Official Suggestions Thread -- February BWE

HotSnack

HotSnack

Lion's Arch Merchant

Join Date: Feb 2005

Quote:
Originally Posted by KMDeMuth
- 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).
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.

Hado

Ascalonian Squire

Join Date: Feb 2005

[COLOR=Red]Mouse sensitivity slider.[/COLOR]
Sliding my mouse across the entire length of my pad only rotates the camera about 60 degrees. I've already got my windows sensitivity jacked up.. have mercy on my arms -_-

[COLOR=Red]Pet commands.[/COLOR]
Follow me and attack target.

[COLOR=Red]Buff/Debuff icons next to teammate's names on part list, like in WoW.[/COLOR]
And show what debuffs your team already has on an enemy next to their target box.

[COLOR=Red]Option to pre-cache data/models while map loads.[/COLOR]
There seems to be a lot of loading and skipping during fights, or whenever I spin the camera to look at something new.

Lilly Liver

Pre-Searing Cadet

Join Date: Feb 2005

In all I found the Feb beta to be your best yet. Congrates to the team.

I have found the Quest log to be most lacking item in this product. I noticed several times that clicking on the quest log did not pull up any text. There were other times that the map help (great idea ) did not work at all or lead me to a gateway and then stopped functioning.

When transitioning from the earlier years to the devistated time frame, can you remove all of the old quests that we can no longer get to? Quite annoying when you see them and can't do them.

I agree with statements from others on this forum that the user is not told who made the request so we do not know who to go back to in order to get the experience.

Feature Request: Can you make it so that the user can remove an unwanted quests?

Thanks.

cheebi52

Pre-Searing Cadet

Join Date: Feb 2005

I like the actual gamplay of the game. But one thing it really lacks is Customization and i dont mean super detail.

*One thing that bothers me is that every character around you looks like you.there arent even close too enough feaures for your characters and that takes away from gamplay. It really makes the feeling of you being unique from everybody else go away.

*The second thing isweapons and armor. Yes they look cool but there are too few of them. I always see the same armor and swords. Maybe putting in a system of special unique weapons that look cool when you hold them. Or just more weapons that look different. Armor also looks the same. I would have like to see more armor and shields so everybody again doesnt look the same.

Sinceraly

Cheebi52

cheebi52

Pre-Searing Cadet

Join Date: Feb 2005

Quote:
Originally Posted by HotSnack
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.
they bhave it but they dont tell you were they are or tell you when they sign on.

KMDeMuth

Pre-Searing Cadet

Join Date: Feb 2005

just south of DC in VA.

Quote:
Originally Posted by HotSnack
Next time in BWE, look at the bottom left of your GUI to find the menu, click and go to 'Friends'.
i know that. i am saying it would be nice to get a notice in game chat that the person is of or on.

Quote:
Originally Posted by cheebi52
they bhave it but they dont tell you were they are or tell you when they sign on.
didnt see someone had replied (should have refreshed page) thxs

D_ice

Pre-Searing Cadet

Join Date: Feb 2005

Thanks for making another Guildwars weekend event evenful. I look forward to the new game coming out in April but feel that still changes are needed to be made.

My first grip is character creation. I have made comments on this but we are a group of ethnic people who are diversified. And the characters in the game have not shown that. I would like to see more diversity among charactes to select from.

The concept of Ascalon City is good but needs more work. More thought should be imputed to tie that in with the old Ascalon City. Felt it lacked thought and planning.

I feel that this game should offer more challenge in regards to monsters that attack you as being one or two. Make it challenging. As we explore during the quests we should have challenge from the game to keep the interests high. Need more monsters created.

The idea of the backpacks should be large enough to hold enough stuff and we should have small packs to accompany if needed.

The PVP [COLOR=DarkRed]MUST[/COLOR]be focused on if this is going to be a team based game. It is seriously lacking in this area. Either showing who is coming on screen or putting in a hotkey to identify who you are attacking. This has been said over and over. Have you taken notice Areanet?

The game is shaping up to be a good one. Please continue to make it a excellent game. Looking forward to the next beta.

coderedave

Elite Guru

Join Date: Feb 2005

I have a few suggestions to make. I don't know if someone has already addressed these because there are so many, so I will just state them. First of all, I love the game. I am deffinitely addicted to it. One thing I don't like is where there is a character in front of you and you can't move without moving around that character. It's not even characters, it's every moving, fighting thing. Like one instance, I got cornered in by that stupid, annoying girl in Starter Ascalon. So I had to log out and log back in so I could play. I couldn't move at all. I also died by that way also; several enemies surrouned me and I couldn't run. So I just died. If you could make it where you can go around the character or not make it as hard to get around them. Also another thing, don't make pelts so hard to find if they are needed to make armor. I tried getting the Ascalon Warrior armor set. And it required pelts. Well I found out quickly that they are a rare item and were really hard to find. So my suggestion is that if they are going to be apart of an armor set, make them easier to find or to make. I know they are a rare item, but it would be better so one could make an armor set.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

Preface this with "Awesome game" so far.

Quote:
Originally Posted by Larsz
  • 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.
This would be a nice thing to equip and get the "Ninth Skill" so it could be used.
A flute, balls for juggling, playing cards for slight of hand, a banjo, etc...

Quote:
Originally Posted by Shaylith
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.
Food and item collection makes a lot of sense in the Post Searing. (For those that like that kind of quest.)

Quote:
Originally Posted by Sir Teg
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.
May be one of the most used features if implemented.

Quote:
Originally Posted by rithien
more descriptions on items please. for example, what is a lodestone used for? what are the common uses for cloth etc?
An option to toggle On or Off a verbose description (that told more than you might care to know) about each item would be nice.

Quote:
Originally Posted by AFI
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).
This would be very nice addition for the Explorable Area bosses. It would give the choice of attacking the Boss first to gain a small (timed) morale boost.
===

A counter that displays when you win in the Area showing the number of consective wins for that team. Great for screen shots as proof.

This is not likely to happen but, it would be nice if you could do a quest to switch which of your professions is the primary.

It would be nice to be able to see Henchmen that were part of the group when returning from an Explorable Area. The only way to get rid of them is to travel to a new location on the main map. Which brings up the point of being able to travel as a party to a location all members have.

It would be Very useful if a character would automaticly /sit after a short period of inactivity. (for those that have stepped away but forgot to /sit first)

Pet idle animation that has it pace would be nice. Got pinned several times by my pet. One time the party had to lead a monster near so the pet would move. Good I was not with only Henchmen.

Any special reason you can't have bags of different sizes crafted?

btw, Prince Rurik still does the "ghost walking" after releasing Erol. He starts normal walking after the next attack animation.

DWD-Jack Daniels

Pre-Searing Cadet

Join Date: Feb 2005

MY EYES! MY EYES! THE PAIN! LET IT END!
Ok after reading everything in all the posts I would have to say this much.

All key points have been hit on what is suggested for a change that I was thinking about except for a few.
NOTE:
-I only got as far as the academy
-I am aware of most of these are really small and possibly stupid.
-I may repeat some of the previously posted suggestions.


Suggestions that I think many people though about while they where playing but didn't think of while they where typing for the forums.

Characters:
Yes, I too agree that we should get the chance to personalize our characters some more. How about choosing your own starting armor/color of it or something.

Crazy thought:
For the "nudist" in all of us why not just take out the underwear and put in a little blur window when the parts are showing.
NOTE: I am aware of the downside to some people over doing this a whole lot. But this will end allot of the dance spamming in the nude

Music-
Music isn't that bad or as I recall. But why not throw in some fighting music you know some one selects a monster and then something like the Matrix Lobby Fight scene music comes on or something like that.
A couple of times I would actually do that when I was about to fight

District Size-
Why not something like a limit to the number of people per a district or something. To sort of cut down on the number of players that are just doing nothing other than having fun with the EMOTES!

Quest Items-
Why not make the Quest's have their own little storage space instead of taking up the inventory space for all the other things that people have to carry. This would also cut down on maybe 25% of the storage space problems.

Item selling-
Allow the price to vary for each item or something and then the ability to buy it back or something. (Sold all of my armor just to get the salvage kit)

Longer Beta Testing time!-
Why not allow single player Beta Testing for people that are just as dedicated as the people that played to just find the bugs in the game? And then Send out the updates to the game when you feel like it.(ex. Beta Test weekend in March) This tells you how much I really love the game

Plus are a side note how many bugs where truly reported during the beta test?
Because a large portion of the time I just saw every one just trying to find a way to rip others off and over use the Emotes. I even got a counter on my desk for every time I saw a emote being used by another player, the number was 368 times.


________
J.D.
-Hopes to become the next Simon Cowell, for video games.

Xapti

Xapti

Frost Gate Guardian

Join Date: Feb 2005

Mo/

Quote:
Originally Posted by Firax
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.
Agreed "100%". Expanders aren't bad as long as they aren't too expensive, but this bag system is jst as horrible as the last event's.
I could not salvage or dye or upgrade or identify items unless both items were in the same container...
It was a pain to continually re-arrange items and place them in their proper bags to be organized, because things that are picked up just go in the default first slot (not that this can really be fixed, but it wouldn't be a problem if the old inventory system was used)
Items in inventory should be dragable over other items to swap their locations.

