Official Suggestions Thread -- February BWE
Reaper2k3
1) shift+ print screen
3) ok idea if it didnt already conflict with current minimap things
3) ok idea if it didnt already conflict with current minimap things
FrogDevourer
First of all, thanks for this enjoyable week end. GW remains on top my RPG list. I enjoyed some new features (green dots/arrows on the mini map, customization...) and I loved the art of the New Ascalon. A lot of works has been put in this area and it shows well. I've read most of the interesting feedback in this thread, so I'll try to concentrate only what I think is most needed.
I won't talk about gameplay balance since I only had three days to try this new incarnation of the game. I guess that alpha feedback is much more valuable for balance issues. I still don't like this unfair skill acquisition system as well as the tiny number of crafting recipies and most importantly the lack of customization in weapons/armors (few slots, very little component choice) but it's just personal taste.
I am currently playing WoW as an ersatz but I hardly left GW for 3 days. Unfortunately although GW is assuredly a better gaming experience, I couldn't help being very disappointed by the interface and controls available in this BWE. I guess I expected much more improvement in this area and the comparison with the polished UI/Addons of WoW didn't help. I know both games are different, and I'm aware that GW is still in beta. But in an effort to make constructive and helpful feedback, here's a summary of the UI features that would be useful to GW. Nothing original, but hopefully useful anyway.
[COLOR=Red]UI Information[/COLOR]
- The buffs/debuffs/conditions are not showing anywhere under your target's name. As a primary monk, how am I supposed to know if my team mate is suffuring from a condition with high priority (blind, deep wound) or just an annoying one (disease)? I also need to know if my enchantments have already worn off or not. As a mesmer I need to know if the foe I target is still hexed by my debuff or if I should recast it. The yellow/purple arrows simply do not give enough information to make the most strategic decisions.
Proposal: replace the buff/debuff arrows by tiny icons of the skills or conditions in the target window (and if possible in the party window).
- We're not able to see energy bars of team mates. If the enemy energy bars is an understandable secret, there is no real reason to hide the team mate's energy bar. You can easily get this information if he uses ctrl+click bar (or through teamspeak/ventrilo). It would most useful to display this info in the group window. This way everybody would know when I'm running out of mana and secondary healers could start saving their energy for backup healing.
Proposal: add a small energy bar in the group window.
- Where are my friends/guild mates ? I'm always asking for locations to meet friends in GW. Which lobby or which quest, which district... This is really boring.
Proposal: in the friend/guild windows, add a location info to the online status (eg: Lion's Arch District 7)
- Who is in the current quest lobby ? Who's looking for a group ? Who's AFK ? ... I was very very disappointed to see I still had to use the ctrl key and to look through a sea of moving names while trading. I also had to spam LFG messages when looking for a group.
Proposal: add a /who command with a list of players in the area and their class/lvl as well as an optional status (ok, afk, do not disturb, looking for group...) or additional comments (disrupting mesmer, smitter monk, primary healer, debuffer necro, I'm gonna pwn them...).
- Thanks to the F1/F4 weapon switch, I've accidentally salvaged a very good weapon. I wouldn't have done that if I had seen a pop up window with the weapon stats and yellow text. More generally I'd like to see what kind of item I'm going to salvage beforehand. This would help me save time (to sort good from bad items before the salvage session). Same request for dye/run cursors. Am I adding the rune to my good or bad armor part ?
Proposal: show the item stat pop up under the salvage cursor, add a warning when salvaging good item (yellow, components inside...).
- Being a defensive monk, I'm always targetting team mates, and particularly when we're trying to kill a boss. Basically defensive monks can't use Signet of Capture at all since I can't target the boss for more than 5s in a row. I have buy all my skills from trainer or to use expensive rings. Is that my reward for playing a support character ?
Proposal: double targetting system, one friendly/neutral target and one unfriendly target (or alternate skill acquisition system).
- Chat window. A lot can be said about this window, so I'll concentrate here on the info you can get from the chat window. Lots of trade/emoticon/targetting spamming, no filtering of friends guild. It's just a lot of messages thrown in a jumble.
Proposal: more channels that you can activate/deactivate with color customization, and possibly more than one chat window (two conversations at the same time? just open a new window and activate different filters.
- Item stat links. Having to type the mods of your items in order to trade them (or just to show your equipment) is very annoying. It also generates a lot of spam: anyone in the group need a XXX hammer of YYY with +ZZdmg while hexed and +4armor versus physical and +1 energy leech and -1 energy regeneration ? Phew !
Proposal: The shift+click item of WoW is incredibly useful. Adding a similar feature in GW would be helpful.
- A couple of times, I've been forced to leave the game for a couple of minutes. Most pickup groups keep going on without you, and when you return to the game, you only see one green dot on the mini map (you). Where is your group ? Hey guys where are you ?
Proposal: add arrows to show your group's direction when they're beyond your radar range.
- Mini map spamming. It is the new kind of annoyance which makes me itchy. If the radar ping and radar drawings are incredibly useful, they can become upsetting when a l33t kid is spamming LOLs and pinging everywhere on the radar.
Proposal: each time a player pings/writes on the radar, add a small flash in the group window to show who's sending this mini map message. Add a right click menu to ignore radar messages from a given player.
[COLOR=Red]UI Controls[/COLOR]
- The henchmen and pets are very attractive to the players who don't like random groups. Unfortunately working with their AI can (sometimes) be very painful. You just can't control henches/pets decently. The warrior hench or your pet will run into melee instead of pulling a few mob toward you. You can't tell them to attack or to disengage. It drastically reduces your strategic options.
Proposal: add a right click menu in the hench/pet party window with behaviour features like 'stay close to me', 'defend', 'hold ground', 'attack on sight'...
- Character selection/targetting can be painful. When you see an interesting message in the chat window (LFG, WTS...), targetting the character name in town can be hard and long. Conversely, sometimes I like to whisper things to a group mate but there is no way for me to target his character and send him a message easily.
Proposal: increase the amount of controls with right click menus. In the chat window and in the target/group window, add a right click menu on each character name with trade/follow/join/kick out/whisper...
- Moving a whole group with map travel is impossible. If all members are able to get to a specific place, group travel should be allowed to the group leader.
Proposal: add a "move with group" pop up when map travelling as a group leader.
- Disconnect handling. Please tell me a solution of the disconnect issue has been found! I've been encountering d/c issues many times in three days and when you're 3min away from the end of a 1h quest it is very very upsetting. I'm aware that there can be security issues such as in the old duping methods in D2.
Proposal: when someone logs in, if is former group is still active, offer a reconnect option before he reaches the character selection screen. If he wants to reconnect, let him wait for 1/2 min and have him appear as dead near the group leader. No character swapping, no d/c abuse to avoid death penalty, and no item duplication possible.
- Offline messaging system. Many times I wanted to send a message or an item to a friend who was offline.
Proposal: implement a simple mail-like system with minimum gold fee.
- The bags suck. Nuff said. They are not even a decent gold sink since after a couple of days, since it's a one time purchase. Real gold sinks have to be used frequently to get rid of gold/items regularly.
Proposal: drop them entirely. Implement decent account and guild storage facilities with ongoing fees.
- Skill setup toggle. Like many players, I have a few favourite skill setups, one for PvP, one for solo farming, one for support... Each time I have to pick 8 skills manually.
Proposal: add 4/6 different skill setups that you can memorize, and select in town like.
