. I was basically adding a little more than 3 pips of energy regen to my character while I was hitting someone. It opened up whole new options for my W/E. A character should not be that dependant on an item.
Non Random 4vs4 PvP
Leave the random 4vs4 for people who want it, but add a seperate arena for 4vs4 organized teams. This would be nice for people that want to PvP with only friends but don't have 7 others online at the time.
Sir Teg
Quote:
Originally Posted by Gaile Gray
The area is supposed to be a "soft landing" for new players. A "deathtrap" could disenchant a large number of players who look for a more gentle start. Your point is good, I'm just not sure if it will follow the purposes of the area. On the other hand, maybe a more-greatly increased edge would be a good thing, while going through the area.Didn't notice. Embarrassed I didn't notice. Duly noted. Well, that, or you have to run after him recklessly because he charges ahead. Methinks the royal family of Ascalon is just a shade inbred. But, I digress. Keep 'em coming, good comments.
|
Have all players start by being dropped off at the door to the city. Players have a choice of going down the dark path (experience - and dropped right into the path of riots and death) or the bright path (the city and noob-land). If someone goes down the dark path and dies in 10 minutes, they respawn in noob-land. If they pass "the test", then they move into the real game. "If you can take the stone from my hand Grasshopper..."
I played at E3 2004 and was impressed and it didn't take me long to figure it out. However, this was the first BWE that I played and it took me a few hours to "get it". It wasn't until late Saturday (i.e. 2AM CST) and Sunday night that game really started to ROCK! I stayed with it 'cause I knew it had to get better (but it was a little painful). But most people don't have this kinda patience and will think the game is for someone other than them.
It's obvious, but sometimes it must be said, the entry into Diablo was sooooooo seemless that everyone felt like they had been playing for years. Don't just duplicate - improve on that.
Just a thought (OK, just a 1/4 of a thought, but at my age, thoughts are good things - even small ones)
There should be some way for the system to randomly build parties if someone wanted to. If I heard one more time, "Looking for a monk/warrior" in public chat, I was going to toss a cookie. It would be great if you could change the status of your character to automatically be thrown into a 4 person party that the system would build based on character attributes (ala XBOX). For the people that don't live online and just want to jump in quickly, this might be a good option - not for everybody (and you need to be able to opt out), but for the random player that has only 45 minutes or so to play before the kids get up - it might be pretty slick.
Your Humble Servant,
Miles Teg
rithien
first off, i really enjoyed pre-searing ascalon.. the scenery was breathtaking and the addition of npcs made it more lively. i dig having to quest for your secondary profession too. as for my suggestions...
pre-searing ::
the quest structures are great, but the scripts need to be improved on to incorporate better story-telling and explaination.
adding portraits for key npcs will add more character/individuality to them.
the searing itself was rather.. anticlimatic... something of this scale needs to be more dramatic.. a proper video cinematic if possible.(i know this is unlikely due to the timeframe) furthermore, there was not much to prepare you for it. there should be more ominous signs. you enter the academy and suddenly the searing happens. they are unrelated. i suggest placing a mission after the academy to check out a certain disturbance, which puts you right there when it happens.
items ::
ID kit too expensive, considering how common unidentified weapons are. you're tempting the new player to blow 40 gold to identify his first 'magical weapon' .. and when he does chances are he's going to be sorely disappointed. lower the price or make rare items the only ones that need to be IDed. in which case i think it would be better to have the outfitter or weaponcrafter ID the item according to its value.
bags are also overpriced. 60 would be a good price. i mean, come on, it's just a bag.
dye is also another overpriced item. you should encourage players to dye their armor instead of saving it, or hoarding and selling it. then there'll be more variation between same class same armor characters. i think common dyes should be able to be bought at jsut a few gold. i would also like to see white dye (bleach?)
more descriptions on items please. for example, what is a lodestone used for? what are the common uses for cloth etc?
although i'm used to it now, i found it strange that everything sells for 1 gold when you first start out, whether its a sword, a shield or a piece of dull carapace. there's no thrill in finding items, unless they;re rare. i also find it strange that weapons can't be bought or crafted.
here's my suggestion - weapons are sold for more gold, while salvageable items produce more crafting material. weapon drops are a lot rarer, but normal weapons can be bought or crafted in town.
skills rings/charms ::
frankly, i don't like the idea of skill rings. it's not newbie friendly and its hard enough getting a charm. take away skill rings.. charms should be all you need. some of them can be bought at the trader, but at a higher price than currently. players should not be allowed to make charms. the rarer ones can be gambled, captured, or found(as drops).
stuff that's been mentioned before::
when salvaging items and the hammer cursor replaces the normal cursor, the pop up displaying stats should still be there. also, the expert kit should be a different colour or something.
make it so that when you click on a person's name in the chat window, it selects that player if he/she is in the same vicinity. makes it easier to find ppl to trade and party with in crowded areas.