I like the old attribute/skills/questlog system used during E3FE.
Tabs with a sliding out side menu is so much more extremely easy to use than a "start menu" style thing which each opens their separate window of each thing, or whatever you'd call this new system.

The 3D model in the inventory screen is just one ridiculous waste of space. I have no idea why some people requested this in the first place.

I like the old Guild&Friends position on the right slider screen better than this new one which is with the other things in that "start menu".

The great thing about the old system for all the above things, is that I only need to know two hotkeys: one out of any the right menu options, and one out of any of the left menu options. If I want to Acess my attribute menu, I dont' have to press J, I can just press I, then change tabs

------------------------------------------------------------------------------

A great deal of work needs to be spent working on the game's economy and item drops. It seemed this event there were too many economy problems, such as:
identification tools costing 40 gold for only 5 uses,
Having the new unidentified system,
Orange and Silver (and other?) dyes selling to NPCs for 2 gold (while to buy them they'd cost 30-100 gold)
Crafting materials didn't drop straight from enemies anymore
Monster trophies weren't salvagable
plant fibers/pelts/etc. aren't availabe in any way at all now(due to Materials nto being dropped anymore) (assumibly would be fixed by having monster trophies salvagable)
Ascalon doesn't have dye trader or crafting material trader (and even then rare materials/dye aren't available to buy, so you still don't know even their price)which means newbies easily get cheated out of their items and/or gold.
Things like silk and steel are virtually never available at the crafting material trader, which is probably due to the fact that he'll buy them for like 1/100th of their actual value.

================================================== ===========
I think it's very important these two issues are virtually perfect upon release.(although things like the GUI obviously don't have to be how I said they should be, just that my opinion should be noted)
================================================== ===========

A two different advaned chat systems would be nice. Explanation follows.

One: a combat chat... records and displays most of the action going on in game. could be nice if they could be separated somehow (not sure how but there are alot of different categories(item/object interaction, experience gained, deaths/ressurections, damage/healing dealt, damage/to-hit calculations, maybe even history of skills used)I suppose most could be grouped together)
These could be local, team based, or global. Probably wouldn't be wise to have global for skill use or experience gained, but would certainly be good for ressurections or item/object interaction.

On a related note: I don't think "I'm attacking X! press t to select my target." and other similar things should be spammable in the way they are now. There should be a spot in the chat which should list the latest two or three (or more, or even just 1) of the called targets, and they should be in a static position. This way if somone spams it, it will still do it's purpose, keep it the most recent "press t", but it will also prevent everyone else from nto being able to communicate due to spamming.
Example: target 1 called, target 2 called, target three called:
"Target 3 (called by X), press t to target
Target 2 (called by Y)
Target 1 (called by Z)"
then target 1 was called by another person (lets say person Y) it would change to this:
"Target 1 (called by Y), press T to target
Target 3 (called by X)
Target 2 (called by Y)"
I ever a target dies, it would be taken off the list.
I think this is a great system, and should for sure be considered.


Two: A more sophisticated system to communicate with multiple people.
Currently the only way I'd be able to talk to more than one person at a time would be that I'd need to remember his name and use the "send to user" history, but if I'm trading with 3 people I don't know... it'd hard to remember who's who, so can't communicate with them easily.
Have whisper boxes, or a divided chat system (one chat tab for guild, one chat tab for public, one chat tab for personal messages (I know this is already done in a sense, but I'm talking about OUTPUT, seeing ONLY guild messages, ONLY personal messages...)) should fix this problem quite a bit.


Another thing I think may be a greatly useful tool: mass friend-messaging ("Send message to all friends"). If I want to know something, and therefore I ask a question, I'd want a honest/definate answer... one I'd get from a friend, especially if I was not in a guild.

Friend descriptions would also be a useful tool. I would like to have a short note on each friend so I remember who they are!
An automatic note that should be on all friends is: all alternate aliases (instead of one or none), last logon, and possibly some more creative ideas, perhaps such as time spent in party or something. (the same thing could be done with guild members too)


More thing which would be useful for trading.
1. was already mentiooned alot: some location or special design/chat in which items could be traded easier, such as an auction house or auction list, etc.
2. Was mentioned by somone and think it deserves to be re-iterated: item "linking". Being able to shift+click an item to post a link of all it's stats so that everyoen can see it seems like a really useful tool.
3. A history of all trade transactions done would be a nice feature. Dates, names and objects traded are the things I can think of that should be recorded.


Please consider these ideas. I think they are great, not too too hard to implement, and would offer alot more to Guild Wars!
Thanks to anyone who read through all of this, I hope your time wasn't wasted.

Siraris

Pre-Searing Cadet

Join Date: Feb 2005

Let me start off by saying that I have been playing Muds/MMO's for 10 years now, so this is not coming from a newbie to the arena. I have played quite a bit of guildwars, and I'd like to post some comments, and also some questions.

First of all comments

This game looks to be the most promising MMO out there. I love what Arena Net has done on almost ever level. I am too busy to keep track of all the data out there, but I am hoping that there is going to be a bit more polish on the UI/Gameplay front. The game itself is beautiful to almost an extreme... it puts WoW to shame, with one level reminding me of a part of Far Cry (one of the pretier games out there today).

The UI from the latest beta leaves me a little worried. For one, I couldn't figure out how to have more than one bag open at once, and so I had to transfer items blind. I had a salvage kit in one bag and couldn't salvage from another. It also could be streamlined a bit better (the item menu as well as the main screen). I like that it's very simple, but I could use some more gauges. The experience/skill screen is very simple, and I hope that is improved a bit and hopefully a adrenaline bar will be put in for warriors.

While I'm on the subject, Warriors seem extremely nerfed compared to other classes. I go into a zone as the only warrior, and I always end up dying, and in 3 or 4 hits sometimes too. It's not that I don't know how to play, or have bad equipment (I had all wyvern armor) there is literally no magic resistance, and this needs to be resolved. I just get this feeling of a lack of balance, and I can't really explain it. It seems like I do too little damage most of the time. I was in a party with a necro of the same level as me, and he stayed alive by himself about a minute longer than myself, soloing monsters. I really don't want to see warriors be made into an Uber class, I don't want to see any class turned into "the most powerful" but I think warriors need some work. Most of the skills are pretty useless, and I ended up using only my secondary classes spells. Even then, there was a lack of smiting spells that I could find for my monk secondary class.

I am very excited about the future of this game, but can we really expect the amount of content promised to keep us appeased until the next release of content? If they start out the final in old ascalon, and move to lions arch, I can cruise through those quests and then I can't really do anything, except PvP. Does anyone know how Arena plans on handling this? When we can see new content updates? Will new quests be implemented while we're playing without upgrading to a new content package?

I am just trying to look long term at Guildwars. Granted it's early, and I don't have to pay monthly, but I'd like to play often.

I'm also hoping for more in the ways of items and interactable NPC's. Hopefully we'll learn more of this in the next beta.

So far though, I am really really impressed and have very high hopes for Guildwars... I am going to make another post in this thread later as this one has fallen off a cliff due to the fact that I have to run :P

Devil's Dictionary

Devil's Dictionary

Wilds Pathfinder

Join Date: Feb 2005

Presumed missing...

Me/N

Quote:
Originally Posted by Siraris
The UI from the latest beta leaves me a little worried. For one, I couldn't figure out how to have more than one bag open at once, and so I had to transfer items blind. I had a salvage kit in one bag and couldn't salvage from another. It also could be streamlined a bit better (the item menu as well as the main screen). I like that it's very simple, but I could use some more gauges. The experience/skill screen is very simple, and I hope that is improved a bit and hopefully a adrenaline bar will be put in for warriors.
You cannot have several bags opened at once. To salvage items you have to transfer the kit to the bag with the item. There were already a few complaints so I expect ArenaNet to fix it but personally I never found it annoying.

Quote:
Originally Posted by Siraris
While I'm on the subject, Warriors seem extremely nerfed compared to other classes. I go into a zone as the only warrior, and I always end up dying, and in 3 or 4 hits sometimes too. It's not that I don't know how to play, or have bad equipment (I had all wyvern armor) there is literally no magic resistance, and this needs to be resolved. I just get this feeling of a lack of balance, and I can't really explain it. It seems like I do too little damage most of the time. I was in a party with a necro of the same level as me, and he stayed alive by himself about a minute longer than myself, soloing monsters. I really don't want to see warriors be made into an Uber class, I don't want to see any class turned into "the most powerful" but I think warriors need some work. Most of the skills are pretty useless, and I ended up using only my secondary classes spells. Even then, there was a lack of smiting spells that I could find for my monk secondary class.
You see, Guild Wars is not like other RPGs. It is all about tactics and teamplay. I've seen very powerful warriors as well as very weak warriors. In one PVP game, for example, I single-handedly layed two enemy warriors (same level as me) to rest but in another, a single warrior cut out most of my team (probably bigger level). It's not about whether the warrior is strong or weak but about whether the person knows the class' advantages and if the team is supportive. I repeat: the game is NOT about soloing. I'll add from my personal experience that Necro is good against hordes of weaker foes but easily dispatched by one boss whereas the warrior is the other way arround.