I won't talk about gameplay balance since I only had three days to try this new incarnation of the game. I guess that alpha feedback is much more valuable for balance issues. I still don't like this unfair skill acquisition system as well as the tiny number of crafting recipies and most importantly the lack of customization in weapons/armors (few slots, very little component choice) but it's just personal taste.
I am currently playing WoW as an ersatz but I hardly left GW for 3 days. Unfortunately although GW is assuredly a better gaming experience, I couldn't help being very disappointed by the interface and controls available in this BWE. I guess I expected much more improvement in this area and the comparison with the polished UI/Addons of WoW didn't help. I know both games are different, and I'm aware that GW is still in beta. But in an effort to make constructive and helpful feedback, here's a summary of the UI features that would be useful to GW. Nothing original, but hopefully useful anyway.
[COLOR=Red]UI Information[/COLOR]
- The buffs/debuffs/conditions are not showing anywhere under your target's name. As a primary monk, how am I supposed to know if my team mate is suffuring from a condition with high priority (blind, deep wound) or just an annoying one (disease)? I also need to know if my enchantments have already worn off or not. As a mesmer I need to know if the foe I target is still hexed by my debuff or if I should recast it. The yellow/purple arrows simply do not give enough information to make the most strategic decisions.
Proposal: replace the buff/debuff arrows by tiny icons of the skills or conditions in the target window (and if possible in the party window).
- We're not able to see energy bars of team mates. If the enemy energy bars is an understandable secret, there is no real reason to hide the team mate's energy bar. You can easily get this information if he uses ctrl+click bar (or through teamspeak/ventrilo). It would most useful to display this info in the group window. This way everybody would know when I'm running out of mana and secondary healers could start saving their energy for backup healing.
Proposal: add a small energy bar in the group window.
- Where are my friends/guild mates ? I'm always asking for locations to meet friends in GW. Which lobby or which quest, which district... This is really boring.
Proposal: in the friend/guild windows, add a location info to the online status (eg: Lion's Arch District 7)
- Who is in the current quest lobby ? Who's looking for a group ? Who's AFK ? ... I was very very disappointed to see I still had to use the ctrl key and to look through a sea of moving names while trading. I also had to spam LFG messages when looking for a group.
Proposal: add a /who command with a list of players in the area and their class/lvl as well as an optional status (ok, afk, do not disturb, looking for group...) or additional comments (disrupting mesmer, smitter monk, primary healer, debuffer necro, I'm gonna pwn them...).
- Thanks to the F1/F4 weapon switch, I've accidentally salvaged a very good weapon. I wouldn't have done that if I had seen a pop up window with the weapon stats and yellow text. More generally I'd like to see what kind of item I'm going to salvage beforehand. This would help me save time (to sort good from bad items before the salvage session). Same request for dye/run cursors. Am I adding the rune to my good or bad armor part ?
Proposal: show the item stat pop up under the salvage cursor, add a warning when salvaging good item (yellow, components inside...).
- Being a defensive monk, I'm always targetting team mates, and particularly when we're trying to kill a boss. Basically defensive monks can't use Signet of Capture at all since I can't target the boss for more than 5s in a row. I have buy all my skills from trainer or to use expensive rings. Is that my reward for playing a support character ?
Proposal: double targetting system, one friendly/neutral target and one unfriendly target (or alternate skill acquisition system).
- Chat window. A lot can be said about this window, so I'll concentrate here on the info you can get from the chat window. Lots of trade/emoticon/targetting spamming, no filtering of friends guild. It's just a lot of messages thrown in a jumble.
Proposal: more channels that you can activate/deactivate with color customization, and possibly more than one chat window (two conversations at the same time? just open a new window and activate different filters.
- Item stat links. Having to type the mods of your items in order to trade them (or just to show your equipment) is very annoying. It also generates a lot of spam: anyone in the group need a XXX hammer of YYY with +ZZdmg while hexed and +4armor versus physical and +1 energy leech and -1 energy regeneration ? Phew !
Proposal: The shift+click item of WoW is incredibly useful. Adding a similar feature in GW would be helpful.
- A couple of times, I've been forced to leave the game for a couple of minutes. Most pickup groups keep going on without you, and when you return to the game, you only see one green dot on the mini map (you). Where is your group ? Hey guys where are you ?
Proposal: add arrows to show your group's direction when they're beyond your radar range.
- Mini map spamming. It is the new kind of annoyance which makes me itchy. If the radar ping and radar drawings are incredibly useful, they can become upsetting when a l33t kid is spamming LOLs and pinging everywhere on the radar.
Proposal: each time a player pings/writes on the radar, add a small flash in the group window to show who's sending this mini map message. Add a right click menu to ignore radar messages from a given player.
[COLOR=Red]UI Controls[/COLOR]
- The henchmen and pets are very attractive to the players who don't like random groups. Unfortunately working with their AI can (sometimes) be very painful. You just can't control henches/pets decently. The warrior hench or your pet will run into melee instead of pulling a few mob toward you. You can't tell them to attack or to disengage. It drastically reduces your strategic options.
Proposal: add a right click menu in the hench/pet party window with behaviour features like 'stay close to me', 'defend', 'hold ground', 'attack on sight'...
- Character selection/targetting can be painful. When you see an interesting message in the chat window (LFG, WTS...), targetting the character name in town can be hard and long. Conversely, sometimes I like to whisper things to a group mate but there is no way for me to target his character and send him a message easily.
Proposal: increase the amount of controls with right click menus. In the chat window and in the target/group window, add a right click menu on each character name with trade/follow/join/kick out/whisper...
- Moving a whole group with map travel is impossible. If all members are able to get to a specific place, group travel should be allowed to the group leader.
Proposal: add a "move with group" pop up when map travelling as a group leader.
- Disconnect handling. Please tell me a solution of the disconnect issue has been found! I've been encountering d/c issues many times in three days and when you're 3min away from the end of a 1h quest it is very very upsetting. I'm aware that there can be security issues such as in the old duping methods in D2.
Proposal: when someone logs in, if is former group is still active, offer a reconnect option before he reaches the character selection screen. If he wants to reconnect, let him wait for 1/2 min and have him appear as dead near the group leader. No character swapping, no d/c abuse to avoid death penalty, and no item duplication possible.
- Offline messaging system. Many times I wanted to send a message or an item to a friend who was offline.
Proposal: implement a simple mail-like system with minimum gold fee.
- The bags suck. Nuff said. They are not even a decent gold sink since after a couple of days, since it's a one time purchase. Real gold sinks have to be used frequently to get rid of gold/items regularly.
Proposal: drop them entirely. Implement decent account and guild storage facilities with ongoing fees.
- Skill setup toggle. Like many players, I have a few favourite skill setups, one for PvP, one for solo farming, one for support... Each time I have to pick 8 skills manually.
Proposal: add 4/6 different skill setups that you can memorize, and select in town like.
RitchDavis
Hi, my name is Ritch and I'm a noob.
I used a friend pass to play GW in the February WBE. I've never played a role playing game before, just FPS.
It's apparent the Veterans hated the Pre-Scorched Ascalon, but I found it very helpful, even if it was very confusing. I was completely clueless most of the time so thank God I had friends with me to help me out. The tutorial needs some work, but you know that and I'm sure it will be good when the retail version hits the shelves.
