[Suggestions] Updated: 20 in-game improvements we will 'likely' never see. 10 in OP; 10 from players — Guild Wars 2 Forums

[Suggestions] Updated: 20 in-game improvements we will 'likely' never see. 10 in OP; 10 from players

Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
edited January 9, 2018 in Guild Wars 2 Discussion

EDIT: In the first half of my OP, I listed 10 of my own suggestions, and in the second half of my OP, I listed 10 suggestions from other players in the comments I liked.

NOTE: The reason suggestions like Build Templates, Sigil/Rune swapping, a GvG system, decent PvP matchmaking, a WvW population solution, a new Engine, etc. are not on my list below is because I wanted to throw in a few other suggestions that have been brought up less often, if ever. I did not want to make a thread parroting those other suggestions. How funny it is, though, me making this Note technically puts them on the list, but anyway...

1. Unlimited Volatile Magic gathering tools in the Gem Store. It is silly how the new Map Currency Unbound Magic gets its own set of ‘unlimited’ gathering tools, yet Volatile Magic does not. My wallet is ready in the event Unlimited Volatile Magic gathering tools come to the Gem Store.

2. Allow us to see the totals of any Material we have gathered when we 'Sell' and/or 'Buy More' Materials from the Trading Post within both of the Buy/Sell Windows. Mock-up image of the idea here: https://imgur.com/zJPhbzm

Updated with mock-up image:
3. Allow us to toggle any Currency in the Wallet we want to keep track of (up to 10) along the bar where our Gold value displays in our Inventory Window, much like we do when we toggle which 'Achievement progressions' we want to keep track of when we hit the 'Eye' icon. Mock-up image of the idea here: https://imgur.com/a/urqxQ

That 'Eye' icon should be next to every Currency in the Wallet Window. Why up to 10 Currencies shown at once? Because 10 is a solid number, and anything more than 10 would look like clutter along the bar where our Gold value displays.

I also improved the idea where any displayed currencies along the bottom bar of the Inventory can be dragged-and-dropped in whatever order players want them displayed.

And if not any of the above stated, please, let us at least see our Karma value at all times since it is a globally-acquired Currency in every Map. For example, in maps like Bloodstone Fen, Lake Doric, and every other new map outside the Heart of Tyria, we cannot see our Karma value at all times like in other Maps.

4. Add the option to 'Sell' and/or 'Buy More' of any Material from our Bank, and add the option to 'Sell' any Material from our Material Storage. Currently, we can only 'Buy More' of any Material from our Material Storage. Why only 'Buy More' and not 'Sell', too?

It may sound trivial, but it is really frustrating over a period of time having to drag-and-drop each and every Material from our Material Storage into our Inventory before we can 'Sell' our Materials on the TP, and not being able to 'Sell' and 'Buy More' of any Material at all from our Bank is equally frustrating.

5. 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 (by 4, to be exact).

Why not increase the number of active Crafting Disciplines all characters on our account can have at once from 4 to 9?

What is the difference if our mastered Crafting Disciplines are split up to be accessible on 3 different characters vs. all accessible on any character? (3 different characters because of Scribe). Just have them all accessible on any character that already has them mastered. We should not have to split our access up to our mastered Disciplines between 3 different characters. That is not effective nor convenient at all!

6. Increase the number of ‘Recently Viewed’ and ‘My Latest Trades’ up to 10 (or 20) shown at a time. Mock-up image of the idea here: https://imgur.com/IQGy88A

7. Add a Consume-All option to all consumable Finishers, because they are one of the most annoying items to 'Destroy' by having to type in their exact names. They are really only an annoyance after opening many ToT Bags (among a few other containers/bags that contain Finishers), but an annoyance nonetheless.