Quote:
Originally Posted by Siraris
I am very excited about the future of this game, but can we really expect the amount of content promised to keep us appeased until the next release of content? If they start out the final in old ascalon, and move to lions arch, I can cruise through those quests and then I can't really do anything, except PvP. Does anyone know how Arena plans on handling this? When we can see new content updates? Will new quests be implemented while we're playing without upgrading to a new content package?
ArenaNet promises several paths in the game as well as quests which may change the world for your character. I still have yet to see those but I believe them. Also, there are a great number of sidequests you may complete. Finally, Guild Wars should have up to two expantions per year so I guess you will always have something to do.
Cheers!

Reizor

Pre-Searing Cadet

Join Date: Feb 2005

Since I only read about 2 pages of this, please don't yell if I repeat things.

-It would be really cool to have a larger map for your group to draw on, like the map that comes up if you press P, except you can scroll around and draw out strategies.
-Voice communication within parties would be nice, but I don't know how hard it would be to implement in the game at this point.
-Temporary affect items would be nice, such as poisons you could buy to apply on weapons (these could be weaker than the ranger poison in addition to costing you money), or things like temporary health or mana boosts would be nice.
-More components for weapons.
-This kinda goes with the temporaries- the ability to sharpen weapons for a bit to add a nice +2-4 or something on them.
-Dual wielding for 1 handed weapons would be awesome.
-I think the necromancer could use some more monsters that he could make. At the least, it would be sweet to have a secret mission of some sort that would allow him to create bone drakes.
-The cinematics could use a little work; voice acting would be nice. Also, I found the quality of the sequence where Rurik gets stuck under a tree to be laughable. It looked like he just sat down and started flashing red, and he'd start bouncing through the tree whenever he got hit. I understand that it's hard to pull those sequences off, but it's just not up to par with the rest of the game (sorry if that one was too harsh).
-I'm not so sure about axes, they seem a little underpowered considering the versitility of swords and raw stopping power of hammers. Maybe axes should have some armor penetration.
-Some sort of reduced visibility spell (like fog) would be nice for elementalists in guild fights. It could really add a nice affect to play on the visual effects of the game.
-A neat little feature that I really don't expect you to implement: On the main map, it would be cool if you could zoom in, and at some point the explored terrain actually becomes small models. That would just look so sleak to, for example, zoom in on that massive crystal in the eastern area of the blown up Ascalon and see it casting a shadow and perhaps reflecting some light.


Sorry if that sounded really harsh- to make it up, I am in all honesty truly wowed by this game. It's the best RPG I've ever seen, and definately one of the best game I've ever played. Half Life 2 didn't even get me this hooked. The world is amazing. The fighting is amazing. The character interactions are amazing. The graphics engine simply turns my world upside-down. I LOVE this game, and you guys can count on me to be a patron of many of the expansions as well.

Rosie Woogs

Core Guru

Join Date: Feb 2005

Being new to GW (having only played a bit in one of last fall's events) I hope I am not rehashing old stuff, so here goes:

I like the idea someone mentioned early in this thread about filtering out other conversations in the various chat windows - guild messages only in guild chat, etc. At the very least, we should be able to easily see guild chat or whisper chat - perhaps show them as a bright color. Too often I found I had missed a friend's message because I hadn't noticed it with all the other chatting going on.

Yes - an account stash would be nice! With having to carry around quest items as well as things of value (like dyes) and crafting materials, I had very little room for pick-ups during the game - even though I salvaged all that I could.

Speaking of crafting materials - I still haven't figured crafting out. I never found Lions' Arch, so I think I missed out on a lot from what I read in various forums. Was not sure how to equip crafted items or whether or not they needed to be equipped. Wasn't really sure what would be valuable for later on in the game, so tried to keep as many crafting materials as I could - a stash sure would have been nice. I suppose there will eventually be a manual or on-line help that explains these things, but I found it very frustrating to be unable to find out about something that lotsa other peeps kept talking about. That goes for runes and artifacts as well.

I did try several times to ask questions over the chat, but most people are not interested in replying to such messages. A few good souls did respond, however

It would also be nice if the names of my fellow guildmembers and friends would show in a different color so I could easily spot them in town. Emoting might help except everyone is emoting hee hee!

Yes, I really missed those quest guides that appeared only on the mini-map in the tutorial - and they didn't always appear there either (bug?), even after making sure that a certain quest was selected in my log. some of the quest areas are so large and convoluted and difficult to navigate. It would help to know in which direction to go. The world map helps, a bit, but even on that, you can't clearly tell what is a road, a river, or a cliff range. I swear I covered all of the old Ascalon area, but never found the census, and never was able to complete the Scavenger quest. Overall, I felt I spent a lot of time cluelessly wandering around, trying to figure out what I had missed in the quest description.

I do agree with some of the earlier posts about some quests being too ambiguous, and that the log could carry more info on them - like who gave it to you, etc. In particular, sometimes the directions given were with respect to a "town" (e.g take the road southeast out of town) - had to remember where you got the quest to be able to figure out the directions. Most were pretty clear, but some had me scratching my head.

I really like some of the cool things you can do with the mini-map - like "ding" on it, or draw on it so all you teammates can see.

All in all I had an excellent adventure, and met some great peeps. I think it's really cool that ArenaNet is able to make programming changes so quickly. Oh, and lest i forget, I did have a technical problem at first and ArenaNet responded immediately and with clarity - kudos to the tech support group!!!

P.S. Someone earlier said something about having to get ugly with Prince Ranik when he wouldn't move, but a teammate of mine just did her little hula dance in front of him - twice - and he became unglued pretty quickly

elder otter

elder otter

Ascalonian Squire

Join Date: Feb 2005

Upstate NY USA North America

I have 1 small, unimportant suggestion for this game. First it is already awesome and there a ton of suggestions before me so I will be brief. In Green Ascalon there are some animals that appear green, these seem to be the pet choices for Rangers. Moss Spiders can appear green or red. The green ones cannot be charmed into pets however since they "are not animals".
Also please make it easier to release a pet in order to upgrade one. There was a animal collector early on but I saw none after the searing. Also more pet choices would be nice. Cats striders and moas were the only ones I saw...might be more but i didnt see them. Awesome game that I cant wait to play more of. Parting shot: this is a very addictive game and I can only play 2 more weekends till it is released end of April...LOL More Beta testing is required. thanks.

Reaper2k3

Banned

Join Date: Feb 2005

There is a warthog in the deep jungles, and right next to the actor's stage in pre-seering. then there are lynxes all over the coast. and snow wolves all over the mountains. you obviously didnt get past ascalon missions

and tehre is a collector just outside post seer ascalon

Duality

Duality

Ub3r Pro0fr34d3r

Join Date: Feb 2005

Atlanta, GA

Girl Power

Quote:
Originally Posted by Gaile Gray
Didn't notice. Embarrassed I didn't notice. Duly noted.
yeah it is kinda creepy that they're all identical as well. could use some women and children.


Quote:
Originally Posted by gaile gray
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.
the SO and I call him "prince stealthy advance" because of that.


lesse...suggestions.

some of the quests would actually give you wrong directions. so that would need to be fixed. that's more of a tech writer type deal.

i've been told that ivor's quest was not working properly as well. if you went the direction he told you, you couldn't find those worms. if you went to the area right next to them and killed those worms, you'd fail.

the revive animal has such a small area of effect that even being 4 steps from a pet will fail. it should either not go off, or walk you to where your pet is.

would any green animal be charmable? i don't know about you, but a n/ra with a pet spider would make -me- run.

i've been also told that troll unguent isn't useable in gvg play. it's fine in arena or tombs, but for some reason it wouldn't respond in gvg.

since bags and belt pouches aren't transferable, make it so that if you click and hold on them, and slide them over to the side, they open up in their own window connected to the item window. that way those of us who like the bag system can keep it that way, and those that don't have the option of expanding the bags.

could it be possible to make it so that those that have a slower connection won't appear right in the middle of being killed? one of our guildmates is not using high speed, and there have been a few times when he and others i've played with wouldn't arrive by the time the countdown is over. is there some way that it won't start until everyone has shown up? also, if you go into tombs and notice that one person left, i wish there was a way that we could
bring someone else on. especially when we win the battle and go to the next.

the SO notes that he loathes the ranger female's dance. we both love the monk ones however.

also, the shock sniper build is now broken because of the addition of another skill to the elite list. i didn't notice it until getting into battle, as it didn't say either one was elite, plus it let both be on the skill bar w/o complaining.

oh, and 40 acres and a mule.

[SIZE=1]i'm just kidding about the last one.[/SIZE]

Julia Darkheart

Julia Darkheart

Ascalonian Squire

Join Date: Feb 2005

Pennsylvania

Nocturnal Expressions (NoX)

W/Mo

I've been reading thru all these posts seeing a lot of suggestions I like and some that I may disagree with, so I figured I'd give you yet another insight from a new player. I am new to GW but have played just about every MMORPG there is. This is gonna be a mini-novel with no real order to it, so I apologize in advance.

First impressions of games always come from the character creation. Picking my name first really had me worried. Because i chose a name and had a male warrior there. I was really worried that I was going to be a warrior and much less a male avatar. Heheh. Maybe name should come last? First would be gender, class, etc, then character customization, then name.