Since this is just a beta I don't have too many negative things to say about the game. Actually, I'm completely hooked on it. I do have a couple of suggestions, though.
First, I'd like to be able to sell skills back for half what I paid for them. I hear there are going to be lots and lots of skills. If that is true I will probably acquire skills that I will stop using. I might buy a skill and decide I don't like it. Perhaps I want to change from a healing monk to a smiting monk. Or perhaps I just want to reduce the clutter in my skills window. Regardless, this is a feature I'd like to see. You can only equip 8 skills, anyway.
Second, I'd like to have a personal and/or group storage area in the Guild Hall. I know you need to balance the economy of the game, and such, but it would be a good benefit of joining a guild.
Thats all for now. Thanks for making a great game.
I used a friend pass to play GW in the February WBE. I've never played a role playing game before, just FPS.
It's apparent the Veterans hated the Pre-Scorched Ascalon, but I found it very helpful, even if it was very confusing. I was completely clueless most of the time so thank God I had friends with me to help me out. The tutorial needs some work, but you know that and I'm sure it will be good when the retail version hits the shelves.
Since this is just a beta I don't have too many negative things to say about the game. Actually, I'm completely hooked on it. I do have a couple of suggestions, though.
First, I'd like to be able to sell skills back for half what I paid for them. I hear there are going to be lots and lots of skills. If that is true I will probably acquire skills that I will stop using. I might buy a skill and decide I don't like it. Perhaps I want to change from a healing monk to a smiting monk. Or perhaps I just want to reduce the clutter in my skills window. Regardless, this is a feature I'd like to see. You can only equip 8 skills, anyway.
Second, I'd like to have a personal and/or group storage area in the Guild Hall. I know you need to balance the economy of the game, and such, but it would be a good benefit of joining a guild.
Thats all for now. Thanks for making a great game.
Vaelin
Just for the record I think GW is an Awesome game. The developers and all involved should be very proud.
I know this has been said a few times already, but I just wanted to suggest again a revamp to the chat system.
Many players love the roleplaying potential that guild wars will bring, but with the current chat system it is very difficult to have any in character discussions. Not only do you have to contend with the constant bartering of items, the continual dance emotes scrolling across your screen, and the out of character jargon, but you also have to deal with the fact that unless you are talking in whisper (which limits the people you can talk to to 1) or guild (which limits the people you can talk to to members of your guild) pretty much everything you say can be seen area wide. This makes certain aspects of the game impossible, such as secretly forming alliances with other guilds or speaking privately to members of other associations.
Suggestion: Would it be possible to have another tab on the chat menu that allows you to speak to people that are only in your immediate vacinity? This way if you are speaking in character you can find yourself a nice quiet part of town where you can carry on a conversation without having to sifen through a mess of out of character discussions to find the role playing portions you are interested in.
thx for reading
Vaelin
I know this has been said a few times already, but I just wanted to suggest again a revamp to the chat system.
Many players love the roleplaying potential that guild wars will bring, but with the current chat system it is very difficult to have any in character discussions. Not only do you have to contend with the constant bartering of items, the continual dance emotes scrolling across your screen, and the out of character jargon, but you also have to deal with the fact that unless you are talking in whisper (which limits the people you can talk to to 1) or guild (which limits the people you can talk to to members of your guild) pretty much everything you say can be seen area wide. This makes certain aspects of the game impossible, such as secretly forming alliances with other guilds or speaking privately to members of other associations.
Suggestion: Would it be possible to have another tab on the chat menu that allows you to speak to people that are only in your immediate vacinity? This way if you are speaking in character you can find yourself a nice quiet part of town where you can carry on a conversation without having to sifen through a mess of out of character discussions to find the role playing portions you are interested in.
thx for reading
Vaelin
SaosiN
I was new to the last Beta Event in February, and was amazed as to how awesome this game actually is. I often find myself wanting to play the game after only being limited to 2 days of play, I look very forward to the release.
Some suggestions as I went through the game are. When I made my sub class as a ranger, and was able to have pets fighting for me, I found it difficult releasing my animals, and am still somewhat confused on how to get rid of them. I believe that if you have an active pet there should be an option to release it, if you are in an area where you would like a new pet.
Also, more quests like the great Northern Wall, that spawn off new quests. Once I made it into Dark Ascalon I found myself glued to my computer and before I knew it the beta event was over , This style of quests where they actually have a plot, and you feel like you have a purpose doing it coop with other players I found very entertaining, however in the middle of the quest I found myself stuck in an area where I was unable to progress in my quest, and the rest of my party members had left because we had no idea where to go. Some of you might know what i'm talking about, where you had to actually go through a desert to I place I believe was called Surion, to find Prince Rurik. This might have been layed out in the cutscene, however I believe it was skipped. Either way, a better explanation of where to go there, and maybe more detailed explanations for quests in general, although that was the only one I was stuck on for a bit.
Also, in Old Ascalon, this may have been brought up you should not be able to leave without having a second class, and having all the skills you can aquire for each specific class. For some of the people that would gripe about having to be in an area that they feel is boring, I think that when the game is actually released, they would find themselves more comfortable knowing that they have obtained all of the skills they were able to in this section of the game.
For the Guild Capes, I like this feature very much, however found myself clicking the random button for the centerpiece design, maybe give the option of center emblems to choose from. Also, before I was able to create a guild, this probably was reported as a bug, but if the guild name was taken an error was recieved that wasn't clear that the name had been taken, so I ended up with a guild named asdf Guild I belife
Also in most quest modes, you pick up tons of drops, which I think should either be reduced, or given more storage. I understand that constant fighting of a monster for a specific drop can be rather annoying as in most MMORPG's but maybe a better way to reduce your storage of constantly being full, Also going through quests I could never find enough Outfitters. Maybe placing multiple outfitters in each specific town, or crowded area would be better.
If I can think of anything else i'll be sure to address it, thanks for taking the time to go through the players input.
Some suggestions as I went through the game are. When I made my sub class as a ranger, and was able to have pets fighting for me, I found it difficult releasing my animals, and am still somewhat confused on how to get rid of them. I believe that if you have an active pet there should be an option to release it, if you are in an area where you would like a new pet.
Also, more quests like the great Northern Wall, that spawn off new quests. Once I made it into Dark Ascalon I found myself glued to my computer and before I knew it the beta event was over , This style of quests where they actually have a plot, and you feel like you have a purpose doing it coop with other players I found very entertaining, however in the middle of the quest I found myself stuck in an area where I was unable to progress in my quest, and the rest of my party members had left because we had no idea where to go. Some of you might know what i'm talking about, where you had to actually go through a desert to I place I believe was called Surion, to find Prince Rurik. This might have been layed out in the cutscene, however I believe it was skipped. Either way, a better explanation of where to go there, and maybe more detailed explanations for quests in general, although that was the only one I was stuck on for a bit.
Also, in Old Ascalon, this may have been brought up you should not be able to leave without having a second class, and having all the skills you can aquire for each specific class. For some of the people that would gripe about having to be in an area that they feel is boring, I think that when the game is actually released, they would find themselves more comfortable knowing that they have obtained all of the skills they were able to in this section of the game.