1 vs 1 arena. this is a must.. having both random and selected PvP would be nice too.
weird glitch
i guess i should have posted this using the /bug command. the top part of my female warrior's hair disappears when i zoom out more than halfway so it looks like a giant bald patch. very unsightly.. it's the hairstyle with the two dangling ponytails. please fix this..
pre-searing ::
the quest structures are great, but the scripts need to be improved on to incorporate better story-telling and explaination.
adding portraits for key npcs will add more character/individuality to them.
the searing itself was rather.. anticlimatic... something of this scale needs to be more dramatic.. a proper video cinematic if possible.(i know this is unlikely due to the timeframe) furthermore, there was not much to prepare you for it. there should be more ominous signs. you enter the academy and suddenly the searing happens. they are unrelated. i suggest placing a mission after the academy to check out a certain disturbance, which puts you right there when it happens.
items ::
ID kit too expensive, considering how common unidentified weapons are. you're tempting the new player to blow 40 gold to identify his first 'magical weapon' .. and when he does chances are he's going to be sorely disappointed. lower the price or make rare items the only ones that need to be IDed. in which case i think it would be better to have the outfitter or weaponcrafter ID the item according to its value.
bags are also overpriced. 60 would be a good price. i mean, come on, it's just a bag.
dye is also another overpriced item. you should encourage players to dye their armor instead of saving it, or hoarding and selling it. then there'll be more variation between same class same armor characters. i think common dyes should be able to be bought at jsut a few gold. i would also like to see white dye (bleach?)
more descriptions on items please. for example, what is a lodestone used for? what are the common uses for cloth etc?
although i'm used to it now, i found it strange that everything sells for 1 gold when you first start out, whether its a sword, a shield or a piece of dull carapace. there's no thrill in finding items, unless they;re rare. i also find it strange that weapons can't be bought or crafted.
here's my suggestion - weapons are sold for more gold, while salvageable items produce more crafting material. weapon drops are a lot rarer, but normal weapons can be bought or crafted in town.
skills rings/charms ::
frankly, i don't like the idea of skill rings. it's not newbie friendly and its hard enough getting a charm. take away skill rings.. charms should be all you need. some of them can be bought at the trader, but at a higher price than currently. players should not be allowed to make charms. the rarer ones can be gambled, captured, or found(as drops).
stuff that's been mentioned before::
when salvaging items and the hammer cursor replaces the normal cursor, the pop up displaying stats should still be there. also, the expert kit should be a different colour or something.
make it so that when you click on a person's name in the chat window, it selects that player if he/she is in the same vicinity. makes it easier to find ppl to trade and party with in crowded areas.
1 vs 1 arena. this is a must.. having both random and selected PvP would be nice too.
weird glitch
i guess i should have posted this using the /bug command. the top part of my female warrior's hair disappears when i zoom out more than halfway so it looks like a giant bald patch. very unsightly.. it's the hairstyle with the two dangling ponytails. please fix this..
HotSnack
I've just skimmed through the posts so there may be repeats, but i guess that only adds emphasis to the argument eh?
- I don't mind the creatures being docile in the tutorial, infact you could even tie that in to the story and explain how the searing got them really riled up, making it dangerous to now go outside.
- I would really like the option of taking 'role-defining' skills as soon as you start. For example the Ranger is rather known as the jack-of-all-trades, yet they're restricted to just being a ranged damage dealer up to all the way till Yak's Bend where they can dabble being anti-caster with Tongue Biter. Instead of having trainers in the tutorial to teach you different skill lines, how about teaching you how to play certain themes instead? You can have a one trainer to teach damage dealing, one for disuption, healing, etc. and let the players decide which skills they want to focus on.
- On the topic of Tongue Biter, why on earth is that thing costing 25 energy? It only makes expertise compulsory again, and no other profession would touch that thing with a barge pole.
- A minor aesthetic request, but more options for natural hair colours for all models please, plus I second the poster who wanted the option of eye colours, despite how miniscule it sounds.
- Make getting the Res Sig compulsory or purchasable from later trainers, the whole team suffers if most didn't even know they could get a Res Sig.
- Give players the option to see what hexes and conditions are afflicting their team/enemies. When I play monk, I am often very energy strapped and so don't want to guess if it is worth curing a team member of a hex/condition with what could otherwise be only a minor annoyance (please correct me if I'm wrong if this is already included).
On a lighter note, GW is shaping up to be a fantastic game, and i can't wait for the next BWE.
- I don't mind the creatures being docile in the tutorial, infact you could even tie that in to the story and explain how the searing got them really riled up, making it dangerous to now go outside.
- I would really like the option of taking 'role-defining' skills as soon as you start. For example the Ranger is rather known as the jack-of-all-trades, yet they're restricted to just being a ranged damage dealer up to all the way till Yak's Bend where they can dabble being anti-caster with Tongue Biter. Instead of having trainers in the tutorial to teach you different skill lines, how about teaching you how to play certain themes instead? You can have a one trainer to teach damage dealing, one for disuption, healing, etc. and let the players decide which skills they want to focus on.
- On the topic of Tongue Biter, why on earth is that thing costing 25 energy? It only makes expertise compulsory again, and no other profession would touch that thing with a barge pole.
- A minor aesthetic request, but more options for natural hair colours for all models please, plus I second the poster who wanted the option of eye colours, despite how miniscule it sounds.