During character creation, maybe a few more selections on hair styles and faices. Though it wasn't bad, i could see the need for more, or even rather than resricting some styles to like say ranger or mezmer or what not, let you use any style for any class. I loved some of the ranger hair and would much preffered having them, but didn't want Ranger as my primary profession. (that's just an example, hehe)

Now, knowing this is just a BWE, the following may be a moot point, but:

During character creation there needs to be a little more explanation as to what starting at Lvl 1 or Lvl 20 will entail. Also that the Pre-mades were for PvP Arena only. Didn't hurt much, but more explanation may have been nice. But imagine this.. Your brand new to the game, start at lvl 20 in Lions Arch. Know nothing of the skills, Attributes, etc. and you walk out the gate and get ate. A bit of a turn off LOL. That was my initial impression. I started a lvl 20 because i was to meet a friend. He had not gotten in game yet but had let me know to make a lvl 20 so I could meet him when he got on. I figured I'd get a little head start so I wasn't totally lost before he finally got on. hehe Wrong idea.. haha. So back to character creation I went.

Now back in the game. The "New/Old Ascalon" (new to game, old for story.. hehe) From a newcomers perspective. it was nice.

- I loved the customizable UI, though some of the things don't stay where you placed them after loading to another screen.

- The chat system was one of the better ones I have seen, though you need to be able to add more tabs and/or filter them. Sitting in Post-Academy Ascalon with all the WTB/WTS messages was hell.

- More Tutorials: Skills, Attributes, Crafting, Salvaging, ID, customizing, etc. Also, might want to mention about hiring henchmen (post academy). Took me a bit to figure that one out.

- Perhaps a lock camera feature. (ie Locked behind you so that where you face is where you look. works ok if using keyboard but if you move via mouse, the cam angle gets all messed up.) ~edit~ I mean a toggle button or such. Locked or unlocked, not perma locked cam, that would suck.. hehe)

- [SIZE=3][COLOR=Red]BIG WARNING[/COLOR][/SIZE] for not being able to come backafter entering Academy.

- The inventory system isn't too bad. Reminded me a lot of WoW. Identifying or salvaging across bags needs to be looked into.. Though, one big inventory might be a better idea.. especially if the game is PvP oriented. One issue I did have with the sytem though is 1st off... No bags were avail in the new area. I did get a belt via a Collector quest. Once i finally did find a bag... 100 Gold for a new player? That's like the holy grail. The biggest problem at the start is you have all these quest items, then the collector items to boot. What room do you have left for anything else? It's an issue because the only way to get anything in the first area is basically via collector quests.

- Might want to mention something about Rares (Yellow/Blue Items) I thrashed a few before realizing there was such a thing. I read someone mentioned we need a warning before salvaging/trashing those. Good idea! Because when you salvage, it doesn't give the description again while the salvage mouse thing is up.

- Identifying objects was weird. I understand the concept, but often I'd get an item that said unidentified, I'd ID it and absoulutly nothing chaged except the unidentified text disappeared, what's with that?

- I loved the little green arrow for the quests as a newcomer. Though, some of the quests and arrows were quite off. Finding Ummm.. i forget his name, it was one of the rangers supposedl in the fishing town. I finally found him, but not cause i followed the arrows or directions given in the quest. I was a but confused when they disappeared after passing through the academy.

- There should be a way to delete quests, or delete and re-aquire them later. I was stuck with "The Test of Marksmanship" from the new area throughout the entire game because either the quest was bugged or I did something wrong. I was supposed to kill al lthe plague worms within an alloted time, which I thought I did numerous times, but it always said I failed. I'm sure once I passed thru the academy this guy was long gone. Yet, the quest stayed there in the journal for ages. lol. Perhaps even add the Collector quests in there also.

- Attack as default action isn't a good thing in my opinion. But that's me I loke the C feature for target as well as TAB, but it seems to me neither of these selects the closest. Maybe you could change that to order by distance from you.

There is so much more I can say about this game, it's about the most awesome game i've played in a while. But since most of the things I would like to see have been mentioned already, I'll end this here, I'm sure ya'll are bored of reading already.

Imbalanced

Ascalonian Squire

Join Date: Feb 2005

The Wrong Guild

Hello, new here.

First off, i've had lots of fun with this game and haven't had so much for a while with any game. I spend most of my time doing PvE (though i like PvP too), with my El/Me, fire nuker with some inspiration spells, so most of my suggestions will have to do with that.

-I would love the ability to switch targets while i'm casting something like Fire storm (or any other spell that needs a while casting), so that the Fire storm will strike at the one i'm selecting currently. Example: As it is now i would start casting Fire storm on the (T) target, but often it will be dead/run away before the spell finished casting, so then i could quickly select someone near him to not let it (the spell, or my time casting) go to waste.

-Let certain Area Effect spells succeed even if the selected target dies (though there isn't much need for it if the above is applied). IMO it's an AE after all, something usually cast when multiple enemies are grouped together, so i find it such a waste to see it get cancelled that way.

I've found my way around this by selecting someone near the (T) target, so it doesn't happen too often but this little thing will improve gameplay for me a lot. I'll also be able then to quickly select a random enemy, start casting a spell, and then find the appropiate target... I sometimes stand doing nothing for a while because i have to find the best target first, wich i don't like, so this will only make me more efficient (and not feel dumb for seemingly doing nothing while my teammates are getting swarmed).

-I think i can echo most peoples opinion about the new starting area. In short, i liked it, but left without belt and res signet, and didn't found any place to get them later. Now this wasn't really a problem for me (would've liked the belt though, but didn't knew about it), i think all stuff you can get there should be available later as well. Also i was a bit overwhelmed with quests and options at the start, and thought those collectors were actually kinda important so i tried to do everything, only to realise i'm not doing much at all... I would prefer a bit less, but maybe bigger (linked) quests to keep things better organized and to keep peoples attention (i still had about 5 quests unfinished when i went to academy because i couldn't really be bothered, also some of the quest arrows didn't showed up when i clicked on them in the quest log, so i didn't know where to be).

-I'm not sure what content is still planned, but i finished Sanctum Cay at level 14, and didn't really feel like i was playing hasty and skipping monsters. That's still 6 levels to go, with no more missions as it is now, so it should be spread out a bit more IMO, more experience after about Lions Arch. I was fighting lvl 18 White mantles as lvl 13 in Riverside

-I can have fun solo'ing the first missions as a high level because there are hordes of Char at some points, it's a challenge to take them down face to face and not the normal way. But it's not interesting at all to go back to the explorable area's, even if you haven't been there before. Monsters will be weak, rare, and don't drop interesting items or give exp. So why not let monsters (and henchmen) scale with your level (-2)? It would make it interesting to hang out anywhere in the world and explore (exception to this is right outside Lions Arch, where if you go right you get swarmed by a million lvl 10 Bog skale blighters - What's up with them? ).

-I got forced into crafting the "earth clothes" because i didn't had the materials needed for the others (scales, etc.) so drop rates need obvious changes.

-Some other use to the "useless stuff" that drops so often now would be nice, like being able to salvage anything that looks like a bone into a bone. Also i think the collector should give more than 10g for 10 pieces, because that's what all merchants give. Maybe then i'll go out and collect their things.

-In Diablo i always wished the stash was half the screen big, with multiple tabs, so you'd never run out of space. That said, my hope here is in vain i guess, seeing it has gone downhill, i don't think it's suddenly gonna change. I don't find the bag system convinient at all.

Guild stash, with access to all my characters and the guild, able to leave notes on items in the guild stash like "Use, but don't customize please" would be great.

That's all i can think of now.

Auger

Pre-Searing Cadet

Join Date: Feb 2005

Ok, I've read most of what has been written here so far, and I like a lot of it.
More team/aggro'd monster info, more customization for the UI, and seperate item storage are a few of my favorites. What I've noticed though that no one has really touched other than through chat restrictions is the trading/selling system. This needs drastic changing.

From talking with a few friends about this (this was my first BWE but they're veterans) what the game needs is like a community chest system. What I mean by this is a server side selling house where you deposite your item, enter the amount you'd like to sell it for, and then walk away. Your item is then searchable and buyable by everyone, and can be sorted by item type, stats, price, etc. If your item sells, you come back the chest npc and collect your cash. This option not only eliminates all the chat spam that you see EVERYWHERE you go, but doesn't create huge amounts of lag from player based stores like you see in other mmorpgs, which is the whole point behind districts to begin with. It also allows everyone to have a chance at getting better items. I know I've salvaged rare items that someone might have wanted because I got tired of spamming the chat and getting no responses.

There should be a few limits to this though, like the number of items any individual can have in the chest at once, so it doesn't become personal storage (which there should be anyway) and possibly price limits based on item stats so the noobs don't get scammed.

While I'm not sure on all the logistics it would take to set this up, I can't imagine it would be too hard. It's really just a searchable and editable data base, the same used in many places (these forums for one).

Please Anet, do something to stop the trade spam we see in all towns. This would be an optimal solution in my opinion, but anything would be better than what we have now.

Avatin

Avatin

Ascalonian Squire

Join Date: Feb 2005

Qu??bec, Canada

Here are some suggestions; sorry for my english... I speak french.

To adress some complaints about the new starting Ascalon area, you could give to players two choices during the level 1 character creation process:
1- New player (tutorial). The character fall into new Ascalon area.
2- Veteran player (skip tutorial). You can choose your secondary profession, and the character fall in the decimated and well-known ascalon area equipped with starting skills and stuff.

This way veteran players dont have to make the tutorial place each time they create a new character. Mmmm. I am not sure I would skip tutorial often anyway. This new area is so beautiful. BRAVO! /cheer /congrats /clap /laugh.