For the Guild Capes, I like this feature very much, however found myself clicking the random button for the centerpiece design, maybe give the option of center emblems to choose from. Also, before I was able to create a guild, this probably was reported as a bug, but if the guild name was taken an error was recieved that wasn't clear that the name had been taken, so I ended up with a guild named asdf Guild I belife
Also in most quest modes, you pick up tons of drops, which I think should either be reduced, or given more storage. I understand that constant fighting of a monster for a specific drop can be rather annoying as in most MMORPG's but maybe a better way to reduce your storage of constantly being full, Also going through quests I could never find enough Outfitters. Maybe placing multiple outfitters in each specific town, or crowded area would be better.
If I can think of anything else i'll be sure to address it, thanks for taking the time to go through the players input.
Etherealone
This game totally needs to give the characters the ability to jump. No not the social animation of jumping but the action capabilities of being able to jump. It is so frustraiting to be standing at a ledge that is one foot high and have to walk 500 feet just to be able to get up on that little ledge.
Now I will admit I am new to this game but I did get into it very deeply when I first started playing this last beta weekend. It seems to me that while i love zones that are huge and detailed, they just take to long to cross on foot! What would be insainly awesome is to add some kind of beast you can ride or some sort of mode of transportation for exploration purposes. Now I realize this brings up the problem of players being able to simply run over or away from monsters they encounter. So I have come up with a solution, when a player gets within a certain radius of a monster have an auto dismount feature that engages!!! This should get rid of any possible exploitation that could occur. Now I am not saying give all players these modes of transportation for free, although that would be an exellent gift for those who participated in beta. No I am simply saying give players the opportunity to buy or to complete quests to enable getting some mode of transportation.
Now a suggestion on the mode of transportations, give each class the ability to have a representative from that class become a beast that the character can hitch a ride on. For example necros get a skelly horse that they can ride, elementalist get some form of elemental spirit they can ride, mesmers get an illusionary creature, rangers get a panther or some other animal, warriors get a horse, and monks get some kind of levetating zen ball or something just because I cant come up with an idea for what a monk would ride, haha.
If only I would have gotten in the beta earlier im sure that it could have been possible for my idea to become reality, though I remain hopeful that my idea could still be implimented I do realize that it would take alot of work for our game developer to impliment it in time for there scheduled release date. But I am sure that I am not alone in stating that I would be willing to wait longer for the game if this idea was implimented!!
Now I will admit I am new to this game but I did get into it very deeply when I first started playing this last beta weekend. It seems to me that while i love zones that are huge and detailed, they just take to long to cross on foot! What would be insainly awesome is to add some kind of beast you can ride or some sort of mode of transportation for exploration purposes. Now I realize this brings up the problem of players being able to simply run over or away from monsters they encounter. So I have come up with a solution, when a player gets within a certain radius of a monster have an auto dismount feature that engages!!! This should get rid of any possible exploitation that could occur. Now I am not saying give all players these modes of transportation for free, although that would be an exellent gift for those who participated in beta. No I am simply saying give players the opportunity to buy or to complete quests to enable getting some mode of transportation.
Now a suggestion on the mode of transportations, give each class the ability to have a representative from that class become a beast that the character can hitch a ride on. For example necros get a skelly horse that they can ride, elementalist get some form of elemental spirit they can ride, mesmers get an illusionary creature, rangers get a panther or some other animal, warriors get a horse, and monks get some kind of levetating zen ball or something just because I cant come up with an idea for what a monk would ride, haha.
If only I would have gotten in the beta earlier im sure that it could have been possible for my idea to become reality, though I remain hopeful that my idea could still be implimented I do realize that it would take alot of work for our game developer to impliment it in time for there scheduled release date. But I am sure that I am not alone in stating that I would be willing to wait longer for the game if this idea was implimented!!
BlackArrow
Jumping would be alright to have ingame, it's not necessary, but it would be nice. It might add a whole new aspect to dodging attacks, but this may be hard to implement (never programmed a game before, I have no idea).
As for mounts...No. Your ideas seem riped straight from WoW. Their fine in WoW but I don't see the point in GW. If you want to travel to a place you've been you can just open your map and click the town/outpost/mission that you want to go to. Much faster than riding a horse I'd say. Plus the issue of balancing would come up since a warrior attacking from a horse would have a much higher chance of getting a headshot than someone standing on the ground. I think they are completely unneccessary in GW.
As for mounts...No. Your ideas seem riped straight from WoW. Their fine in WoW but I don't see the point in GW. If you want to travel to a place you've been you can just open your map and click the town/outpost/mission that you want to go to. Much faster than riding a horse I'd say. Plus the issue of balancing would come up since a warrior attacking from a horse would have a much higher chance of getting a headshot than someone standing on the ground. I think they are completely unneccessary in GW.
Zintinix Shoupthalus
Quote:
Originally Posted by BlackArrow
[b]Jumping would be alright to have ingame, it's not necessary, but it would be nice. It might add a whole new aspect to dodging attacks, but this may be hard to implement (never programmed a game before, I have no idea).[b]
As for mounts...No. Your ideas seem riped straight from WoW. Their fine in WoW but I don't see the point in GW. If you want to travel to a place you've been you can just open your map and click the town/outpost/mission that you want to go to. Much faster than riding a horse I'd say. Plus the issue of balancing would come up since a warrior attacking from a horse would have a much higher chance of getting a headshot than someone standing on the ground. I think they are completely unneccessary in GW. |
Just thought I'd shed a little light!
Takkun[CRNR]
I dunno why you guys think it takes too long to walk....I think its perfect; They make the explorable areas purposely long so people can enjoy some scenery, and as for missions, you dont have to walk too far to fight a monster. And as for jumping, I think they said sometime in september that the players will not be able to swim, jump, or fly, or ride things. What you see as far as traveling is pretty much what your gonna get.
SirSexy
Quote:
Originally Posted by DM00
I thought the elementalist might've been a little hard to find, but not that bad.
1) inventory was tough. adding belts and bags was OK, but cumbersome. One suggestion (that I've never seen done) is to expand the inventory area when you add bags and belts, buy a number of rows. Make the backpack 8 colums, and 3 rows, then add a row for the belt, and 2 rows for each bag, for a total of 64 squares max. All items are part of your "inventory", but are all in one area, for salvage/identify, etc. 2) maps. The world is huge, and the signposts were confusing. I was told to find serenity temple, but spent hours finding out that it was nowhere nearby. I still don't know where it is If there was a general map, with regions/important landmarks, finding would have been easier, but the trip was supposed to be the fun. 3) make a dye vendor. Great way to spend cash without altering the game, and in Old Ascaron, most of the talk was 2 things... buying/selling colored dyes, and buying/selling crafting supplies. A vendor selling the supplies at outrageous prices (10 gold for a bolt of cloth), might've cut down on the latter, but possibly altering game mechanics. 4) I still had 2 quests left over from before the searing. quests should be wiped if there's no going back, it was annoying to keep seeing that I was solving the "party with another player" quest, for a signet. |
Especially about finding places in the world, having some sort of guidance would go a long way. Maybe an NPC that tells you where a place is, or will mark your map like the green arrow for quests.
I have heard they plan to have an auction house, which is badly needed. Having one will hopefully eliminate the chat clutter. Either that or make a new chat channel just for trade.
You also have a great point about the unimportant items vendor. This would be great, it alows the character personalization everyone wants, and drains some economy inflation without affecting the characters abilities. I don't understand why there were so few vendors of anything. I only encountered one crafter, and other than them outfitters to buy equipment from... perhaps I need to play more than just a weekend though.