- Make getting the Res Sig compulsory or purchasable from later trainers, the whole team suffers if most didn't even know they could get a Res Sig.
- Give players the option to see what hexes and conditions are afflicting their team/enemies. When I play monk, I am often very energy strapped and so don't want to guess if it is worth curing a team member of a hex/condition with what could otherwise be only a minor annoyance (please correct me if I'm wrong if this is already included).
On a lighter note, GW is shaping up to be a fantastic game, and i can't wait for the next BWE.
Normire Darkwind
Hey all! I didn't see where I could just post a new thread so I replied. Well anyway I liked most of the changes made. But It would be nice if the backpack was a little bigger than it was. I couldn't find a place to get bags. Or maybe I overlooked it I guess.
One huge thing that I would like to see changed is that no matter how high your level is that level 1 enemies would at least give you 1 exp. So that way if you just like running around killing stuff you can and still feel like you are accomplishing something. I'm a hardcore RPG'er and love leveling and stuff. And I don't much like the level cap. But I would at least like to see level 1 stuff giving at least 1 exp. even if you are level 100 or whatever the max level in the final game will be. That way it may take you longer to level....but at least you have a choice that way as to wether you want to spend hours killing stuff or go ahead and fight harder enemies.
Another thing that would be nice is a status page for pets. Like showing their current level and what exp. they need to gain the next level. Also there should be mountable pets. That would help out alot while exploring and stuff. Also maybe add stuff so you can customize your pet. And possibly have a stable or something where you can have up to 4 pets but only take one at a time with you. And it would be cool if pets could have skills also. Like you could choose one or maybe more for the pet to have equipped on it.
Armor would be cool to buy for your pets as well.
Ok on to another thing that I'm sure alot of you would like to see added. SWIMMING!!!! It would be so cool if we could swim and fight sharks and stuff. Or maybe look for treasure under the water and stuff. Anyway I think swimming would be a nice feature to have.
Anyway those are a few suggestions that I have. I'm sure I could think of more but that'll do for now I guess.
L8R!
One huge thing that I would like to see changed is that no matter how high your level is that level 1 enemies would at least give you 1 exp. So that way if you just like running around killing stuff you can and still feel like you are accomplishing something. I'm a hardcore RPG'er and love leveling and stuff. And I don't much like the level cap. But I would at least like to see level 1 stuff giving at least 1 exp. even if you are level 100 or whatever the max level in the final game will be. That way it may take you longer to level....but at least you have a choice that way as to wether you want to spend hours killing stuff or go ahead and fight harder enemies.
Another thing that would be nice is a status page for pets. Like showing their current level and what exp. they need to gain the next level. Also there should be mountable pets. That would help out alot while exploring and stuff. Also maybe add stuff so you can customize your pet. And possibly have a stable or something where you can have up to 4 pets but only take one at a time with you. And it would be cool if pets could have skills also. Like you could choose one or maybe more for the pet to have equipped on it.
Armor would be cool to buy for your pets as well.
Ok on to another thing that I'm sure alot of you would like to see added. SWIMMING!!!! It would be so cool if we could swim and fight sharks and stuff. Or maybe look for treasure under the water and stuff. Anyway I think swimming would be a nice feature to have.
Anyway those are a few suggestions that I have. I'm sure I could think of more but that'll do for now I guess.
L8R!
Jhetan Arrowblade
I'm not much of a forum person, this will probably be my only post ever. But I love Guild Wars enough for it to convince me to post about this
The bag system I can accept, but make the starting space a bit larger and when you get extra bags just add onto the current inventory, having to switch between bags to find out where the heck you put your +Marksmanship hunting mask is a pain.
This one I'd wanted to send in previously, but there wasn't room to type it all.(make the max characters for chat much larger, I can't type nearly enough) This is assuming the start at level 20 ability will be taken out before release. Guild Wars is supposed to be an anti-grind game, but if you want to start a new character, you still have to level it up from 1-20, which takes much less time than other mmorpgs. But it is still a pretty heavy time investment if you just want to test different builds. The Pvp-Made builds help with some of it, but they just don't have the skill variations or all of the character combinations to really let you find out yourself.
Say your first character is a ele/monk. You level it up and work on all the skills, etc. But if you want to start a new character, you have to go through that whole grind again. The storyline is fun going through it the first time, but going through it over and over and over to level people up really adds a grind feeling to the game. How would it be so you could make another character, but if it includes one of the classes you've already levelled up, you could start at level 10. Such as a Ele/Ra instead, or Ra/Ele. Or if you wanted to switch it around and just do a Monk/Elementalist you could start at 20 because it had two classes you had already levelled to 20. As you level up more characters you can create more that start at 20 so you don't have to grind nearly as much, though you still have to go after the skills and equipment. It would also need to be saved so you can delete a level 20 and it still counts as being levelled, with the limited number of character slots there available.
