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1. Crafting: (Two edits have been made to this request. Scroll down to read the other edit)
EDIT: In addition to all the below stated, why is the maximum number of Additional Crafting Licenses for any character set to 4 instead of 9 total? What is the difference if those licenses are split up to be on one, two, or three different characters? Just have them be able to be mastered on one and all! We should not have to split our access up to our mastered disciplines between 2-3 characters. That is not effective or convenient at all. And for those who want to level their other characters through crafting, scroll down to read more.
Let’s take a look at the Additional Crafting License item in the Gem Store. It reads: Increase the number of active crafting disciplines all characters on your account can have at once time (by 4, to be exact).
This is what the above translates to: Your number of active disciplines is increased globally across all character, yet progression of each Crafting discipline is not global, meaning in order to have access to all your Crafting disciplines, you must master them on THREE different characters. That's right, 4 Additional Crafting Licenses = requiring two different characters + 1 more Additional Crafting License we are not allowed for Scribe = requiring three different characters. And to have access to all Crafting disciplines on different characters? You must master them all over again!
Why has this not been addressed? Why make players spend more Gold (buying their way to master their Crafting disciplines) or more time farming materials from scratch to have the same Crafting disciplines we already have mastered on the character(s) we mastered them on first?
It is not like there is more money to be made off Additional Crafting Licenses from the Gem Store for reason being you can only buy a certain amount, with or without the solution below.
Here is a solution:
All Crafting Discipline progression (and upon being mastered) should be made global across all characters for convenience purposes. Players simply go on their main character, anyway, who have access to all their mastered disciplines, yet who wants to re-log to their main character, or re-log on other characters with different Crafting disciplines? It limits Crafting discipline access.
For example, when any character who is taught to be a Huntsman contributes to mastering Huntsman, the progression is global, and upon mastering it, the mastered discipline Huntsman is available to all characters, even to characters who choose the option ‘Please teach me to be a Huntsman’ for the first time from the Master Huntsman NPC.
EDIT: For players who DO NOT want to make their mastered disciplines global across all characters, because they want to use crafting for leveling their other characters, THEN upon mastering a discipline from any one character on a players' account, Anet can implement a dialogue box that asks the player, "Would you like for this mastered discipline to be mastered across all characters? Warning: Mastering a discipline across all characters means you cannot level your other characters from Crafting."
And if the players clicks 'Yes', another dialogue box appears asking, "Are you absolutely sure you want to master this discipline across all characters?" and if the player clicks 'Yes' again, then it is done. However, if the player clicks 'No', then the mastered discipline will only be mastered for that character alone.
With the above being said in mind, the materials we farm required to master Crafting disciplines are global. They are global for a reason, so each character we play can contribute to farming the materials required to master our Crafting disciplines.
Therefore, why can it not be the same for Crafting discipline mastery progression no matter what character we choose to be taught any Crafting discipline? The current system, again, limits Crafting discipline access and forces players into mastering their Crafting disciplines on one character vs. having all characters contribute as one, just as they do with farmed materials.
2. You implemented Mounts, and Mount Racing, yet you forgot PvP for Mounts: Jousting Events! Mounts + some form of Mount PvP Event = WIN
Where would this mount pvp take place.. are you expecting specific maps, instances, guild hall arena's?.. personally I would prefer ANET to spend resource fixing and improving the current in game systems, process and bug before they put 1 ounce of thought into this "I want, I want."
Absolutely not. There would not be a bunch of maps dedicated to Mount Jousting Events. Let's call them that. Mount Jousting would instead take place on a single battleground, that, unlike Mount Racing, would not require players to go all over the map, any map, to participate in the Mount Jousting Event.
Far as where the Mount Jousting Event would take place, it would only make sense to have it take place somewhere in the Crystal Desert.
3. Storage issue with Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn:
EDIT: Oh, and let's add Pieces of Candy Corn to the list of most-accumulated consumable items, too, since the release of the Candy Corn Gobbler feeder, that, by the way, can be used as many times you want to gain boons. But why, you ask, would I request the stack size of Pieces of Candy Corn be 20,000 just like what I initially proposed? Simple, to have a big stock, of course, all in one place!
The number of accumulated, easy-to-get Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn is crippling our Bank Storage!
Here is a solution:
Make the default storage space for Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn 2,500 (10 stacks worth), and for players wanting more space than that, they can purchase the Storage Expander item from the Gem Store.
However, the Storage Expander text would need to be changed to: Double-click to increase the maximum stack size of all stored materials by 250. Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn are increased by 2,500.
Furthermore, players whose accounts already have the maximum number of Storage Expanders would be granted the new increased storage space to Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn (as they should be).
And players whose accounts do not have the maximum number of Storage Expanders would have the default space for Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn increased to the default stack size of 2,500 instead of a default stack size of 250.
The number 2,500 works perfect because 8 Storage Expanders bought from the Gem Store = a 20,000 stack size for Piles of Bloodstone Dust, Dragonite Ore, Empyreal Fragments, and Pieces of Candy Corn just like for all other materials = a 2,000 stack size (when buying 8 Storage Expanders).
4. Why are no points given to players for logging in every 7 days?
Every 7 days (1 week) we log in, players should be given 1 points to their account on the 7th day (52 weeks in a year = 52 points).
Why not? Don’t you want players to stay more tuned in than they already are?
5. Why won’t your sound team implement new instruments in the Gem Store? (EDIT made near the end of this suggestions)
There are clearly many players into the in-game instruments, even whole Guilds dedicated to playing music, my Guild included.
Why not add a Violin, an Acoustic Guitar (for a different, clearer tone than the quiet Lute), and a Piano in the Gem Store with 1 Skill Bar that has 16 Skills per Octave, 8 Skills for Majors, and 8 Skills in between for Sharps? And why not a 4th Octave for the Harp and Lute?
The Majors can be mapped with numbers (using either the top-row numbers or the Num Pad), and the Sharps can be mapped with F1 keys like so:
1 [F1] 2 [F2] 3 [F3] 4 [F4] 5 [F5] 6 [F6] 7 [F7] 8 [F8] 9
Each number represents a Major (except 9 to change Octaves), and each [F1] bracket represents a Sharp.
That is 16 Skill Slots total. Why is this so hard to implement? The answer is it is not, that there are more things being prioritized, yet... that is what us musicians have been hearing for almost 3 years now. My argument to that is since Instruments are Gem Store items, and therefore, have the potential to generate money, they should be given a little more attention.
EDIT: So somebody made the short-and-sweet argument, "Yea... a Piano... really portable..." This kind of feedback helps absolutely nothing. Why get technical about what a single character can realistically hold as if this is real life? I guess, then, according to that logic, all the other instruments players are allowed to store in their inventory at once is more portable than a Piano, along with a couple hundred other items in their inventory.
This is a game! So yea, to Anet I say offer us a Piano in the Gem Stor. We have been waiting for almost 3 years now. I am part of two huge musician Guilds, and yes, I personally want access to more instruments. That is only a natural request (not a 'stupid request') from an avid lover of music who tabs it and plays it irl.
Thank you for looking this over.