8. Add 'Y' and 'N' hotkeys for the 'Yes' and 'No' options when we ‘Destroy’ any item to make it quicker, or for all 'Yes' or 'No' dialogue boxes, for that matter. Mock-up image of the idea here: https://imgur.com/a/hPY6U

With the above suggestion in mind, the hotkeys for 'Y' and 'N' should be an Option in the General Options Window, to Enable or Disable them, either to appear in 'Y' or 'N' dialogue boxes, or not appear at all in 'Y' or 'N' dialogue boxes, followed by a red warning message in parenthesis ( ) next to the Option itself that says, "Use at your own risk!"

9. Add a World Boss Events Window (within the Contacts and LFG Window) so we do not have to alt-tab and consult third-party online sources outside the game. Mock-up image of the idea here: https://imgur.com/hd2zuWW

NOTE: If you look at the UI mock-up closely, you will see I put little 'sort by' arrows next to 'Boss Name', 'Boss Level', 'Event Status', and 'Spawn Time'.

Some players do not mind alt-tabbing to their web browser every time to consult third-party sources for when World Boss Events pop, but having a World Boss Event Window within the game itself will be better. Such an Event Window should have existed a long time ago, anyway.

10. Remove 'global' cooldown on all instruments and instead make it where each note has its own cooldown, and then set every players' 'Player Instrument Volume' to 2-5% after this fix to lessen 'annoyance' from obnoxious players. However, if not to remove the 'global' cooldown on all instruments, then at least remove 'global' cooldown on the most popular two instruments being the Lute and the Harp.

Currently (to use the Harp as an example), if any of the lowest Major notes: C D E F G A B C on the first octave go on cooldown, so do any of the C D E F G A B C Major notes on the second and third octaves, meaning each note does not have its own cooldown. The cooldowns on instrument notes are shared 'globally'.

To be clear, even if 'global' cooldown on instruments is removed, troll players are not going to be able to spam hundreds of notes in the event they used a script to do so, because each note on any instrument at that point will have its own cooldown.

10 SUGGESTIONS FROM OTHER PLAYERS IN THE COMMENTS I LIKED (with very minor changes in wording)

1. Ziooo.8932 suggested: No Mastework Sigils from salvaging on high level Armor [Levels 40-80], because who uses Masterwork Sigils after level 40?

2. Ziooo.8932 suggested: No Armor breaking, but only in Raids and Fractals, since it is auto-repairable, anyway.

3. Ziooo.8932 suggested: Make every refinement (Ores, Cloth, Wood, Leather, etc.) available on every Crafting Discipline.

4. STIHL.2489 suggested: Allow us to Glide in Dungeons and Fractals.

5. Orpheal.8263 suggested: Add the final implementation of Jeweler and Chef 500 to make them equal to all other Crafting Disciplines.

6. Orpheal.8263 suggested: Do a complete rework of the mess that is the whole outdated 2012 Condition and Boons System to a more modern and adapted system that works with the current state of the game.

7. Orpheal.8263 suggested: Quick-use Slots, which enable us to use items from our Inventory except without having to open our Inventory during combat.

8. STIHL.2489 suggested: Allow us to use Mounts in WvW (Edit for movement purposes only, and disable Mount attacks for balance purposes since they single-handedly deal 3400-4K+ dmg, depending on the Mount, in conjunction with certain Buffs they provide either to the player or other allies that would stack too quickly).

9. Ziooo.8932 suggested: Allow us to Glide and use our Mounts in our Home Instance. To which I replied, "Why is Gliding and Mounting disabled in our Home Instance, anyway?"

10. Orpheal.8263 suggested: Implement more fun and useful Emotes.

<13

Comments

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 4, 2018

    @Mordalus.8146 said:
    A slider to reduce visual clutter
    Sigil/rune swapping
    Build templates
    GvG systems
    Decent PvP matchmaking
    Wvw population solution

    Oh yea, we all know those are likely never going to happen, either, but I did not want to list the most obvious things in my OP. There is much more this game is missing and/or lacks.

  • But theres a mistake in your list. You CAN buy more directly out of the bank tab. Selling though not. I guess thats because selling refers directly to your inventoty.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 4, 2018

    @EthanLightheart.9168 said:
    But theres a mistake in your list. You CAN buy more directly out of the bank tab. Selling though not. I guess thats because selling refers directly to your inventoty.