As you level up more, the next being perhaps a mesmer/warr, you could then do elementalist/warrior, mesmer/monk combinations starting at 20 because of your other level 20 character. That is just my thought though, I played EQ(I fully believe the WPE seeded my doubt of playing EQ or other mmorpgs like it anymore, a month or two later I quit for good, with no regrets) for several years and know thoroughly of the undertaking it is to make a new character
It would also be nice for missions that you've completed be available to other characters once they reach a level that would be considered reasonable for the mission, so you can't take the character straight to the mission as a level 1 and get powered to 20 on level 25 monsters, but it might become available at level 18 if you have already completed it on another character.
I also fully support the ideas of a account-wide stash, getting friends to help you transfer items is just not something that should be required. Not putting a stash in only disconviences you and the people you have to ask to help you transfer.
Oh yeah, pet commands! Maybe as you get higher levels of beastmastery you can get more advanced commands, but simple ones are really needed, Fwuffy running into Behemoths and getting mauled by the masses of non-ranged enemies near it isn't fun
Sorry about the messiness of the post, as I said I'm really not a forum kinda guy. I also apologize if this has been listed already, I skimmed the thread and didn't see anything, but just in case.
The bag system I can accept, but make the starting space a bit larger and when you get extra bags just add onto the current inventory, having to switch between bags to find out where the heck you put your +Marksmanship hunting mask is a pain.
This one I'd wanted to send in previously, but there wasn't room to type it all.(make the max characters for chat much larger, I can't type nearly enough) This is assuming the start at level 20 ability will be taken out before release. Guild Wars is supposed to be an anti-grind game, but if you want to start a new character, you still have to level it up from 1-20, which takes much less time than other mmorpgs. But it is still a pretty heavy time investment if you just want to test different builds. The Pvp-Made builds help with some of it, but they just don't have the skill variations or all of the character combinations to really let you find out yourself.
Say your first character is a ele/monk. You level it up and work on all the skills, etc. But if you want to start a new character, you have to go through that whole grind again. The storyline is fun going through it the first time, but going through it over and over and over to level people up really adds a grind feeling to the game. How would it be so you could make another character, but if it includes one of the classes you've already levelled up, you could start at level 10. Such as a Ele/Ra instead, or Ra/Ele. Or if you wanted to switch it around and just do a Monk/Elementalist you could start at 20 because it had two classes you had already levelled to 20. As you level up more characters you can create more that start at 20 so you don't have to grind nearly as much, though you still have to go after the skills and equipment. It would also need to be saved so you can delete a level 20 and it still counts as being levelled, with the limited number of character slots there available.
As you level up more, the next being perhaps a mesmer/warr, you could then do elementalist/warrior, mesmer/monk combinations starting at 20 because of your other level 20 character. That is just my thought though, I played EQ(I fully believe the WPE seeded my doubt of playing EQ or other mmorpgs like it anymore, a month or two later I quit for good, with no regrets) for several years and know thoroughly of the undertaking it is to make a new character
It would also be nice for missions that you've completed be available to other characters once they reach a level that would be considered reasonable for the mission, so you can't take the character straight to the mission as a level 1 and get powered to 20 on level 25 monsters, but it might become available at level 18 if you have already completed it on another character.
I also fully support the ideas of a account-wide stash, getting friends to help you transfer items is just not something that should be required. Not putting a stash in only disconviences you and the people you have to ask to help you transfer.
Oh yeah, pet commands! Maybe as you get higher levels of beastmastery you can get more advanced commands, but simple ones are really needed, Fwuffy running into Behemoths and getting mauled by the masses of non-ranged enemies near it isn't fun
Sorry about the messiness of the post, as I said I'm really not a forum kinda guy. I also apologize if this has been listed already, I skimmed the thread and didn't see anything, but just in case.
Precur
Selecting a target in a pvp match is very difficult and too time consuming in a fast paced game as this. I don't know this is suggestion has been implemented or not but here goes..
Create a hotkey, that once activated a player could input the first few letters of a targets name then press enter and this target would be selected. This is faster and more reliable than clicking on screen imho.
Create a hotkey, that once activated a player could input the first few letters of a targets name then press enter and this target would be selected. This is faster and more reliable than clicking on screen imho.
Perishiko ReLLiK
Well, i havent played the game since the E for everyone, and i found it to be incredibly different, not to mention alot of the area's that you could "walk" through things, have been quite fixed up, although there are still some area's that i noticed needed work... i /bugged some of the area's i found this problem in, but normaly i was on my way running to the next town, and didnt want to die out there alone...
I dont really remember how the old inventory was, but i like the way it is now, people are complaining about the bag costs... but in a far away town you can buy the bags for 100 gold a piece... i dont know, guess you have to like taking screenshots to find these "middle of nowhere" kind of places.
Many people were stating that monks are a must and all, and that they are "super great", but eh... lots of the times a team with just one monk (or none) and a mix of all other classes would stomp out the competition with little-no trouble... Lots of the Mesmer and necro skills would tear down anyone ^.^, i chose to make a warrior necro, and it turned out wonderfull. had alot of fun in this weekend.
I second the idea for having a 1v1 area... even though you'd probably see Alot of wamo's there, heh... but it would be Fun, to try and test different combinations to see how things are, and how well skills actually mix.
