As a PvE player, I find it increasily frustrating establishing a community between players unless it is forced. I can't easily "stumble" across guildies or friends in an outpost; I have to ask where they are and then force the district change.
Thus, I think it would be valuable that when entering an outpost randomly, district selection would be weighted in favor of those districts that have friends, alliance members, and guild members. This would allow me to enter Lion's Arch and encounter those players that I have established a relationship with prior more easily and naturally.
"Character Space" and PvE Community
nrvllrgrs
majoho
Except that's not possible, since everyone else might have established relationships with someone else.
I really prefer the way GW works where you can easily change district, it's much better than being stuck on one server.
I really prefer the way GW works where you can easily change district, it's much better than being stuck on one server.
bilateralrope
It could work. I wouldn't be suprised if its already implemented as I keep running into other members of my alliance
nrvllrgrs
Players would still be able to move between districts willingly. This function would only occur when "auto-select active district" is used to enter a district.
natuxatu
i suppose they could have it where you were auto put in say dist 1 unless it was full ect... but a lot of places only have 1 or 2 disticts anyway so i don't really think it's needed
MMSDome
I dont think its worth the people that implement these changes time to do this. We dont even pay monthly fee so this is something they just dont need to do when as you said you can just ask where they are.
nrvllrgrs
The point here is that asking another player where they are in the world removes an immersive element to the experience. Furthermore, if this feature were to be added it would increase players' perception of the online community.
If you were to enter into an outpost and come across other players that you have established a relationship with, you may whisper to them and form a party instead of grabbing henchmen. The feature is about increasing the chances of happenstance. Where other online games provide players with a game world that players are locked within the confines of a server, Guild Wars thankfully does not do so. But by doing this, Guild Wars decreases its chances of players that have formed relationships running into each other by chance.
Just as world instances provide the illusion that players are the true heroes of the world, character space would give the illusion of community.
If you were to enter into an outpost and come across other players that you have established a relationship with, you may whisper to them and form a party instead of grabbing henchmen. The feature is about increasing the chances of happenstance. Where other online games provide players with a game world that players are locked within the confines of a server, Guild Wars thankfully does not do so. But by doing this, Guild Wars decreases its chances of players that have formed relationships running into each other by chance.
Just as world instances provide the illusion that players are the true heroes of the world, character space would give the illusion of community.