    It is not a typo. You cannot 'Sell' and/or 'Buy More' of any Material from the Bank. However, you can 'Buy More' of any Material from the Material Storage, yet you cannot 'Sell' any Material from the Material Storage.

    Overall, that makes no sense. We should be able to 'Sell' and/or 'Buy More' of any Material no matter what storage our Materials are in be it our Inventory, our Bank, or our Material Storage, because they are all forms of storage.

    The fact we still do not have those 'Sell' and 'Buy More' options available to us when it comes to our Materials across all storages in 2018 baffles me. I am only bringing it up now because I gave Anet the benefit of the doubt throughout the years I have been playing, hoping they would give us those options, yet the options remain unavailable.

  • Use of multiple CPU cores, multi thread and more utilization from the gpu(it would give some good performance boost)
    Phisics in game (clothes and a lot of things would be awesome with this, specially the ones from PoF, light armors)
    a change of Direct X for a more current one like, ' 12 '
    a new engine, better than this one, in all aspects

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 4, 2018

    @GuilhermeDeSC.4738 said:
    Use of multiple CPU cores, multi thread and more utilization from the gpu(it would give some good performance boost)
    Phisics in game (clothes and a lot of things would be awesome with this, specially the ones from PoF, light armors)
    a change of Direct X for a more current one like, ' 12 '
    a new engine, better than this one, in all aspects

    All those things you just listed requires a whole new engine, therefore, those things will certainly never happen. The only way GW gets a new engine is if Anet makes GW3 and starts from scratch with a new engine, and I do not see that happening for another 8-10 years from now.

  • @Eidolonemesis.5640 said:

    @GuilhermeDeSC.4738 said:
    Use of multiple CPU cores, multi thread and more utilization from the gpu(it would give some good performance boost)
    Phisics in game (clothes and a lot of things would be awesome with this, specially the ones from PoF, light armors)
    a change of Direct X for a more current one like, ' 12 '
    a new engine, better than this one, in all aspects

    All those things you just listed requires a whole new engine, therefore, those things will certainly never happen. The only way GW gets a new engine is if Anet makes GW3 and starts from scratch with a new engine. Yea, I do not see that happening for another 8-10 years, at least.

    kinda sad right? XD the game is awesome as is, but these things would make a world of difference in my pov xD

    what's left is to dream /cry

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 4, 2018

    @GuilhermeDeSC.4738 said:

    @Eidolonemesis.5640 said:

    @GuilhermeDeSC.4738 said:
    Use of multiple CPU cores, multi thread and more utilization from the gpu(it would give some good performance boost)
    Phisics in game (clothes and a lot of things would be awesome with this, specially the ones from PoF, light armors)
    a change of Direct X for a more current one like, ' 12 '
    a new engine, better than this one, in all aspects

    All those things you just listed requires a whole new engine, therefore, those things will certainly never happen. The only way GW gets a new engine is if Anet makes GW3 and starts from scratch with a new engine. Yea, I do not see that happening for another 8-10 years, at least.

    kinda sad right? XD the game is awesome as is, but these things would make a world of difference in my pov xD

    what's left is to dream /cry

    Yup. Sad state of affairs is sad.

    Dreaming, though, is the best simulation of any game, because we can make any game do what we want them to do. I just wish my progress was saved during dreaming instead of fragments of it, because I often forget them.

  • @GuilhermeDeSC.4738 said:
    Use of multiple CPU cores, multi thread and more utilization from the gpu(it would give some good performance boost)
    Phisics in game (clothes and a lot of things would be awesome with this, specially the ones from PoF, light armors)
    a change of Direct X for a more current one like, ' 12 '
    a new engine, better than this one, in all aspects

    The game engine uses multiple CPU cores, and multi threads. The main problem is that it has a 'main thread' that runs in the first CPU core, and that's where most of the game is being rendered/calculated/computed. It does utilize quite a bit from the GPU--don't believe everything you hear from random people in the internet (Like me!) If you search on Reddit, there's a post explaining this by one engineer from A.net.