I think they should add more explanation on where to find the things the collectors are looking for, since all they say is "if you find this, ill give you this" sort of thing. But its no biggy.
When starting a new character i have to agree that i didnt like it, i think it should be "revamped" for more fun, maybe slightly harder creatures, and a higher team limit... the limit of two got to me, cause i dont like being alone, but not many people wanted to party in there...
Edit:: Oh yea, my biggest issue i forgotten somehow..! There MUST, and i dont know how much i have to express this, but there MUST be a seperate trading area, i cant talk in towns at all, from all the spam, it was really annoying trying to scroll up my message log to find out what someone Just said.
I dont really remember how the old inventory was, but i like the way it is now, people are complaining about the bag costs... but in a far away town you can buy the bags for 100 gold a piece... i dont know, guess you have to like taking screenshots to find these "middle of nowhere" kind of places.
Many people were stating that monks are a must and all, and that they are "super great", but eh... lots of the times a team with just one monk (or none) and a mix of all other classes would stomp out the competition with little-no trouble... Lots of the Mesmer and necro skills would tear down anyone ^.^, i chose to make a warrior necro, and it turned out wonderfull. had alot of fun in this weekend.
I second the idea for having a 1v1 area... even though you'd probably see Alot of wamo's there, heh... but it would be Fun, to try and test different combinations to see how things are, and how well skills actually mix.
I think they should add more explanation on where to find the things the collectors are looking for, since all they say is "if you find this, ill give you this" sort of thing. But its no biggy.
When starting a new character i have to agree that i didnt like it, i think it should be "revamped" for more fun, maybe slightly harder creatures, and a higher team limit... the limit of two got to me, cause i dont like being alone, but not many people wanted to party in there...
Edit:: Oh yea, my biggest issue i forgotten somehow..! There MUST, and i dont know how much i have to express this, but there MUST be a seperate trading area, i cant talk in towns at all, from all the spam, it was really annoying trying to scroll up my message log to find out what someone Just said.
AFI
Hi there, my first post here is about to unfold, but fear not, for I am not here to destroy anything but to help in every possible way. So here I go, I should warn:
1. In my humble oppinion, and because I like simple things such like those I want to ask for, the game needs more actions like /dance or /sit so that the towns/villages look more vital and will be able to radiate the life its citizens lack. If they can't live, we will do it for them. For instance, you could add actions like "talk", "discuss", "apologise", "meditate" or that sort of things. I think they could give more vitality to the game and whatnot, plus more fun I think :P
2. And now, for something completely similar... more item information, But I mean futher detail on certain objects like the (Profession) Skill Ring. I had to wait two WBE to use my Monk Skill Ring because I didn't know what the hell was it used for and how to use it. Furthermore, I saw some items with no description, but I believe that's because we're still in Beta-days.
3. It might be a bug, but I found that some of the configuration selected is not reminded when you restart the game. I mean, I had to disable the chat-filters everytime I turned on the game :)
4. That's a hell of a crazy idea that would be very hard to put in practice, but still I have the ambition of fighting for it to come true. I really really really REALLY want to go wherever I want even if I could fall intro an abyss. It's quite molesting to have to take a round because you can't jump out of a little high-levelled land. I don't know how to clearly express this, because I have no words for it, forgive my lack of expression when it comes to such terms. I am Spanish and I can't choose the best words for it. Back on topic: why does one have to look for some slope in order to get to higher ground (or the other way round) when you could jump (up or down) and reach quicker your aim? I whish I could reach the top of the highest mountains and have the vision of the eagles upon a certain area.
5. Another of my futile and quite useless (but nice to see, I must add) requests. I'd like to see more character customisation, but not only in the initial character creation, but also in-game applyable changes such as dying the hair or the clothes (I don't know if it's already disposable, I'm not too much into dyes, I never minded them) or get tattoos, pendants and similars.
6. More PvP areas. Yes, that would mean remaking all the done job and focusing onto another vision of the game, but still it would satisfy me. I would like to go exploring, killing enemies and avoiding other players which could turn hostile to me or not, that would be socially interesting for the inner communications between users.
7. The issue of the bags, but it has been talked and criticized to death, so I won't be stepping in that terrain too.
8. I also find the game is not that focused on Guilds. During the first betas, people were so psyched about this that Guild related messages were shown in the chat box, mainly. But I haven't felt the need of joining a guild since my first beta weekend, and that's the greatness this game should be famous for. Let's hope we will eventually end up enjoying guilds to the maximum, but until then we will have to wait.
9. Again, Prince Rurik. There are times he goes too quick for a group and he goes away without waiting, which could eventually be the cause of his death, but, on the other hand, he sometimes stans up right there for too long as if the group members were still fighting when they're really waiting for him, instead. There should be some kind of mechanism like a dialog box of him asking whether the group should continue with the march or not, but nothing too disturbing, because it could be bad for those who are still fighting.