EDIT:
Quote:
Originally Posted by BlackArrow
Jumping would be alright to have ingame, it's not necessary, but it would be nice.
|
stumpy
Not only guild storage but bartering system or auction house ... I saw a post earlier on a great idea. A good trade system, auction house and guild storage will make all of the beta users extremely happy.
dunedain289
First off, Guild Wars is awesome, and I can't wait until release. However, I have a few minor complaints, one about Pre-Searing Ascalon - it's really stinkin' hard to find all your skills from the NPCs. This weekend, I played as a Monk/Ranger, and as I understand it, Resurrect is a starting (free) Monk skill. However, I couldn't find an NPC to teach it to me for free, and I wandered through most (but not all) of pre-Searing Ascalon. The biggest problem was that the other monk NPC trainers just referred back to each other when I asked about other monk trainers- I wasn't told which region to go to. If it was given by the monk just outside of Ascalon, it should be more obvious that it is the Resurrect skill, not the Signet.
My other complaint is that if there is a way to get back to the character select screen without logging out (F10) and logging back in, it's buried deep and not obvious at all. If it isn't there, I'd appreciate it, and if it is there, it should be findable.
Even with these irritations, GW is excellent, so keep up the good work ArenaNet, I'm looking forward to release.
My other complaint is that if there is a way to get back to the character select screen without logging out (F10) and logging back in, it's buried deep and not obvious at all. If it isn't there, I'd appreciate it, and if it is there, it should be findable.
Even with these irritations, GW is excellent, so keep up the good work ArenaNet, I'm looking forward to release.
anacreo
Quote:
Originally Posted by FrogDevourer
First of all, thanks for this enjoyable week end. GW remains on top my RPG list. I enjoyed some new features (green dots/arrows on the mini map, customization...) and I loved the art of the New Ascalon. A lot of works has been put in this area and it shows well. I've read most of the interesting feedback in this thread, so I'll try to concentrate only what I think is most needed.
I won't talk about gameplay balance since I only had three days to try this new incarnation of the game. I guess that alpha feedback is much more valuable for balance issues. I still don't like this unfair skill acquisition system as well as the tiny number of crafting recipies and most importantly the lack of customization in weapons/armors (few slots, very little component choice) but it's just personal taste. I am currently playing WoW as an ersatz but I hardly left GW for 3 days. Unfortunately although GW is assuredly a better gaming experience, I couldn't help being very disappointed by the interface and controls available in this BWE. I guess I expected much more improvement in this area and the comparison with the polished UI/Addons of WoW didn't help. I know both games are different, and I'm aware that GW is still in beta. But in an effort to make constructive and helpful feedback, here's a summary of the UI features that would be useful to GW. Nothing original, but hopefully useful anyway. [COLOR=Red]UI Information[/COLOR] - The buffs/debuffs/conditions are not showing anywhere under your target's name. As a primary monk, how am I supposed to know if my team mate is suffuring from a condition with high priority (blind, deep wound) or just an annoying one (disease)? I also need to know if my enchantments have already worn off or not. As a mesmer I need to know if the foe I target is still hexed by my debuff or if I should recast it. The yellow/purple arrows simply do not give enough information to make the most strategic decisions. Proposal: replace the buff/debuff arrows by tiny icons of the skills or conditions in the target window (and if possible in the party window). - We're not able to see energy bars of team mates. If the enemy energy bars is an understandable secret, there is no real reason to hide the team mate's energy bar. You can easily get this information if he uses ctrl+click bar (or through teamspeak/ventrilo). It would most useful to display this info in the group window. This way everybody would know when I'm running out of mana and secondary healers could start saving their energy for backup healing. Proposal: add a small energy bar in the group window. - Where are my friends/guild mates ? I'm always asking for locations to meet friends in GW. Which lobby or which quest, which district... This is really boring. Proposal: in the friend/guild windows, add a location info to the online status (eg: Lion's Arch District 7) - Who is in the current quest lobby ? Who's looking for a group ? Who's AFK ? ... I was very very disappointed to see I still had to use the ctrl key and to look through a sea of moving names while trading. I also had to spam LFG messages when looking for a group. Proposal: add a /who command with a list of players in the area and their class/lvl as well as an optional status (ok, afk, do not disturb, looking for group...) or additional comments (disrupting mesmer, smitter monk, primary healer, debuffer necro, I'm gonna pwn them...). - Thanks to the F1/F4 weapon switch, I've accidentally salvaged a very good weapon. I wouldn't have done that if I had seen a pop up window with the weapon stats and yellow text. More generally I'd like to see what kind of item I'm going to salvage beforehand. This would help me save time (to sort good from bad items before the salvage session). Same request for dye/run cursors. Am I adding the rune to my good or bad armor part ? Proposal: show the item stat pop up under the salvage cursor, add a warning when salvaging good item (yellow, components inside...). - Being a defensive monk, I'm always targetting team mates, and particularly when we're trying to kill a boss. Basically defensive monks can't use Signet of Capture at all since I can't target the boss for more than 5s in a row. I have buy all my skills from trainer or to use expensive rings. Is that my reward for playing a support character ? Proposal: double targetting system, one friendly/neutral target and one unfriendly target (or alternate skill acquisition system). - Chat window. A lot can be said about this window, so I'll concentrate here on the info you can get from the chat window. Lots of trade/emoticon/targetting spamming, no filtering of friends guild. It's just a lot of messages thrown in a jumble. Proposal: more channels that you can activate/deactivate with color customization, and possibly more than one chat window (two conversations at the same time? just open a new window and activate different filters. - Item stat links. Having to type the mods of your items in order to trade them (or just to show your equipment) is very annoying. It also generates a lot of spam: anyone in the group need a XXX hammer of YYY with +ZZdmg while hexed and +4armor versus physical and +1 energy leech and -1 energy regeneration ? Phew ! Proposal: The shift+click item of WoW is incredibly useful. Adding a similar feature in GW would be helpful. - A couple of times, I've been forced to leave the game for a couple of minutes. Most pickup groups keep going on without you, and when you return to the game, you only see one green dot on the mini map (you). Where is your group ? Hey guys where are you ? Proposal: add arrows to show your group's direction when they're beyond your radar range. - Mini map spamming. It is the new kind of annoyance which makes me itchy. If the radar ping and radar drawings are incredibly useful, they can become upsetting when a l33t kid is spamming LOLs and pinging everywhere on the radar. Proposal: each time a player pings/writes on the radar, add a small flash in the group window to show who's sending this mini map message. Add a right click menu to ignore radar messages from a given player. [COLOR=Red]UI Controls[/COLOR] - The henchmen and pets are very attractive to the players who don't like random groups. Unfortunately working with their AI can (sometimes) be very painful. You just can't control henches/pets decently. The warrior hench or your pet will run into melee instead of pulling a few mob toward you. You can't tell them to attack or to disengage. It drastically reduces your strategic options. Proposal: add a right click menu in the hench/pet party window with behaviour features like 'stay close to me', 'defend', 'hold ground', 'attack on sight'... - Character selection/targetting can be painful. When you see an interesting message in the chat window (LFG, WTS...), targetting the character name in town can be hard and long. Conversely, sometimes I like to whisper things to a group mate but there is no way for me to target his character and send him a message easily. Proposal: increase the amount of controls with right click menus. In the chat window and in the target/group window, add a right click menu on each character name with trade/follow/join/kick out/whisper... - Moving a whole group with map travel is impossible. If all members are able to get to a specific place, group travel should be allowed to the group leader. Proposal: add a "move with group" pop up when map travelling as a group leader. - Disconnect handling. Please tell me a solution of the disconnect issue has been found! I've been encountering d/c issues many times in three days and when you're 3min away from the end of a 1h quest it is very very upsetting. I'm aware that there can be security issues such as in the old duping methods in D2. Proposal: when someone logs in, if is former group is still active, offer a reconnect option before he reaches the character selection screen. If he wants to reconnect, let him wait for 1/2 min and have him appear as dead near the group leader. No character swapping, no d/c abuse to avoid death penalty, and no item duplication possible. - Offline messaging system. Many times I wanted to send a message or an item to a friend who was offline. Proposal: implement a simple mail-like system with minimum gold fee. - The bags suck. Nuff said. They are not even a decent gold sink since after a couple of days, since it's a one time purchase. Real gold sinks have to be used frequently to get rid of gold/items regularly. Proposal: drop them entirely. Implement decent account and guild storage facilities with ongoing fees. - Skill setup toggle. Like many players, I have a few favourite skill setups, one for PvP, one for solo farming, one for support... Each time I have to pick 8 skills manually. Proposal: add 4/6 different skill setups that you can memorize, and select in town like. |
- Highlighted Guild Capes. Make the guild capes for guilds that work on their PvP have glowing effects based on their ranking.