    Physics in game would be kinda cool, I agree, but with the horrendous issue we have with clipping, I can only imagine the tragedy this is going to ensue.

    Same as before, changing DirectX to 12 would improve some situations of the game, and those are limited.

    A new engine? Very unlikely to happen, but oh, wouldn't we all love this...

  • Mea.5491Mea.5491 Member ✭✭✭✭
    1. On/off button for idle animations (make them optional).
    2. 25% movement speed enrichment (I know we have mounts but try Palawadan, you're in combat 75% of the time).
    3. Remove armor weight restriction (let us mix-n-match Heavy-Medium-Light armor).
    4. Remove minor/major sigils/runes from dropped gear.
  • 1. Unlimited Volatile Magic gathering tools in the Gem Store. It is silly how the new Map Currency Unbound Magic gets its own set of ‘unlimited’ gathering tools, yet Volatile Magic does not. My wallet is ready in the event Unlimited Volatile Magic gathering tools come to the Gem Store.

    The (unlimited) unbound magic tools first went on sale in May 2017, approximately when LS3.5 released. There's plenty of time for unlimited volatiles to go on sale and beat that "pattern."

    2. Allow us to see the totals of any Material we have gathered when we 'Sell' and/or 'Buy More' Materials from the Trading Post within the Buy/Sell Windows. Mock-up image of the idea here: https://imgur.com/zJPhbzm

    I'd certainly make use of it, but I doubt very much it will affect that many people's purchases. Most people buy only after they run out or sell when they can't deposit.

    3. Allow us to toggle any Currency in the Wallet we want to keep track of (up to 10) along the bar where our Gold value displays in our Inventory Window, much like we do when we toggle which 'Achievement progressions' we want to keep track of when we hit the 'Eye' icon.

    ANet would like this, too. Unfortunately, according to them, the original UI was written in such a way as to allow for only two currencies to show, gold and a map-dependent alternative. Back in the day, the only "important" alternative was karma, which, along with gold was originally character bound rather than account bound.

    It's fixable, but a lot more effort than it appears to us.

    4. Add the option to 'Sell' and/or 'Buy More' of any Material from our Bank, and add the option to 'Sell' any Material from our Material Storage. Currently, we can only 'Buy More' of any Material from our Material Storage. Why only 'Buy More' and not 'Sell', too?

    I'd like this, too.
    I suspect it's another one of those "sounds simple, but much more complicated" in practice. For example, the reason material storage allows up to 2k of an item, but the bank doesn't is that the mat storage has special code that actually allows multiple stacks to appear as if they are one. That is, we don't have "one stack" of 1550 iron ore, we have seven stacks with the UI arranged to display it as "1550" rather than "6 x 250 + 50". (That, of course, doesn't specifically explain why there's no "buy more..." &mdash' it's meant only to illustrate that what we see isn't necessarily an accurate representation of a simple situation.)

    5. 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 (by 4, to be exact).

    Why not increase the number of active Crafting Disciplines all characters on our account can have at once from 4 to 9?

    I have nothing against this idea, but neither do I see it being used a lot. Had I known about the Mistlock Sanctuary, I never would have bought the new licenses, since I can go to the VIP area to craft and return to where I was before.

    6. Increase the number of ‘Recently Viewed’ and ‘My Latest Trades’ up to 10 (or 20) shown at a time. Mock-up image of the idea here: https://imgur.com/IQGy88A

    Like a lot of useful BLTC suggestions, this probably affects TP performance more than we'd imagine. Most people don't remember that the TP failed frequently during BETA and launch because it was used far more often than expected. Over time, ANet's made a lot of changes to reduce the issues by limiting how often our game displays TP data.

    It's likely that for now the best bet is to use 3rd party tools to track this sort of thing for us.