10. Another interesting things most games have but this does not: the ability to jump. Not the /jump action, but a key which could make the player jump so that he could avoid poisonous waters, or just for the sake of gaming. I think we could find one hundred uses of jumping ^_^
11. I also I'm convicted that some vehicles should exist in the game, such as ships to reach those islands I've never gotten to, Yaks in the snowy areas, chariots or animals. As I stated above, that would be interesting, because the teleport thing it's not very "romantic" in a medieval ambientation. Sure you can get to the places walking, that's what I always try to do, but some vehicles could help easing the work :P
12. Interaction with animals could also be cool. Not only rangers with their pets, but also the other classes could interact with the area's animals, even those which are not clickable, such as the pigs in that farm in the jungle area or the Yaks in the Yaks Bend. I don't know a lot about this, but feeding them, playing with them, talking to them, caressing them or even training them for a certain skill (if they had one) would be like having a Tamagotchi in game (ok, I was kidding about the Tamagotchi thing, but still my request is serious).
13. As the aforementioned ability of jumping, I ask for the ability to swim, too. I just fell in love with the beaches and its crystal waters. We should be aware of the sharks, but, notwithstanding harmful animals, swimming would be another relaxing thing that could make the game more playable. A fatigue bar or a breath bad if you're diving would be a great addition too if you want swimming and diving to be more real.
14. And now, after lots of things that could be interesting but won't probably end up being in the game, I ask for a quite helpful thing. Morale rises should also come if you or your party beat a big boss, a large army of Charrs (just to name one of the species) or you get rather-unachievable events (like a ultra-rare item, or something like that).
15. More interaction with the scenario would also be helpful, such as hiding behind rocks, climbing up trees, cutting away the Entangling Roots' stems, drinking water (or, as I said before, swimming), and so on. Getting items from plants, for example, would also be a great thing to do :P
16. Food, be it to feed the character for health recovering or just for the animation and the feeling of eating (it could also remind you of doing so, if you are in the thirteenth hour of playing since the last break). You could also feed your pet.
17. Dungeons! Where art thou? All good Role Playing Games have dungeons, endless and dark dungeons, or, on the contrary, little ones but with great traps and big motherfuxX0ring bosses. Lots of treasures, gold, deaths, experience, and loot.
18. And last, but not least, another achievable thing: Being able to select the people from the chat, apart from just messaging him/her. I sometimes find myself lost among dozens of people and I want someone to meet me to trade, and I only can tell him/her "come to the bonfire/crafter/skill master/gate/etc".
Well, I think I ask too much, but... aren't dreams free so that we all can enjoy them? They might also come true for free, too.
Sorry for the impatience, for the long post, for the gramatical errors and misspellings and for the things I ask that would be too difficult to put on the game. See you on the next WBE and in the release date!
1. In my humble oppinion, and because I like simple things such like those I want to ask for, the game needs more actions like /dance or /sit so that the towns/villages look more vital and will be able to radiate the life its citizens lack. If they can't live, we will do it for them. For instance, you could add actions like "talk", "discuss", "apologise", "meditate" or that sort of things. I think they could give more vitality to the game and whatnot, plus more fun I think :P
2. And now, for something completely similar... more item information, But I mean futher detail on certain objects like the (Profession) Skill Ring. I had to wait two WBE to use my Monk Skill Ring because I didn't know what the hell was it used for and how to use it. Furthermore, I saw some items with no description, but I believe that's because we're still in Beta-days.
3. It might be a bug, but I found that some of the configuration selected is not reminded when you restart the game. I mean, I had to disable the chat-filters everytime I turned on the game :)
4. That's a hell of a crazy idea that would be very hard to put in practice, but still I have the ambition of fighting for it to come true. I really really really REALLY want to go wherever I want even if I could fall intro an abyss. It's quite molesting to have to take a round because you can't jump out of a little high-levelled land. I don't know how to clearly express this, because I have no words for it, forgive my lack of expression when it comes to such terms. I am Spanish and I can't choose the best words for it. Back on topic: why does one have to look for some slope in order to get to higher ground (or the other way round) when you could jump (up or down) and reach quicker your aim? I whish I could reach the top of the highest mountains and have the vision of the eagles upon a certain area.
5. Another of my futile and quite useless (but nice to see, I must add) requests. I'd like to see more character customisation, but not only in the initial character creation, but also in-game applyable changes such as dying the hair or the clothes (I don't know if it's already disposable, I'm not too much into dyes, I never minded them) or get tattoos, pendants and similars.
6. More PvP areas. Yes, that would mean remaking all the done job and focusing onto another vision of the game, but still it would satisfy me. I would like to go exploring, killing enemies and avoiding other players which could turn hostile to me or not, that would be socially interesting for the inner communications between users.
7. The issue of the bags, but it has been talked and criticized to death, so I won't be stepping in that terrain too.
8. I also find the game is not that focused on Guilds. During the first betas, people were so psyched about this that Guild related messages were shown in the chat box, mainly. But I haven't felt the need of joining a guild since my first beta weekend, and that's the greatness this game should be famous for. Let's hope we will eventually end up enjoying guilds to the maximum, but until then we will have to wait.
9. Again, Prince Rurik. There are times he goes too quick for a group and he goes away without waiting, which could eventually be the cause of his death, but, on the other hand, he sometimes stans up right there for too long as if the group members were still fighting when they're really waiting for him, instead. There should be some kind of mechanism like a dialog box of him asking whether the group should continue with the march or not, but nothing too disturbing, because it could be bad for those who are still fighting.