- Guild practice area or arena is a very attractive idea. For example, guild members could fight each other in the guild hall: give us a kind of 'old Roman stadium' somewhere inside the guild hall. People entering the downstairs arena can fight each other. Everyone else can sit an watch.

- Tanks for /AFK command. As a screensaver that starts after 2 minutes for example, let people fall AFK after 1 or 2 minutes of "zero mouse activity". While creating a team in outposts, i wont invite AFK people. Actually, if i want to get an invitation i must run and emote in small crowded outposts to show i am not AFK.

- Give us an "emoticon window". Would be funier to quickly click a "fist icon" than to type "/fistshake" in chat.

- Tanks for scalable size of UI. Great improvement.

- I found challenging the new bag limitation. My first task in the game is to get enough money to buy a 100$ bag in Lion's Arch. God what a relief when i get one! But PLEASE, let us buy a "belt pouch" in Ascalon at least! /please /kneel /beg

- I personnaly find the small map bell annoying when I play with impatient people. Maybe give us a choice of different sounds via 'right click minimap menu'? Maybe give us a choice of 3 different volumes?

- I think I will abandon my (despite very useful) Melandru stalker pet because I found it a little too noisy... oh if I had a volume for its roars, I would put it off! Or maybe my cat could roar once, while running at monster, and then shut its mouth for the rest of the battle?

- I had an idea about solving a little the problem of people that quit game before the end of mission. Everyone has a life out of the game, and sometimes you must answer the phone or simply go to bed because mom roars for bed time! (/moan) When a player quit, a small window pops up on the team creator screen, asking him if he want (or not) to replace the absent player with an henchmen of the same profession.

- Mmmm. I am sure the female ranger dance is a Dev’s joke, isn’t it?

/salute
/i love this game
/i love GW
/love
/love
/love


Avatin

Xerro Leingod

Ascalonian Squire

Join Date: Feb 2005

Illinois

All I have to say is I bought 2 bags. Total: 200g. They should cost less and someone told me that you can quest for bags.

Artemis Entrerie

Pre-Searing Cadet

Join Date: Feb 2005

I am newbie to GW and to MMORPG in general (I am just getting into Wow and dabbled for a week or two with DAoC, UO and AO). I had a blast this weekend and spent many more hours playing than I though I would. A few thoughts:

1) More character customization available from the start. I never really got the idea of making dyes and unique clothing so hard to get (unique armor is another thing). At least for the BWE, I ran into many many other rangers that looked just like me and that was after I had used some dropped dyes. I know MMORPG isn't the real world but in the real world it doesn't take an arm, a leg and a lifetime of adventuring to wear different color clothes than everyone else.

2) The Map travel is convenient but takes me a bit too much out of the moment. Perhaps they are planned and I am just not aware, but I would love horses or other such beasts for long distance travel.

3) More pet control. I am assuming that if I am skilled enough to charm a pet to follow me into death, then that pet is well trained enough not to attack unless I tell it to.

4) I only made it to a level 9 ranger over the weekend (after a couple false starts) so perhaps I just didn't get about much but...The post-Searing Ascalon was kind of dull looking. Pre-Sear was vibrant and visually engaging (if a little too safe), but post sear was too monochromatic. The gi-normous crystals were a really nice touch and post-Sear could have used a bit more of that flare.

5) This last is a pipe dream, but I would love an Explorer class. 75% of the fascination for me lies in exploring the continually changing world. With most MMORPG games, you can't survive long enough to see anything interesting as a single player and while I do get the appeal of joining up with a bunch of fellow players to clear an area, sometimes finding a good role-playing party is very difficult. Perhaps such a class would be pretty weak on the offense but have some strong self-defense abilities, a skill for map creation (which could then be sold), clairvoyance, discover artifacts, etc. I am kind of thinking out loud here. The MM in the MMORPG is great, but I am really seeking out a very strong single player experience to go along with it.

Artemis Entrerie

Pre-Searing Cadet

Join Date: Feb 2005

Quote:
Originally Posted by Xerro Leingod
All I have to say is I bought 2 bags. Total: 200g. They should cost less and someone told me that you can quest for bags.
That missed my list. 200g for a couple of bags? Put your nose to the grindstone for...a bag?

Are they that hard to constuct? I don't get the point of making them so hard to get.

A Bag of Holding (my old Ad&D days making an appearence here) should take that kind of effort, not a burlap sack for holding a few dozen lodestones.

Siraris

Pre-Searing Cadet

Join Date: Feb 2005

I would suggest more, but since the game is not in final, it's hard to suggest anything. I'm sure that bags will not cost 100 gold in the final, and if they do, you will get more gold than you do now. I'm also pretty sure that not being able to open more than one bag at once is a bug, because that doesn't make much sense to implement in the final game.

I would suggest a few things, though to the team, having been in many beta tests before.

It seems as if you are not implementing tables for many systems, whatsoever. I don't know if you are doing internal testing or not, but I think that gathering data from thousands of players would be much better. This was the first beta in which I got more than 1 gold for selling an item to a vendor. I don't know what the tables look like for any of your systems, but I doubt that 1 gold per item is going to be the final value, and I doubt 100 gold for a bag is going to be either. I just think it might be a good idea to implement them so you can see how they work with large majority of players (unless you plan on having rare items sell for only 2 gold at merchants).

I think the /bug report tool in the game is useless. I can barely type anything in the /bug report. I've wanted to write long entries to report my bug, and I get only 20-30 words. For example, I was getting some odd texture corruption and clipping when killing Judiciar Hablion, and I wanted to report it but I could barely explain what was happening and how it occured.

One thing I would love to see, and I doubt would ever happen, is the ability to have player created quests. In a world that can constantly be changed, and with a team that has worked so hard and so long on developing content, why not allow players to create a quest? Submit it to Arena net for evaluation, and if you like it, implement it. Have a reward system of sorts if the quest gets accepted. Think of all the fanfics that are done by people online, and some of them are very good. You can't hire everyone in the world. I'm not saying you guys aren't capable, I just know what it takes to build a MMO and I think it would be very cool to get some fresh ideas from the players.

There needs to be more explanations of spells and skills and whatnot. Like, why should I increase my axe mastery, or why should I increase my strength. What does it do for me? If I train in a certain spell category, will I just be able to use new spells, or will they do more damage, and how much will it increase each level? I know the answers to some of these, but it would be nice to have a better guide so I know what I'm doing. Also, hopefully you will be keeping the ability to lower your skill points and re-assign them to other places. I love the ability to find a great axe, train in axe mastery, and then find a great sword, and switch it all into sword mastery.

It would also be nice if when specifying an emote, you didn't have to type out the whole thing, and there was a way to get a list of them. Like if I wanted to dance I could type /da or /dan.

It would be very cool if there are plans to implement guild halls or homes. A player could aquire a home, and it could be an instance, just like the rest of the game. People could go there and could be invited in and whatnot, and you could store items there. Perhaps much later? I have quite a big design developed for homes and guild halls if people are interested

I think that if a player is dropped, due to lag or a power outage, they should be allowed to go back into an instance zone, so the group doesn't have to do the quest all over again. I've had that a few times and it's SO frustrating. I don't know if you can't get back in due to the feature being disabled, or to prevent cheating (have someone go through most of the quest, and then invite another person in or something of that sorts) but there must be a way to flag a player as dropping connection and being in the instance, so they can come back into the instance with their group when they re-connect.

Other stuff I can't really suggest because I'm sure you've thought of it, and it will come in subsequent releases. More towns, perhaps castles, persistent important NPC's.

Oh and if you could throw in natural disasters, that would be great. Having an earthquake change the landscape, or a volcano erupt, very very cool.

I have many more suggestions, but it would take me all night to write them, and I'd have to wait to see the final product so suggest them... or work at Arena which isn't a possiblity right now :P

Burodsx

Core Guru

Join Date: Feb 2005

Was reading skills of all the classes and ran into one thing that really seems pointless.

(I'm assuming the site had the skill stats up-to-date)

The ranger skills I noted were "Called Shot" and "Determined Shot".

Both are non-blockable/evadable, but Determined shot has way to many reasons why NOT to use it.

Called Shot costs 10 Energy (only real negative thing about it)
and a recharge time of 4 seconds, also note that the arrow is 3x Faster which could mean the difference of you killing a target or the target healing before you strike.

Determined shot you have you invest numerous attributes just to prevent the skill from missing. (50% chance of miss with 7 or less Marksmanship! That's 28 Attributes)
Energy Cost of 5 which makes it a desirable skill.

My main complaint here is that Determined Shot doesn't have anything to offset the %chance of miss. Assume I'm making a ranger with level 0 marksmanship, which skill would you use of the two?

Suggestion:
Modify Determined Shot to have a damage bonus, perhaps +1 damage (Base of level 0 Marksmanship) and adds +1 damage per every 2 levels in Marksmanship.

-Burodsx

Zrave

Elite Guru

Join Date: Feb 2005

I'm posting this again since this is the proper thread for it

1) Pressing the control key shows the names of all characters in your field of view. In a pvp setting, you do this to be able to select characters more easily. However, if you click a character with control pressed, it calls for your team to attack him. So I think either make class and maybe HP visible with control pressed down, or change the hold-down key to something else than control (bindable?)