    7. Add a Consume-All option to all consumable Finishers, because they are one of the most annoying items to 'Destroy' by having to type in their exact names. They are really only an annoyance after opening many ToT Bags (among a few other containers/bags that contain Finishers), but an annoyance nonetheless.

    For me, a "better" solution would be to give these a vendor value of 1 copper. This allows us to dispose of entire stacks with two clicks (maybe three, if there's a warning).

    For now, I just save these up in the bank until i have a full stack then use mouseKeys to consume them one at a time; it's doesn't take that long. The people affected the most are those who already own the permanent version, because they aren't able to consume these at all; adding a vendor value would also address this.

    8. Add 'Y' and 'N' hotkeys for the 'Yes' and 'No' options when we ‘Destroy’ any item to make it quicker, or for all 'Yes' or 'No' dialogue boxes, for that matter. Mock-up image of the idea here: https://imgur.com/a/hPY6U

    While that sounds great, it also means people would be more likely to ignore the warning messages until they made a mistake, undermining the very purpose of the warning. If ANet has time to invest in QoL for warning messages, I'd rather see them (a) set out a universal policy for what levels of warning and (b) systematically go through all items in the game and review the current warnings.

    Warnings are meant to make it difficult for people to accidentally get rid of something; they shouldn't be easier to work around, in my opinion.

    9. Add a World Boss Events Window (within the Contacts and LFG Window) so we do not have to alt-tab and consult third-party online sources outside the game. Mock-up image of the idea here: https://imgur.com/hd2zuWW

    Some players do not mind alt-tabbing to their web browser every time to consult third-party sources for when World Boss Events pop, but having a World Boss Event Window within the game itself will be better. Such an Event Window should have existed a long time ago, anyway.

    This would be useful, I just think that 3rd party sites are always going to do a much better job than ANet at this sort of thing.

    "Face the facts. Then act on them. It's ...the only doctrine I have to offer you, & it's harder than you'd think, because I swear humans seem hardwired to do anything but. Face the facts. Don't pray, don't wish, ...FACE THE FACTS. THEN act." — Quellcrist Falconer

  • I'm still waiting on an account unbound scroll

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 5, 2018

    @Illconceived Was Na.9781 said:
    The (unlimited) unbound magic tools first went on sale in May 2017, approximately when LS3.5 released. There's plenty of time for unlimited volatiles to go on sale and beat that "pattern."

    We will see.

    @Illconceived Was Na.9781 said:
    I'd certainly make use of it, but I doubt very much it will affect that many people's purchases. Most people buy only after they run out or sell when they can't deposit.

    Okay, but knowing the numeric value of your Materials before you actually run out of them is the thing about that particular suggestion. It would complete the Trading Post UI a little more, because there is nothing wrong with having more information available to us. Not everyone wants to go to their Material Storage to see the exact values of each Material they have, especially when Crafting certain items that only require a certain amount. Going by the 'not able to Deposit' factor is not always good enough.

    Furthermore, not everyone is all for pulling out their wallets to buy things from the Gem Store like access to the Mistlock Sanctuary. Even then, that is still time you have to spend traveling/moving around to get to a Bank in-game, when we can just open up the TP anywhere in the game and know how much of a particular Material we have stored.

    @Illconceived Was Na.9781 said:
    ANet would like this, too. Unfortunately, according to them, the original UI was written in such a way as to allow for only two currencies to show, gold and a map-dependent alternative. Back in the day, the only "important" alternative was karma, which, along with gold was originally character bound rather than account bound.

    Citation, please. Even if you do dig up what would be an old source or two, they are old, so I will venture to say because they have updated the engine throughout the years, I am sure they would be able to re-work that bottom bar a bit in the Inventory's UI where our Gold value shows up to be able to toggle multiple Currencies to keep track of. And like I said, if not give us the ability to toggle which Currencies we want to keep track of, Karma should at least be shown at all times in all Maps, because it is a globally-acquired Currency.