- Shade and Label Areas. Why can't the areas of the map be shaded and labelled by zone boundries, could the paths that you have walked be stored and dotted on the map?
- Character Variety. If you remember history, er. Ultima Online, then you'd remember how popular the non-armor pieces where for looks, make non-armor options available to go over the armor, such as sashes, badges, and jewelery.
- Skills and Ability point configurations. I'd like to be able to setup my char as a war/earth char for when I'm the main tank and as a war/ice tank for when when damage is needed. Could it be possible to freeze an ability point spread into a config without the learn/unlearn penalty? Also the abilities need to be merged into sets.
- Signet of Capture. Could it be possible to drop what you've captured if you didn't get what you wanted, or don't like the ability, before you end the mission?
- Mission Paths. I realize not every mission should have this... but some help on finding the target would be really nice... if I have a mission lets say Fires of the North, couldn't the fires be marked on my map so I know I'm even doing the right thing? And even better couldn't a path be dotted onto my map? I mean if the army is going to send their troops to a location they usually tell em how to get there. My biggest complaint about the game so far is having to fail missions 3 or 4 times just to figure out what I'm supposed to be doing and where I'm supposed to be going.
- Abort Mission. A voting system to abort the mission. Sometimes you know you've lost or don't have what you need or someone entered the mission with no skills memmed . Why can't we all just vote to abort and go back to co-op area as a team.
-Faction Armor/Looks. There is an essence of faction and morality in the game. Why can't there be a look to those faction that affects your appearance? Maybe you can complete a simple faction mission to get a buff item for your equip? That buff item should have a look to it.
Anyhow thats my 100 thoughts... I have a lot more but thats it for now...
Oracle
CHAT
Better, but still needs a lot of work. Can't you take a leaf out of WoW's book? Loads better (channels for LFG/trade, make your own channel, very customizable, colour-codeable, etc).
INVENTORY
Awful. Why are you implementing 'bag management' which is pure MMORPG tedium. I thought you were trying to get away from the tedium of those types of games??? Hideous system, I hate it.
LAG
Game lagged a lot for me (first time ever, and I've been playing since WPE).
FRIENDS LIST
As mentioned above, can't we just see where a friend is when we pull up our friends list?
OVERALL INTERFACE
Very disappointing. I'd give it 4/10 in its current state. There are too many things I disliked to mention here.
I ended up not playing the game much over the BWE due to lag and the tedious interface.
Better, but still needs a lot of work. Can't you take a leaf out of WoW's book? Loads better (channels for LFG/trade, make your own channel, very customizable, colour-codeable, etc).
INVENTORY
Awful. Why are you implementing 'bag management' which is pure MMORPG tedium. I thought you were trying to get away from the tedium of those types of games??? Hideous system, I hate it.
LAG
Game lagged a lot for me (first time ever, and I've been playing since WPE).
FRIENDS LIST
As mentioned above, can't we just see where a friend is when we pull up our friends list?
OVERALL INTERFACE
Very disappointing. I'd give it 4/10 in its current state. There are too many things I disliked to mention here.
I ended up not playing the game much over the BWE due to lag and the tedious interface.
Supernaut
I dont know if this has been covered already but I had something I'd like to be considered.
How about a stat screen that showed your attack and defense ratings, incorporating the effects of weapons, armour, attrib levels, class, etc.
For example, the only way I knew of the figure out my armour level was to just add up the different pieces in my inventory. But tat just gave me a general rating. How about strengths and weaknesses as well? Like what I'm protected against or weak against(cold, fire, etc). Also, if we knew what kind of damage or magic a monster was throwing at us, we''d be able to figure out how to counter it better. Likewise with weapons, I'd like to know exactly how much damge I'm doing, and I'd like to see a breakdown of this showing my damage type(cold,fire,melee), the effects of class or attrib levels on weapon damge, and soforth.
I guess this might not be a big deal for some, but I've seen this used in many other RPGs and I would love to see it here.
How about a stat screen that showed your attack and defense ratings, incorporating the effects of weapons, armour, attrib levels, class, etc.
For example, the only way I knew of the figure out my armour level was to just add up the different pieces in my inventory. But tat just gave me a general rating. How about strengths and weaknesses as well? Like what I'm protected against or weak against(cold, fire, etc). Also, if we knew what kind of damage or magic a monster was throwing at us, we''d be able to figure out how to counter it better. Likewise with weapons, I'd like to know exactly how much damge I'm doing, and I'd like to see a breakdown of this showing my damage type(cold,fire,melee), the effects of class or attrib levels on weapon damge, and soforth.
I guess this might not be a big deal for some, but I've seen this used in many other RPGs and I would love to see it here.
Xephania
I think it would be a good idea to have a tool that shows us where about are friends are so we don't have to keep asking them. Like in Diablo II. I also agree with the statement that these seperate bag compartments are a bit stupid. I think we should just have one bigger inventory
Greentongue
Quote:
Originally Posted by FrogDevourer
- Thanks to the F1/F4 weapon switch, I've accidentally salvaged a very good weapon. I wouldn't have done that if I had seen a
pop up window with the weapon stats and yellow text. More generally I'd like to see what kind of item I'm going to salvage beforehand. This would help me save time (to sort good from bad items before the salvage session). Same request for dye/run cursors. Am I adding the rune to my good or bad armor part ? Proposal: show the item stat pop up under the salvage cursor, add a warning when salvaging good item (yellow, components inside...). |
Not sure why it was removed but it was sorely missed.
Ciarre
Quote:
Originally Posted by Greentongue
Last Beta there was an astrix next to the equipment you had assigned with the F1/F4 keys. It was not there this Beta.
Not sure why it was removed but it was sorely missed. |
Ahhh, that would have been helpful. Or make the box in the backpack a different color or have an outline around it. I was mortally afraid I was going to sell the equipped weapons and be left with something that wasn't very useful.