2) This last beta I had too much warping. This happened a lot in the relic map, in which I would pick up the relic and *run* all the way to under the bridge, only then to warp back half the distance and proceed walking. I think it couldn't hurt if the client "knew" the relic slowed you, but the server still controlling your movements to prevent hacking. This same idea could also be applied to knockdowns, slows, etc.

3) I still find it slightly annoying that while casting a big area spell and the target of the spell dies, you continue casting only to have it fizzle at the end. I think it should either go off anyway or fizzle as soon as the target dies; the current setup imo penalizes higher lag.

Keramon

Rogue Agent

Join Date: Feb 2005

Surfers Paradise

Thanks again for a great BPE.

Before I add suggestions, I would like to thank Gaile for appearing at Lions Arch and patiently answering questions about the game. It demonstrated to me a real committment to the community ... and for that /salute.
Ok, I know that you told me there was a really nice Dev working on the chat system, but I am still going to log my chat concerns below

ok Onto Suggestions.

1. Chat. I would like to see customisable chat windows. E.G. In the guild chat .. I might want private messages and guild messages only displayed.
2. Chat again. Cancelling chat messages etc... I would really like to be able to hit the ESC button to have the current message that I am typing cancelled. I know it was bad of me ... but while playing some characters ... sometimes I had to send garbled half messages as I needed to heal, cast, fight or realise that I was just typing crap that didn't really need to be sent in any case.
3. Friends Tab. If I added the friends window it would disappear every time I zoned. I really wanted the friends window to be persistant. Also ... there was too much text and the writing was too large on this. I just wanted a very small persistant window to display friends.
4. Guilds. finding a way to leave a guild is not very intuitive.
5. Here is to hoping we can choose maps or have random PVP maps when the game goes live. I agree that the best guilds should be great in all PVP maps... but why not introduce map choice in Tombs or elsewhere.
6. I like the idea of 1v1, 2v2, 4v4, 8v8, 8v8v8v8v8 combats. I would love to see this implemented and selectable. Personally I wanted to test some things under different circumstances but this was pretty much impossible to simulate.
7. ESC. Now that I think about it ... Escape cancels spells, removes targets, cancels messages ... ESC cancels just about anything.
8. I played the new zone and I must admit I found it a little confusing. Though I loved some of the graphics especially in the Catacombs. I found there was a tonne of quests ... but I didn't really want to run around completing them. I was keen to move along. So I hit level 5 got my profession all organsied ... then DELETED. I would've been much happier being able to say ... ok I am ready to head to Seared Ascalon and whooosh ... I am there. If it is a tutorial, surely I know when I am all tutored out and ready to play with the big dogs... I didn't feel a great desire to stay ... but that is just my personal opinion and I know it was a very different experience for other players.
9. Ok in the pre-seared ascalon, I got given a number of skills, but almost all of them were from skill lines that I didn't want to use, which made the skills essentially useless. I think maybe that the skills you are assigned might be better as a choice. (for a Necro) ... Oh you want to follow the "Path of Blood" ... to prove yourself ... Goto the shrine of ascalon in the Catacombs and retrieve the heart of the bear (or insert blood related Quest).
10. Character customisation. Well its been said before ... so I won't say too much. I know City of Heroes is a totally different genre and could not be implemented to a fraction of that degree... but... I could play around with character creation tool for hours. I wanted that to be available offline I feel like I am looking in the mirror every few seconds at the moment. As to finding your friends by appearance in a city ... well ... that is next to impossible. I think armours, textures, beards, more hair styles, hats and colour would all go a long way.... even if some of these appearances are only displayed "in public".
11. Combat Messages. I would like a text log in a window of what damage I am doing, taking, healing, preventing etc... Knowing is the path to self improvement, empower me and I will use it.

Not sure if these are suggestions or things that I couldn't work out with the changes to the UI.
1. Messages. Is it still possible to send a message to a friend?
2. F1-F4. I found it difficult now to work out how to set armours in the F1-F4. I had it all down pat last BPE, but this one got me.

And
Thank-you for fixing the messaging bug that said a player was not online. That certainly helped with communication between friends.

Catacombs were great ... some very nice graphics in there... they were huge also, got some good screenies ... especially liked the metal leaf bridge... not sure how to describe that one.

The Punisher

The Punisher

Ascalonian Squire

Join Date: Feb 2005

I believe that Guildwars' old approach was for us to be able to "redo" our quests in case we mess up. But not with the new Ascalon, once you enter the academy you're done. Heck, I was testing on what happen if I enter the academy without a second class, and I found out that I can no longer undo (correct me if I'm wrong), except for starting a new game. I dont mind that we have to buy bags, but starting out with so little inventory kinda suck, especially when you have a bunch of quests to do. Suggestions (might be repetitive from previous):

-Able to upgrade bags (ex:4 leathers and 20Gp to upgrade a 20 room bag to 30)
-Start out with 2 bags (instead of 1)
-Have a dance school, so you can learn dances emote from other class for a price of course.
-Benefits for single class?? (uh, is there any?)
-More checkpoints, it takes too long to travel in the new Ascalon
-Player owned house, good place to put stuff in and decorate (more ways to spend money $$$), or at least a bank account.
-Idenfication tools is a rip off!!! Lower the cost or extend the usage
-Riding your pet (I dont mind if it only for PvE, at least it better than running all day) or something to improve movement for other classes such as Elementalist (riding some cloud maybe? ).
-Lastly, get some coffee and relax, I dont want you guys to stress out from reading all of these suggestions and wait for my PVP suggestions next month.

Xerro Leingod

Ascalonian Squire

Join Date: Feb 2005

Illinois

I think they should have an option to delete quests. I still have quests from before the searing.

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

Quote:
Originally Posted by MickeyC
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.
OMG! I loved the ranger !

Archer, Axe wilder, Animal charmer, Not to good healer though... I have to get a charm Nicklace for Resurrect from someone. Something for next weekend event!

But I was really kicking butt with my Axe wilding. and level 12 lynx.

Ingram of Haz Ranger / Warrior

bobert

Core Guru

Join Date: Feb 2005

TX

R/Me

I don't have the time to read all of the suggestions, so I might be repeating some mentioned by someone else.

I think the game is coming along very well, and I'm loving it more and more everytime I play. Thank you for such a great game w/o a monthly fee now onto my suggestions:


1) The expandable menu in the bottom left was a nice add, but I noticed not all the options there had hot key shorcuts. Go ahead and assign some, or allow us to customize it.

2) Chatting system: Some way to filter things I don't want to see. I want to be able to filter out emotes, public chatting, etc.
a) Maybe even remove the whole "Player X starts dancing." Seems pointless.

3) A few map things need to be fixed. When I'm in "dungeon-like" areas, the map is completely useless (For example, the catacombs doesn't have a map or anything when I open the map).

4) Some type of arrow (one similar to the tutorial area) pointing towards target ally on mini-map (blips don’t always work).

5) The ability to adjust font size.

6) Easier way to disband a pet. Maybe let us right click the pet and select to disband or something.

7) More emotes and more types of dances

8) More customizations for the character appearance. Like more faces, hair styles, etc.
a) War-paint for warriors, camouflage face paint for rangers, etc.

9) Allow us to select different styles of clothes for starting characters. I don't like creating a new character with hundreds of other people wearing the exact same clothes.

10) New area/tutorial needs to be more noob-friendly. Go into more depth about using the basics.

11) Several extra side quests (not in the actual missions) can have a very vague explanation of what to do.

12) The ability to Abandon quests. Sometimes I end up with several quests I never completed what I was a young man.

13) Account and guild stashes.

14) I'd like to be able to FIND and CUSTOMIZE armors, boots, gloves, etc.

15) A new skill/stance/enchantment for a ranger could be like "hidden" where monsters are X% less likely to target them.

16) A skill/stance/enchantment for warriors to make monsters more likely to target you.

17) Air magic skill for elementalist that could be called "dust storm" or something, where it blinds and/or slows down foes by X%

18) Mesmer illusionary skill called "conversion" or something similar where there is an X% chance to convert a foe into an ally for X seconds. Wouldn't work for PvP though. PvM only.


bobert

LoneDust

Frost Gate Guardian

Join Date: Feb 2005

Key Mapping/Remapping
I'm glad GW has an option to rebind the keys. However, I find it troublesome that after I readjust keys to my own preference, I'd still have to do it all over again for my other characters and every new character that I created. I would like to see a option to save your key mapping profile and load it for another character.

Also, whatever happened to the key to select the closest item dropped? Either I was on crack or I could not find that key this beta. I loved that function last beta. I wish they can bring it back, and make it so that it only selects the items that are available to you (instead of other players items).

Website
I'm sure this is a minor overlook by the webmaster, but I'd thought I'll take this chace to point them out:
Please fix the link of the "community -> forums" on the ladders page. It is right now only has a forum link to http://www.guildwars.com/community/fanforums.html and I think it's outdated. (No reason why this would be done purposely? =)

Twin Raven

Twin Raven

Banned

Join Date: Feb 2005

Kelso, Washington...the armpit of America

I typically avoid posting in forums, but having played GW's BWE this past weekend, I felt inspired. I read all the previous posts and realize some of this will be redundant, but as a teacher (art teacher, so give me no crap about my spelling please ), I have discovered that redundancy often inspires people to remember things...phone numbers, important dates, all the lyrics to "It's a Small World" etc. That said (suggestions in no perticular order):

1) Old vs. New Ascalon...I ended up a Ranger with no secondary at a low level, but who cares...A "hit-me-in-the-head-with-a-frozen-side-of-yak" kind of warning might have prevented the lack of secondary...but like I tell my students, "you didn't read the instructions carefully, did you?"