    Sure, it is fixable (as you said), but do not blame 'the engine' and use that term as an all-answer to all things not implemented in the game when it is in fact other times due to oversight or laziness.

    You are right on a couple things I have brought up that may be tough or may be impossible to implement, but not all the things I have brought up. You are going on assumption, because you do not really know what the engine is capable of today vs. back in 2013-2014. A lot has happened since then, despite the age of the engine.

    And how do you know Anet is not purposely depriving players of certain features to ensure sales on future Xpacs, making us believe their engine is so incapable of certain things? You don't, yet it is a possibility. Look at the bigger picture beyond the big picture here. Anet is a business. Remember that. They're not as dumb some players in the community believe they are.

    The best example I like to use to prove the above stated is the fact GW1, working off the same engine GW2 does, has Build Templates, yet GW2 does not. Explain that one. Anet's older game GW1 (13 years old) has what their newer game GW2 does not. Does that make sense? No it does not. The only way it makes a morsel of sense is from a business perspective for such features to be included in a future Xpac.

    @Illconceived Was Na.9781 said:
    I'd like this, too. I suspect it's another one of those "sounds simple, but much more complicated" in practice. For example, the reason material storage allows up to 2k of an item, but the bank doesn't is that the mat storage has special code that actually allows multiple stacks to appear as if they are one. That is, we don't have "one stack" of 1550 iron ore, we have seven stacks with the UI arranged to display it as "1550" rather than "6 x 250 + 50". (That, of course, doesn't specifically explain why there's no "buy more..." &mdash' it's meant only to illustrate that what we see isn't necessarily an accurate representation of a simple situation).

    That is a poor example, because it has to do with different numeric values that apply to a different thing altogether, and while what I propose may require certain numeric values to make it work in the code, they do not apply to the same thing.

    Anet has already shown they are capable of implementing 'Options' on items, just like they did for the Consume-All Option people thought would never happen. Way back in the day after pushing hard for a Consume-All Option, I argued until blue in the face until it actually happened, and look what we got.

    The only thing that explains not being able to 'Sell' and 'Buy More' of any Material from all Storages across the board is an oversight, that or a silly reason to purposely not allow it that Anet never explained to us.

    @Illconceived Was Na.9781 said:
    I have nothing against this idea, but neither do I see it being used a lot. Had I known about the Mistlock Sanctuary, I never would have bought the new licenses, since I can go to the VIP area to craft and return to where I was before.

    At this point, it sounds like instead of supporting what are good ideas I have come up with, you are coming up with any way to counteract them with very assumptuous conjecture ('assumptuous conjecture' because 'assumption' is to believing without proof, and 'conjecture' is to theorizing without concrete evidence, or lack thereof). You say you are not against the idea, yet in the same sentence you knock it.

    Why would players not buy/use more Crafting Licences if they see their characters can have access to up to 9 active Crafting Disciplines at once on any character instead of 4 in the new Crafting License tooltip in the Gem Store? Had it been that way to begin with, Anet would have sold much more Crafting Licenses, and you know it.

    @Illconceived Was Na.9781 said:
    Like a lot of useful BLTC suggestions, this probably affects TP performance more than we'd imagine. Most people don't remember that the TP failed frequently during BETA and launch because it was used far more often than expected. Over time, ANet's made a lot of changes to reduce the issues by limiting how often our game displays TP data.

    That was a server issue not an engine issue, because their were too many players at once in the game at the time using the TP than the game could handle. Now that GW2 has been up and running for several years, Anet's servers deal with population better now. And from what I read as of recently, Anet changed the location of their servers to make the game run smoother, and the in-game lag we have been experiencing recently they said is only temporary due to the big move. It will get better.

    @Illconceived Was Na.9781 said:
    For me, a "better" solution would be to give these a vendor value of 1 copper. This allows us to dispose of entire stacks with two clicks (maybe three, if there's a warning). For now, I just save these up in the bank until i have a full stack then use mouseKeys to consume them one at a time; it's doesn't take that long. The people affected the most are those who already own the permanent version, because they aren't able to consume these at all; adding a vendor value would also address this.