10. Another interesting things most games have but this does not: the ability to jump. Not the /jump action, but a key which could make the player jump so that he could avoid poisonous waters, or just for the sake of gaming. I think we could find one hundred uses of jumping ^_^
11. I also I'm convicted that some vehicles should exist in the game, such as ships to reach those islands I've never gotten to, Yaks in the snowy areas, chariots or animals. As I stated above, that would be interesting, because the teleport thing it's not very "romantic" in a medieval ambientation. Sure you can get to the places walking, that's what I always try to do, but some vehicles could help easing the work :P
12. Interaction with animals could also be cool. Not only rangers with their pets, but also the other classes could interact with the area's animals, even those which are not clickable, such as the pigs in that farm in the jungle area or the Yaks in the Yaks Bend. I don't know a lot about this, but feeding them, playing with them, talking to them, caressing them or even training them for a certain skill (if they had one) would be like having a Tamagotchi in game (ok, I was kidding about the Tamagotchi thing, but still my request is serious).
13. As the aforementioned ability of jumping, I ask for the ability to swim, too. I just fell in love with the beaches and its crystal waters. We should be aware of the sharks, but, notwithstanding harmful animals, swimming would be another relaxing thing that could make the game more playable. A fatigue bar or a breath bad if you're diving would be a great addition too if you want swimming and diving to be more real.
14. And now, after lots of things that could be interesting but won't probably end up being in the game, I ask for a quite helpful thing. Morale rises should also come if you or your party beat a big boss, a large army of Charrs (just to name one of the species) or you get rather-unachievable events (like a ultra-rare item, or something like that).
15. More interaction with the scenario would also be helpful, such as hiding behind rocks, climbing up trees, cutting away the Entangling Roots' stems, drinking water (or, as I said before, swimming), and so on. Getting items from plants, for example, would also be a great thing to do :P
16. Food, be it to feed the character for health recovering or just for the animation and the feeling of eating (it could also remind you of doing so, if you are in the thirteenth hour of playing since the last break). You could also feed your pet.
17. Dungeons! Where art thou? All good Role Playing Games have dungeons, endless and dark dungeons, or, on the contrary, little ones but with great traps and big motherfuxX0ring bosses. Lots of treasures, gold, deaths, experience, and loot.
18. And last, but not least, another achievable thing: Being able to select the people from the chat, apart from just messaging him/her. I sometimes find myself lost among dozens of people and I want someone to meet me to trade, and I only can tell him/her "come to the bonfire/crafter/skill master/gate/etc".
Well, I think I ask too much, but... aren't dreams free so that we all can enjoy them? They might also come true for free, too.
Sorry for the impatience, for the long post, for the gramatical errors and misspellings and for the things I ask that would be too difficult to put on the game. See you on the next WBE and in the release date!
KMDeMuth
Had fun playing this weekend and found a few things I’d like to see different or added…
- I disagree with some of the complaints about the bag system. I think its set up decently as it is, but offer bags at all outfitters. Make it so you can buy a 10 or 15 slot bag from a vender for 100 gold and can have more then 1. The game is progressive, you are working towards a goal, the larger bag is a goal so 500 gold is a reasonable mark to reach.
- Make the NPC's different colors in town on the compass, make NPC's that you buy/sell/craft with red or a different color so they are visible in the sea of blue dots moving around. Would be nice to have a black ring or a dif color ring around the blue dot for players in guild with you (such as when you have a player selected).
- in the area map (P) make it more interactive like the compass is in playing area's, to show party member locations with the dots and show NPC's after moving near them, like a fog of war (like the M map does).
- As already stated, a better warning about the academy changing the entire play environment and not being able to return if you missed something. Had friends I played with have this issue of going early and from the complaints in post searing ascalon, others had the same feelings on it.
- Quest log is disorganized, should have the option of "deleting" quest, such as if you didn’t finish it and moved on to post searing ascalon or decided you don’t want to do it for one reason or another. Can always return to the NPC to start the quest again.
- Friend system to show who is logged on, would be nice if when they logged on or off it gave a little message to you saying they are on or off with character name/level they are on/off with and possibly showing town they are nearest to or area they are in if you look at friend menu (only if both people have the other on the friend list, to avoid stalking and such).
- a Note system would be nice, if nothing else for you to leave us notes about game changes or a help section for new players to understand salvage/id kits..etc. Might be too much of a hassle if it was an open note section, maybe allow private "notes" to send to people on your friend list, make them pop up like guild info does when the person logs on.
- I understand the idea behind the gold and bag systems, to keep interest and not inflate/flood the economy too fast or at all. but should make gold more available, some items could be worth more on average or certain outfitters could offer more money for certain items that are sold, could leave these outfitters in the playing area, then its a quest or an ordeal to do. Make it something to work for.
- Larger party in pre searing, at least 3, 2 is just too small. Made it a hassle to help friends who were trying to learn the game. Larger parties here would be good for the game, more people working together early to do the quests and move on to post searing game.