2) My female ranger has one lousy dance move...looks like she just needs a hula-hoop and she'd look like she was doing something remotely clever (minor picky gripe).

3) A variable customization of weapons would be nice...could act as one heck of a gold sink...want 30% instead of 20% bonus to damage? Fine, but it'll cost you a sacks worth of gold...not a sack of gold mind you, I spent it all on this cool sack

4) As suggested by Sir Teg, an auto team feature for quick group formation would be a hit...several online games have an auto balance for teams, I don't see this as mush different in concept or execution. Players enter a pool (maybe customize the types of teams they prefer, i.e. will you accept henchmen if no monks are available?) and are selected when certain minimum requirements are met.

5) Enemies get steads, why not I? Great gold sink and possibilities can vary by profesion...They don't seem to give the enemy a great advantage in battle...seems to make them a bigger target...maybe in an expansion?

6) As suggested by Hado: rudimentary pet commands, something like: stop fighting other animals unless asked to attack, move over "there" (anywhere but here because I'm stuck in a corner and the party is getting ticked at me you dumb, daffy, feather-headed peice of....but I digress...).

7) A "curser center" command, larger curser, different color curser preferences....hmmmm...I just kept loosing it in all commotion...who knew the curser would get lost in battle with all those explosions and such...poor little thing.

8) More variable pricing to common items...everything I sell is one gold peice? What am I, Dollar Tree?

9) When people just up and leave a party in the middle of a mission (i.e. the level 18 primary monk I won't mention by name) and leave a party high-and-dry...I'm not thinking they should be penalized, but then, neither should the rest of party...why not have a "wandering stranger", a henchman of the same primary profession, meet the party on the road...Not inconceivable that it could work into the game and keep people from getting stranded a half hour into a mission when Rankor the Misbegotten has to go pick up his kid from soccor practice. Likewise, a dial-up player that takes 5 minutes to load up, might have a henchman stand-in appear in their stead to keep the party from leaving without them...they should simply spawn in the location of the stand-in as the stand-in is dismissed or dies at the end of combat.

10) All those planks and I can't build a house or chest, even, to store stuff in....hmmmm...?

11) As an artist, character customization holds great appeal. I've made some custom skins for several games. Being all online...I see this can take up valuable resources, and pose certain logistical challenges, but imagine the variety if say, just capes were fully customizable like sprays (even at a cost). Characters in the game all seem so...pretty. What about the option to create a scarred ranger, a wart-covered necromancer, a mesmer with glowing eyes, a fat elementalist, an old fighter...Not that the characters aren't well made and changable beyond what I've seen in other games, but anything to keep yours from looking like another character ads a level of individuality.


Sorry for the long post, then again, you didn't have to read it...

xaanix

xaanix

Academy Page

Join Date: Jan 2005

Woodbridge NJ

[Nu] Nuclear Launch Detected

W/E

I'll suggest here some basic features and tweaks that i'd like to see:

1. You currently have CTRL-R set as 'reply'. Although i'm VERY glad that there is a reply command in the game, (i suggested this myself in the past), I didnt see a place to change the bind in the keyboard setup. I use W E R and D to move (like most people use ASDW) and when holding control in pvp to see enemies if i strafe right, i end up opening a reply window, and all subsequent movement keys i hit end up becoming text in the reply window :/ Very annoying Please allow us to bind 'reply' to whatever we want

2. Chat groups. These are in most rpgs, and since you get degrouped when moving around between zones (a quick run to town to grab a charm or necklace) it makes group communication and coordination more difficult than it probably should be. Please allow players to create and join chat groups, and create a tab for it similar to the party guild and public chat tabs.

3. Account based fame Since GW has a fast leveling track (a good thing) Gw's replayability is imho better than other rpg's such as WOW. This lends itself to a person playing numerous characters throughout his career, even deleting old characters to create new ones. I'd like to see account based fame, with a fame ladder system in place.

4. Please color code name tags of guildies and group members differently than other players when you hold alt in meeting areas, so it is easier to find them.

5. Each time i restarted the game, my client lost my chat filter and interface size settings.

6. Perhaps it was only because i was in high res, and perhaps i'm spoiled by alt in war3, but i have the following complaints about the interface:
a. Its too hard to assess the state of a battle. Health bars are displayed too tiny to read easily (make them taller top to bottom so they are more visible?)
b. I still find it too difficult to tell who is on my team and who is an enemy without holding control and alt to see. Perhaps an option to specially color code allies playernames and outfits (always blue?) so it is easier to distinguish friend from foe? alternatively, make the team colors more prominent on the enemy's clothing.

7. please provide a simple message to the chat window when someone leaves the party.

8. [SIZE=2][COLOR=Red]PLEASE work on the disconnect issue! [/color]We usually get to the HOH every time we run tombs, however 3/4 of the time we are down one man by the time we get there due to disconnect problems with our team. Having your team crippled when you are 2 hours into tombs is beyond frustrating when the player should by all rights be able to reconnect. I brought this issue up after WPE. [COLOR=Red] I'm guessing its not a huge issue in the alpha since the population far smaller, however in release this will be a HUGE issue with the more advanced players because of the time involved to do a single tombs run.[/COLOR]. Noone wants to have their team gimped in a tombs run because someone lagged out or crashed. PLEASE PLEASE PLEASE WORK ON THIS *cry[/SIZE]

The rest of my comments are specific to pvp and I will post them at a later time.

Bravo on the new areas, i liked them alot

Thadius Invictus

Thadius Invictus

Ascalonian Squire

Join Date: Feb 2005

Hamilton, Ontario, Canada

Wardens of Truth

First time poster here. This is my third BWE. I love this game. I do however have some things I would like to see done before Final Release.

- I would like to not be attacked through solid objects which happens nearly everywhere.

- I find it kind of cheesy how the monsters will attack me but will ignore the NPCs standing right near them. It detracts from the 'reality' of the game.

- I really like OA and verily enjoyed it. I was level 8 before I entered the Academy. I planed on being that high or higher because I wanted to wander into the Northlands and take on the Charr that had killed me previously. I also enjoy OA because it gives me several pointless quests that give me something to do whilst being bored; a good time-filler. I did find it a bit odd though that the monsters were just wandering around not really doing anything. It just seemed unreal Perhaps have them congregating and contesting each other, then run to attack me when they see me. I like the idea of the Collectors, I think they should be in the post apocalyptic areas too.

- I actually like the new inventory system. Its a back-pack, pure and simple. It holds a few odds and ends and nothing more. I like that it makes it more real and forces one to choose what to keep and what to sell. It makes it more realistic. I do however find the price and availability of Bags and pouches a bit outrageous. If they were jewel encrusted maybe...hmmm. I would like to see in town storage though. I believe in the very early stages of Guildwars that was a hyped feature. I remember talk of banks or some such thing.

- I would like to see an easier time of switching priority targets whilst fighting. Sometimes it is too difficult to switch from one target to another once committed to an attack. As a mesmer that could win or loose a battle.

- I would like it if the camera would always follow the line of attack so that my avatar isn't fighting a monster which is behind the camera's angle. I have to hot-key or manually move the camera to see who I am fighting.

- I would like it to be easier to target the foe that is currently attacking your best friend or Monk and there are four or five things fighting in that small area. The foe isn't the closest to you, nor is it the only one. By the time I scroll through the targets available he may have killed my team-mate. As of yet I have to press Ctrl and attempt to left click his red name whilst they all fight with a 50/50 chance of actually targeting the foe I want.

- I too would like a transparency option, esp. for the party screen.

- I would like to see more environmental tailoring. Perhaps more lively townsfolk going about their daily lives etc. Something that makes the environment less..morgue-like in its feel. We need more apparent signs and symbols of the story-line.

- I would like to be able to choose betwixt the Guild-cape and the Tabard that was the guild-mantle the last BWE.

- I agree with a previous poster, we need some blood. Also, I would like to see psychological factors as well such as a morale boost after a good fight, or a morale loss as we retreat.

- I too would like to see Monster difficulty scaled to the content of the party and their average/maximum/minimum levels, regardless of the land or area you visit. I would like to go to Old Ashcalon (sp?) and have a good fight there just as much as above the wall. I was getting a little bit bored fighting low-level respawned monsters every time I went through those areas.

- I know this might be difficult but I have been spoiled by the games of late and reading all the text for NPC communication just doesn't cut it for me. I know, I know bandwidth, upload times, streaming content etc. But at least give me the option no?

- Please, in the quest log, give me better direction as to where I need to go and to whom I must communicate or interact with. Also, I would like to have a message attached to the log when I find a quest item that I haven't received the quest for yet, i.e. Lodestones? what the hell are they, I still haven't found out what they are for or the bearskin, though I did find out later.

- I would like to see the level of the Henchmen alter to be averaged or in line with my own so that I am not out there hunting as a level 7 and having level 3 henchmen tagging along.

-I would like a stopper put on the 'Conjure Phantasm' skill and it's Ilk that forbid it from outright killing me when I run away from a fight cursed by it. I think the damage should stop at 1 Hit point, not causing death.