    I actually agree with the above stated from you. At least 1 Copper has a value rather than trashing a whole stack of Finishers. With that being said, I thought MouseKey macros were not allowed? Correct me if I am wrong on that. Last I read, any form of 'automation' is against EULA.

    @Illconceived Was Na.9781 said:
    While that sounds great, it also means people would be more likely to ignore the warning messages until they made a mistake, undermining the very purpose of the warning. If ANet has time to invest in QoL for warning messages, I'd rather see them (a) set out a universal policy for what levels of warning and (b) systematically go through all items in the game and review the current warnings.

    Not if Disabled by default in the General Options Window. It should not be a feature Enabled by default for players to use right away. There would have to be a red warning message in parenthesis ( ) next to the Option itself that says, "Use at your own risk."

    @Illconceived Was Na.9781 said:
    This would be useful, I just think that 3rd party sites are always going to do a much better job than ANet at this sort of thing.

    While you are not wrong, I still believe a World Boss Event window is codeable, as exampled in the mock-up I provided in my OP: https://imgur.com/hd2zuWW It does not have to be an overly complex UI, even though behind the scenes it may take some work to work out.

    The reason I believe Anet is capable of coding a World Boss Event Window in the game is because World Bosses are on timers, consistently, every day at the same time. Therefore, it should in theory be easier for the devs to work with 'consistent' numeric values in their code rather than completely random values in their code, so it is easier for the UI to translates the 'whens' (the times when each World Boss pops) and the 'wheres' (the locations where each World Boss pops).

    I understand an in-game World Boss Event Window is the least likely thing on the list to be implemented, but I believe in Anet's developers' capabilities, since they managed to implement certain things (like Mounts) the game was not originally designed for, even though they could not get [F] Interact right while Mounting without bugging the game, that which is why we Dismount every time upon every [F] Interact.

  • I want the ability to save BUILDS and gear sets.

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited January 5, 2018

    The total lack of fixes to WvW's overstack issue is the main problem in GW2 for my guild. It's so bad that very few of us play anymore. And we came here for the WvW.

  • Neutra.6857Neutra.6857 Member ✭✭✭

    I would add something that I know won't happen, being able to buy more then 250 of an item at a time on the tp.

  • GDchiaScrub.3241GDchiaScrub.3241 Member ✭✭✭✭

    Yep, I am with everyone on the builds template thing. Had it in GW1, and I remember suggesting it 4 years ago in the old forums. Alas!

    (Diablo 3 introduced build templates too after release...years after)

    RISE guild best guild super RPers trash blob guild [RISE] always dies on inc masters of the Die On Inc technique where Prince Jarvan just died.

    Holy Warriors of [Kazo] following Kazo doctrine guided by, Our Lord and Commander, Zudo in the holy Trinity of Him and his two firm glutes.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    Just some QoL things I would like.

    • Account Wide Recipes. This way, if any character reads the recipe, all my characters have access to it.
    • Mounts in WvW
    • Gliding in Dungeons/Fractals.
    • City Outfit Swaps. I recall they used to have "Town Clothing" I think it would be really cool if they had it so when you entered a non-combat zone (towns) you changed into this "town clothing". (maybe even make it like a costume, so, we could brawl/duel, or something)
    • Mini Battle Arena - ok.. yah.. this is like GW2 pokemon, but since we collect pets anyway, I think it would be kinda cool if they put in something we could do with them. And yah.. it's a fantasy game.. so.. violence.
    • Full Upgrade to Underwater Combat. GW2 has by far some of the best Underwater Combat I have ever seen. I would LOVE to see this expanded upon.

    Those are just a few things I would like to see, but.. I don't foresee them happening any time soon.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭

    my top 10 list of things that will most likely never happen in this game anymore ..