It's also a little annoying that these weapons and shields don't stay IN the bubble or why not have the different equip slots up by the armor so they STAY there. I kept trying to sort what I had equipped into the belt pouch so I wouldn't sell them, BUT if I used them and then switched, they went back into the backpack.
Not a major thing, but an annoyance. Makes selling off the loot take longer than it should and it surely makes it more of a headache than it should be.
Ciarre
QueenBee-Triad
When it comes to the quests, there are some that only 1 individual in the party can complete and you have to do the same quest numerous times. I think if everyone that has the quest, then when it is done all they have to do is go back to where you need to go and the quest is complete for all. Like the Census or the Cloak for Little Thom.
zersenser
All or at least most of the buildings should be entered... it's destroying a bit the good ambience that you're not able to go in houses... I really missed that!
Takkun[CRNR]
Yea thats true....I really wanna go into some houses and look on the inside....I don't have to have the option to open the door, and there doesn't have to be any treasures inside, but they should make it kinda like they did in diablo II, where you would see a shelf, bed...torture chambers...etc
Bobangry
Quote:
Originally Posted by zersenser
All or at least most of the buildings should be entered... it's destroying a bit the good ambience that you're not able to go in houses... I really missed that!
|
NPC's seem lifeless too so if they (the non important ones) walked around and did chores it would be cool. Or got together with pitchforks to kill the Charr...or "you"...just something. Not a very important change compared to PvP arenas or more PvE missions, just a nice touch.
Telas Maran
It would be much better if, when someone calls a target, warriors would be able to punch the "T" key twice in quick succession to automatically go to the target called enemy. Either that or double-click on the (+) target sign beside a person's name who made a target call and it'll automatically let you go to the target. I've found it so frustrating going into the fray of combat, then someone does a target call and I, as a melee class, can't get to the target due to the fact that the tiny circle surrounded a targetted player is just so hard to see, and the pink circle for target called enemies is also hard to see.
Also, when chasing an enemy, if someone walks in front of you, you don't avoid the person: you just stop dead. Can this be changed so you don't actually stop chasing the person just because someone stood in front of you? Or was this on purpose?
It'd also be nice to be able to see the location of your friend on your friends' list. e.g. Ascalon City - District 2
Would it also be possible to have a separate key that will show all the names of only friends in your area, rather than the names of everyone?
Lastly, it would be much more convenient if there was a "Approach" button beside the "Trade" button, which would allow you to just go to the person but not have to bring up the trade menu. Or a simple button to do the trick?
Great job so far!
Also, when chasing an enemy, if someone walks in front of you, you don't avoid the person: you just stop dead. Can this be changed so you don't actually stop chasing the person just because someone stood in front of you? Or was this on purpose?
It'd also be nice to be able to see the location of your friend on your friends' list. e.g. Ascalon City - District 2
Would it also be possible to have a separate key that will show all the names of only friends in your area, rather than the names of everyone?
Lastly, it would be much more convenient if there was a "Approach" button beside the "Trade" button, which would allow you to just go to the person but not have to bring up the trade menu. Or a simple button to do the trick?
Great job so far!
Takkun[CRNR]
Telas...it's called the space bar
Telas Maran
Heh, sorry for my ignorance. If I gave any suggestions that may already be in the game, I apologize.
Tur713
Guild Meeting Halls - I also have an idea about the posssiblility of putting in meeting place for the guilds. Like a town or something where upon entrance, you are sent to your guild's meeting hall and where one could easily meet up with other guild members and have guild meetings without sitting around a town using the guild chat looking stupid or dancing (as the case may be). There could also be special actions done at a meeting table (if they were to sit down for this) that could be pound fist, agree, ect., but that may be going a little far for this concept right now. All in all, a nice specific guild meeting place would be nice.
Lunarhound
I can't remember if this has been suggested or not, but I'd like to see a way for a guild to set up a GvG style match with its own members. It would be a great way for guilds to practice combat and tactics, or simply have some fun, without having to worry about losing ranks on the ladder.
MoldyRiceFrenzy
Well Guild Wars Doesnt have to many choices of pets, well it has some . something like 4 or so,but it would be so much cooler if you could get more like a black bear or some other stuff. also the quest where the guy gives you a devourer egg is sorta confusing what do we do with the egg. it would be nice if it could be used for a pet to raise and use. maybe a % chance of getting a certain type of devourer.
There are alot of weird quest where you get quest items but no one can ever find the use of them maybe in the game it would help if it gave some hints or something about the quest item...like the devourer egg for example. and the thing that gwen gives you after you give her like a flute or something.These things really confused me
There are alot of weird quest where you get quest items but no one can ever find the use of them maybe in the game it would help if it gave some hints or something about the quest item...like the devourer egg for example. and the thing that gwen gives you after you give her like a flute or something.These things really confused me
Whyte Devil
One thing I feel is sorely missing in Guild Wars is voice overs of the cut scenes at the end of each quest. There's probably only about a dozen quests with maybe 20-30 min. of total cut scene and would be greatly improved by a voice over of them. It just feels like a spot you should actually hear them speak and then have to read and can't fully appreciate the graphic quality of the scenes because you're reading the storyline. It seems like it could be done in a single day in a sound studio or something equally easy to accomplish and would give the game a great feel. Other than that really no complaints about the game, it's amazing and can't wait for April 27th.
Tur713
Personally, I wouldn't like voiceovers because even when given a choice, I just don't like the voice acting in most games. Maybe it's just because I like the classic stuff, but if they do, then you should be able to choose your voice than you use or even have the option to remove them all together.
Lunarhound
I like voice in games when done well, but I wouldn't really want to see it in this one. There are going to end up being a lot of missions, which means a lot of cut scenes, which would mean a heck of a lot of voice to download. Part of the whole point of GW is supposed to be being able to play quickly and easily without constant massive patching. They also want to cater as much as possible to people on dial-up connections. How many people would be willing to wait while the dial-up user in their party spent half an hour downloading voice clips? And even if some would, how many dial-up users would want to have to wait even longer than they already do?
March Hare
One thing I wouldn't mind seeing (kind of has to do with going back to before the Searing) put a nice LARGE explanation that you will not be able to come back to the nice tranquil "training" area before the searing. Kind of like the ANOYING licensing agreement that we have to agree tot before we install anything. The fist time I accidentally joined at Level 3 and had to start over completely because my character was too weak.
Lunarhound
I have to agree, there. The fact that we couldn't go back was pretty clear to me, but for some reason, it wasn't to a lot of my friends who played this past weekend. They were really ticked off when they found out that the decision was permanent.
Enkidu
I have absolutely no idea if this was mentioned already but i remember reading in a recent Fansite friday interview with you Gaile were I think it was mentioned about implementing things that could be purchased for the Guild hall to make it look cool, but maybe somethings with a purpose like a personal outfitter or the purchace of extra archers and footmen to place around for battles. and most importantly the Hall needs somekind of storage for it's members.
March Hare
That would be a great idea. But it might be unfair to those who don't want to be included in a guild. There are a few "outcasts" that might not want to join a guild. Should they be penalized more than just not having a nifty cape?
As a suggestion would it be possible to be able to upload an emblem; or does that possibility cause too many legal issues? There are a lot of options but if this game get as big as I would expect (I mean think of just how many people were up for playing these Beta test versions) they may run out before to long.
As a suggestion would it be possible to be able to upload an emblem; or does that possibility cause too many legal issues? There are a lot of options but if this game get as big as I would expect (I mean think of just how many people were up for playing these Beta test versions) they may run out before to long.