Ok that’s all I am going to rant on about for now. I don't want to make this into a novel. I assume most of these have been addressed before But I stopped reading midway through page 4. I look forward to the next BWE with glee and excitement.

Hooshang

Academy Page

Join Date: Feb 2005

Tehran, Iran

W/

I would love to see some easy way to show an item to someone over private messages because whenever someone asks you about the stats of an item, i always end up having to type it up over and over again. Something like world of warcraft would be nice where you hold shift and click on an item and it will show up on the chat dialog. From there people could click on that item and it will display its stats much like how it would look if you had it in your inventory.

I also would like it if they would find a better way to show that you completed a certain object for a quest. Just writing it down in the same color text gets confusing and you miss it a lot. Maybe color coding the part that says you completed a certain task to green would be more helpful.

Also a way to abandon a quest incase you can't complete it anymore or to restart it incase you dumped a quest item.

Sinfear

Sinfear

Ascalonian Squire

Join Date: Feb 2005

Iowa

Been playing every beta week since the begging almost every min of every day actually lol. Great game in the fun aspect. With huge inprovments over and over every btw. New UI is great and love the new quest system even though a few are still real bugy. Real happy with the game in gerneral but going to throw my 2gp in here.

-Said it befor ill say it again. Henchmen are wonderfull idea. Some days I just dont feel like chasing around noobs, doing mission/explore. Fun just to sit back work on some exp, farm items and smile at the wonderfull landscape. BUT henchmen are WAY out of tune for the lvl or content in alot of places, granted not all. For instance, there would be no way at all to finish off a mission solo on the way to Krypia (sp?), but when you do start missions in Lions Arch they are MUCH better. Hard to win with them but at least its POSSIBLE. Going to add one more thing about henchmen. If you do anything at all to them add comands to them. /hold here, /assist for example. Worst part about them is they rush anything you target pulling adds like mad. No way to pull npc with henchem.

-Been all over these forums all ready. A way to remove old unwanted quests would be great. Quests in gereral are nice. Would be nice to see some diffrent kind of rewards for quest besides the normal exp. Gold, items, gear ext ext. Give out newb quests for few things like salvage kits, idetification tools and whatnot. Another thing on quests. The green dot every one is crying about. Personlaly I like it for newb area's but doing away with it later is a good idea. As time goes on people will learn the lay of the land just fine and be able to find where they wana go.

-New inventory system is nice. I like the price on bags 100gp is NOT much when you get into the game. I could afford 1 after a day fairly easy. btw events dont last long but there will be no one who this will be a issue after a week or 2 strait playing after release. Some kind of gold/item hold in towns would be nice. One thing about bags that need to be changed is you need to be able to open them all at once. Found it to be very frusterating when trying to salvage.

-A looking for group command that would ad a flag over name or something would be awsome.

-Coming from a monk here who draws huge agro it seems. Add something more of a warrior taunt for PvE missions. This is a serious issue for me while doing PvE. Maybe there is and maybe my pick up warriors suck, I dont know.

-Some kind of filter on chat. Its annoying to see /dance spammed for 12 lines strait. Not that I wasnt getting my grove on lol.

-Some more, smaller village's, towns would be nice to run into them while exploring. With small scale vendors and few quests would be nice. A bit of diversity while trying to get to A to point B.

-Drop rate sucks if you are solo with henchmen. Least it seems to me when I explore/misson and I use henchmen there are WAY less drops.

Well thats enough for now. Just wait for pvp suggestions next beta.

Ciarre

Core Guru

Join Date: Feb 2005

**New Player Alert**
Everything I have to say is from the point of view of being brand spanking new to "this" game. I've only ever played Diablo 2, KALOnline, and DAoC online before so my viewpoint is admittedly limited to what I know from those online games. If I repeat things already commented on, so be it. It is after all what I want to say.

I found the lack of information confusing. There wasn't an in-game Help system to remind me what keyboard commands, etc., could be used. Unless I'm such a newbie I just couldn't figure out how to access it. I had to go outside the game to *find* a fansite that clearly and succinctly laid out the basics - you know hit c to target enemy, f to cycle through them, and space to attack - that sort of stuff.

Towns: In some of them it is difficult to find NPCs. I know that maybe it's thought that the labeling system helps, and it does to a point. However not all names are visible from one standpoint and you have to run around to make them visible. I never understood why an in-town map couldn't be displayed in games with NPC names and basic functions on it, ie: Outfitter (Merchant), Sir Tydus (Recruiter)

Frequent trips to town: Due to backpack size. I've no idea what it was like before so can only speak from what I know. I found the belt pouch helpful, but I never found how to get the bags that would extend the backpack. I kept having to return to town or an Outfitter to sell stuff. That gets to be a PITA when you've managed to navigate far from town and have to walk all the way back to that area after travel to town.

Quest Log: It truncates. There's only so much text and it stops. Resizing the window may get an extra line or two, but not the complete text. I've got some I don't know what to do with/can't remember.

Quests: Some seem incomplete. The quest to get Little Thom his cloak. I looked and looked for this guy and never found him.

Quest wording: Sometimes confusing and can cost time. My Ranger was trying to complete a skill quest, the NPC said something like "Run south along this ridge and kill as many (whatever) as possible in the time allotted". Even though I saw the worms popping up right next to him THAT direction was NE or something so I turned on the compass to South and ran along the ridge. Well that was wrong, time ran out and I missed doing this one before the weekend ran out (NPC kept saying try again later). I realize now that whoever wrote the quest might have meant "south" as "down". Better wording might have been to identify the beasts first, then give accurate directions "Run down this ridge and kill as many as possible..."

Also, why doesn't the update to the quest after you complete it tell you where to go next? Especially for the newbie ones, new people don't/won't know where to go.

Henchmen: Who are they and where do I get them? I read about this somewhere before this forum and it's popped up again. Who are they?

Beginner area: I don't know what is so easy or boring about it. I died at least four times on my first character and at least once on the subsequent two. I found it interesting and progressively more difficult which is appreciated as you get to know the controls, environment and general "feel" of the gameplay. And soloing the Catacombs at the monastery was a blast

Storage: Everyone seems to be asking for globally accessible town storage and I agree. It was mentioned to pay rent, but I'd rather pay a small deposit fee per item (1 gold?) with free withdrawal than try to remember to pay rent weekly or monthly at the risk of losing my stuff. That would not be very gamer friendly.

Academy: What is it? Why would I want to go there? And ugh! You mean I cannot come back? I stayed away from the Academy decision the entire weekend. I've no idea what it is, where it is, why I would benefit me and why I can't come back to good ole starter town. Surely it's worth a new window to explain all that.

Continuity: I believe mentioned by others as "linkage". Nothing has continuity. Beginners need tutorials, quests need more data, game needs more information included overall. Make the backstory work. I know the devs are working hard to get the "play" aspects of the game right for release, but without the continuity in interaction of the player, game interface and game environment, all their efforts to make enjoyable gameplay may come to naught.

Chat Window: I'd be chatting and somehow lose the chat window focus despite doing nothing else. Then ten gazillion - okay maybe six - windows open and I have to close them before continuing with chat. Why does the chat window lose focus when no other actions are being taken? It should only be a mouse click outside that window that changes the focus - or so it seems to me.

Character Description: I miss these from the other type of rpg's - chats mainly. It would be nice to write a desc for my character - who I think she is, what her attitude is and so on, advertise things for sale without spamming chat, say I'm looking for a group, etc. You could put a second button similiar to the trade button on the characters name and people could click that and read.

Pets: Are they charmed(controlled) or what? Extremely annoying was the Melandrus Stalker attacking what I term friendlies - Striders, other Stalkers and lordy I hope there aren't stronger friendly creatures. Can't we get it not to attack innocent bystanders? How about pet commands like others have suggested with not only Follow and Aggressive, but Passive mode as well? Or just make it not attack friendlies. It's not that interesting. No, on the other hand I'd like the pet to attack when I tell it to, trying to run through the areas with non-aggro critters on the road and sometimes it won't give up the fight - boring after a few times when I just want to get somewhere.

Now after all of those comments, let me say that I do love this game.

I love the solo aspect of the game and would really hate to see this go away or be nerfed. I'm a solo player by nature and like the idea of challenging myself to make it through areas others will only do as a party. I enjoyed myself heartily running around and battling without having to hear the crappy talk and begging that overwhelmingly populates other games. I've gotten so tired of 1337 speak, put-downs, cursing, come-ons, sex talk, etc., that I really want to *choose* when I have to listen to others.

I disagree with "forcing cooperation" and making people party up. The one thing that convinced me to buy the preorder was that solo (individual) players were accomodated. If this is nerfed or changed I probably won't buy the game in the end and I surely won't get all my friends or family to look at it. Btw, I feel that obsessively wanting to kill or grief other players is much more antisocial than the solo player who bothers no one and begs nothing from anyone. I doubt you find many true solo players begging in town or trying to take out other players "just for fun" or "it's the way games are played n00b". Sorry, repeating myself but I feel strongly about this.

I also like that, so far, the game seems to be geared for *more* than the teenage boy. I'm a female age 45 and I have played computer games since DOS (Kingdom of KROZ). The "think" in the gaming world that only teenage boys play computer games that include combat (Duke Nukem, Blake Stone, Diablo, DAoC) has been wrong from the start.

Thanks for listening,
Ciarre