- Storage in guild hall, make a chest that can be clicked by everyone to get into, but only shows "your" chest, personal storage is needed, and would encourage people to join guilds and not just party with groups. Could also have a chest in guild hall as a drop box of sorts, members can leave items for other members to take.
- A trading town to go to, or a trading tab in town, its beta and the spam of people selling/trading items is up there already....
- A stats section would be nice, highest level characters or info for you to look at about quests completed and overall damage you do, etc. Could reset the highest level character list once a month, would encourage players to start new characters and keep game alive.
- Make it so you do not have to wait for the entire party to cancel or watch a cut scene, let people quit individually, and show the person watching it in grey like he is downloading content or hasn’t "join the area" yet.
- Option to turn off parts of chat, such as the emotes, so we don’t get spammed by them. Have option to make !All not overlap guild/party/whisper in towns.
- Pet commands; ability to click the pet, like clicking Gwen, to make them stop. Pets running off and starting a fight with a horde of stuff while you are talking in guild or whisper is very annoying. Possibly make a setting so after level 10 beast mastery you can select the pet in the party window and click the charr for it to attack, instead of it being random.
Great game and fun to play I can’t wait until it’s released. I played quite a bit this weekend, besides yesterday, but it was my birthday, so I was dragged out with friends. I didn’t have many actual game issues, besides falling through stairs occasionally and 3d rendering blocks showing when I played in window mode with aim and other programs running; stopped when I went to full mode. I hope both are fixed, but I am sure they will be.
(1st post)
- I disagree with some of the complaints about the bag system. I think its set up decently as it is, but offer bags at all outfitters. Make it so you can buy a 10 or 15 slot bag from a vender for 100 gold and can have more then 1. The game is progressive, you are working towards a goal, the larger bag is a goal so 500 gold is a reasonable mark to reach.
- Make the NPC's different colors in town on the compass, make NPC's that you buy/sell/craft with red or a different color so they are visible in the sea of blue dots moving around. Would be nice to have a black ring or a dif color ring around the blue dot for players in guild with you (such as when you have a player selected).
- in the area map (P) make it more interactive like the compass is in playing area's, to show party member locations with the dots and show NPC's after moving near them, like a fog of war (like the M map does).
- As already stated, a better warning about the academy changing the entire play environment and not being able to return if you missed something. Had friends I played with have this issue of going early and from the complaints in post searing ascalon, others had the same feelings on it.
- Quest log is disorganized, should have the option of "deleting" quest, such as if you didn’t finish it and moved on to post searing ascalon or decided you don’t want to do it for one reason or another. Can always return to the NPC to start the quest again.
- Friend system to show who is logged on, would be nice if when they logged on or off it gave a little message to you saying they are on or off with character name/level they are on/off with and possibly showing town they are nearest to or area they are in if you look at friend menu (only if both people have the other on the friend list, to avoid stalking and such).
- a Note system would be nice, if nothing else for you to leave us notes about game changes or a help section for new players to understand salvage/id kits..etc. Might be too much of a hassle if it was an open note section, maybe allow private "notes" to send to people on your friend list, make them pop up like guild info does when the person logs on.
- I understand the idea behind the gold and bag systems, to keep interest and not inflate/flood the economy too fast or at all. but should make gold more available, some items could be worth more on average or certain outfitters could offer more money for certain items that are sold, could leave these outfitters in the playing area, then its a quest or an ordeal to do. Make it something to work for.
- Larger party in pre searing, at least 3, 2 is just too small. Made it a hassle to help friends who were trying to learn the game. Larger parties here would be good for the game, more people working together early to do the quests and move on to post searing game.
- Storage in guild hall, make a chest that can be clicked by everyone to get into, but only shows "your" chest, personal storage is needed, and would encourage people to join guilds and not just party with groups. Could also have a chest in guild hall as a drop box of sorts, members can leave items for other members to take.
- A trading town to go to, or a trading tab in town, its beta and the spam of people selling/trading items is up there already....
- A stats section would be nice, highest level characters or info for you to look at about quests completed and overall damage you do, etc. Could reset the highest level character list once a month, would encourage players to start new characters and keep game alive.
- Make it so you do not have to wait for the entire party to cancel or watch a cut scene, let people quit individually, and show the person watching it in grey like he is downloading content or hasn’t "join the area" yet.
- Option to turn off parts of chat, such as the emotes, so we don’t get spammed by them. Have option to make !All not overlap guild/party/whisper in towns.
- Pet commands; ability to click the pet, like clicking Gwen, to make them stop. Pets running off and starting a fight with a horde of stuff while you are talking in guild or whisper is very annoying. Possibly make a setting so after level 10 beast mastery you can select the pet in the party window and click the charr for it to attack, instead of it being random.
Great game and fun to play I can’t wait until it’s released. I played quite a bit this weekend, besides yesterday, but it was my birthday, so I was dragged out with friends. I didn’t have many actual game issues, besides falling through stairs occasionally and 3d rendering blocks showing when I played in window mode with aim and other programs running; stopped when I went to full mode. I hope both are fixed, but I am sure they will be.
(1st post)