Lunarhound
Quote:
Originally Posted by March Hare
That would be a great idea. But it might be unfair to those who don't want to be included in a guild.
|
itistimetodie
I have only participated in the past 2 beta events, so I am unsure of all of the advancments that have been made since the first test. In my opinion though, the game is great, and without the monthly fee I would buy it even if it was left the way it is. BUT, as long as you are taking suggestions....
The first thing I would like to adress is the quest system. I absolutely loved the main quests (even though some people were not intelligent enough to figure out that what happens after you enter the acadamy was world altering), and how they affected the envifonment. Though my complaints were not with the quests themselves but with the interface.
LIST: The biggest problem I encountered while playing with friends is trying to remember what quests I had finished. If it is at all possible I would like to see a seperate list for finished quests. Having to venture back to town to talk to an NPC just to find out that I had finished the quest is annoying. Even though there was just a few (compared to the completed version of the game) quests in the beta test, and that you should be able to keep track of the ones you have and have not completed, it would be extreamly convenient to be able to look up the exact name of a quest you have done (alphabetical order please). I realize that the completed version of the game will be much larger and that the list could potentially span the length of equator, but perhaps the log wipes clean after you reach certain points in the game or possibly could have a specific number (such as 50).
PARTIES: As for adventuring in a group, please make it so that either the entire party finishes the quest when the person with the items does, or enough quest items drop for every individual to have one of their own (preferably the latter). For example, to complete the quest where you help make Thomas' cape, you must kill a bear and return with the pelt. Unfortunately after killing and intire field of bears only one pelt dropped, and after taking the bear skin back to get the cape made, I was the only one able to complete the quest.
DIRECTION: As the replies before this one have stated, the green arrow pointing toward your mission objective is, in my opinion, a wonderful idea. Please implement this throughout the entire game.
(Thats all for quests)
Im sure you are getting sick and tired of hearing this, but it is a subject which cannot be stressed enough. The reason for playing MMO's is the communities, vast ammount of content and DIVERSITY, INDIVIDUALITY, AND COSTOMIZABLE FEATURES. I love Guild Wars to death, but unfortunately it is seriously lackin in customizable features.
CHARACTER: There doesn't have to be tons of clases, different races, or even many jobs, but what we do have are crafters. The dies are a wonderful idea, but since the crafters have to make the armor to the specifications of the characters' body, how about letting the character choos a different design or add something like spikes, stripes, ruffles, or maybe big shoulderpads on the chestplate. What about facial hair?
WEAPONS: Not to beat a dead horse, but something has to be done about the way weapons look. If my weapon is a rare axe which I found after killing some high lvl monster, I want to be able to show it off. An idea I had was if a weapon is special, rare, exceptional or whatever, offer different weaponsmithing options for the harder to find weapons. Allow people to change the look of all weapons, but offer "cooler" looking options for harder to find ones (glows, handles, edges,etc).
The one objective I have after reading game overviews from the developers is their decision of "uber" weapons. Don't get me wrong, I am glad that there is not just one item or a set of items you can obtain to make you godly or unbeatable but I hope that there will be quests (to lead you to) or just very, very, rare or hard to find items that will be more of a trophy (as well as give u an edge in combat). What good is a strong warrior without his glimmering battleaxe that strikes fear into the heart of his enemies.
Sorry for the length
The first thing I would like to adress is the quest system. I absolutely loved the main quests (even though some people were not intelligent enough to figure out that what happens after you enter the acadamy was world altering), and how they affected the envifonment. Though my complaints were not with the quests themselves but with the interface.
LIST: The biggest problem I encountered while playing with friends is trying to remember what quests I had finished. If it is at all possible I would like to see a seperate list for finished quests. Having to venture back to town to talk to an NPC just to find out that I had finished the quest is annoying. Even though there was just a few (compared to the completed version of the game) quests in the beta test, and that you should be able to keep track of the ones you have and have not completed, it would be extreamly convenient to be able to look up the exact name of a quest you have done (alphabetical order please). I realize that the completed version of the game will be much larger and that the list could potentially span the length of equator, but perhaps the log wipes clean after you reach certain points in the game or possibly could have a specific number (such as 50).
PARTIES: As for adventuring in a group, please make it so that either the entire party finishes the quest when the person with the items does, or enough quest items drop for every individual to have one of their own (preferably the latter). For example, to complete the quest where you help make Thomas' cape, you must kill a bear and return with the pelt. Unfortunately after killing and intire field of bears only one pelt dropped, and after taking the bear skin back to get the cape made, I was the only one able to complete the quest.
DIRECTION: As the replies before this one have stated, the green arrow pointing toward your mission objective is, in my opinion, a wonderful idea. Please implement this throughout the entire game.
(Thats all for quests)
Im sure you are getting sick and tired of hearing this, but it is a subject which cannot be stressed enough. The reason for playing MMO's is the communities, vast ammount of content and DIVERSITY, INDIVIDUALITY, AND COSTOMIZABLE FEATURES. I love Guild Wars to death, but unfortunately it is seriously lackin in customizable features.
CHARACTER: There doesn't have to be tons of clases, different races, or even many jobs, but what we do have are crafters. The dies are a wonderful idea, but since the crafters have to make the armor to the specifications of the characters' body, how about letting the character choos a different design or add something like spikes, stripes, ruffles, or maybe big shoulderpads on the chestplate. What about facial hair?
WEAPONS: Not to beat a dead horse, but something has to be done about the way weapons look. If my weapon is a rare axe which I found after killing some high lvl monster, I want to be able to show it off. An idea I had was if a weapon is special, rare, exceptional or whatever, offer different weaponsmithing options for the harder to find weapons. Allow people to change the look of all weapons, but offer "cooler" looking options for harder to find ones (glows, handles, edges,etc).
The one objective I have after reading game overviews from the developers is their decision of "uber" weapons. Don't get me wrong, I am glad that there is not just one item or a set of items you can obtain to make you godly or unbeatable but I hope that there will be quests (to lead you to) or just very, very, rare or hard to find items that will be more of a trophy (as well as give u an edge in combat). What good is a strong warrior without his glimmering battleaxe that strikes fear into the heart of his enemies.
Sorry for the length
March Hare
Lunarhound I'm not saying it shouldn’t exist but maybe available to everyone. And I understand your point. Guild members should have advantages. If there does become some kind of guild ranking system the top dog should have more available perks that other guilds, but I'm not sure as to how that would be implemented. But it would be great to add to the competitiveness between guilds
Lunarhound
Well, technically, it is available to everyone at the moment. Or would be, if the feature were implemented. When I started my guild, it didn't require me to have any other players. Even someone who wanted nothing to do with a guild could create one anyway and never invite anyone else. Maybe single person guilds will no longer be possible at release (anyone know about this?), but right now, they certainly seem to be.
Eejit
1) Institute a /duel command or something similar. This game is about PvP and it's hard to PvP a SPECIFIC friend of yours. Since it could really kill GPUs in cities, maybe institute a dueling ring area in each city that allows the command. I'd like it veddy much.
2) FIX THE DAMN GUILD REGISTRAR! He stole 50 g from me while trying to create a guild because the name and several variants were taken. Boo!
2) FIX THE DAMN GUILD REGISTRAR! He stole 50 g from me while trying to create a guild because the name and several variants were taken. Boo!