    1) The implementation of Polymok and the other missing minigames that should have been there sicne release day originally

    2) The final implementation of Jeweler and Chef 500 to make them finally kitten equal to all other Crafting Jobs

    3) The implementation of a real useful official Build Template System that makes it for PvE/WvW equally as easy to change builds as like in PvP at least, if not easier for everyo e everywhere.

    4) A complete rework of the mess that is the whole outdated 2012er Condition and Boon System to a more modern and adapted system, that works with the current state of this game

    5) A complete rework of the mess that is the whole outdated 2012er Health/Attribute System to a more modern and adapted better Dual Effect System with class individually balanced Base health Values that are easier to balance, than the outdated 3 Class Type system which shoehorns the classes too much, which is bad for class balancing these days.

    6) The removal of obsolete Gear Stats, changing the system to a one with much more freedom of choice, like classical MMORPGs use it, where the player can freely distribute his stat points after leveling up, and if neccessary reset the "stat build" to redistribute your Stat Points again to make a new build for your character, if you think you want to change something on your Build Setting. Gear Stats is one of the worst things ANet could do to this game!! Gear should provide only defense and the effects you gain from using Upgrades on them !! Stats come from Character Progression as you become stronger over time. Gear is for Defense, Fashion and Side Effects from Upgrades

    7) The improval of Fractals to make finally usage of the real potential this game mode has, for which anet self seems to be too blind for to see what a raw gem they have made there, which they totally ignore to polish. Fractals could be so much more in this game, than what ANet did make with them so far ... provided in the past enough proposals in regard how they could add more depth to this game mode.. but i guess Anet is not interested at all to make somethign more out of this game mode, other than this stereotypical boring thign that it has been since introduction and the few new fractals that have been added since then only, which just follow only the same design scheme of the fractals core design that will always be the same.

    8) The reimplementation finally of a properly reworked and reintegrated Season 1 from the living World that will work similar then like Season 2, lettign you replay the content for some new achievements together with adding some new Mass Player Fractals to be able to replay this way Invasions, the LA Defense Battles and the Battle agaisnt the Marrionette, which are practicalyl the only really missign big events of Season 1, which can be reimplemented back only with the help of Mass Player Fractals as new Fractal Type that allows for more than 5 players to be part of their created rescaling instances...

    9) the implementation of useful quality of life improvements, like Quick Use Slots, which enable to to use items from your inventory, without that you have to open for that your inventory extra first, or other useful UI improvements, like the implementation of a Word Boss Timer into the Party/Event/LFG-Screen so that you can get informed by the game itself, when you should go better to one of the various maps next if you want to participate in a battle vs a world boss you marked that you want to get informed for it and so on and so on, in regard of quality of life improvements this game lacks so much ....

    10) the implementation of many more fun and useful EMOTES together with the introduction of own dedicated Roleplay Servers with different rule sets specificly for them..but that would be definetely demanded already too mucn ..heck even wantign to have more emotes seems to be demanded too much ..when you think about it that even GW1 had much more emotes, than what GW2 has sicne release day and Anet never did anythign to change this poor situation ...absurd ....


    Cassandra Lancaster - Achievement Hunter - 28,9k AP currently - Server: Drakkar Lake/EU - Mastery Rank of 254
    I'm the proud Origin of the Elite Specializations Concept (Sub Classes) through the last made CDI Project.


  • @Grim West.3194 said:
    The total lack of fixes to WvW's overstack issue is the main problem in GW2 for my guild. It's so bad that very few of us play anymore. And we came here for the WvW.

    Hey, I do not disagree with you on that point, but there is much more beyond WvW that needs fixing and/or improvement.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 5, 2018

    @Neutra.6857 said:
    I would add something that I know won't happen, being able to buy more then 250 of an item at a time on the tp.

    I have been thinking about that, too, throughout my gameplay over the years, and the only reason we cannot Buy/Sell more than 250 of items is to prevent players from manipulating the market too fast. It is the same reason we cannot Sell our items to players as fast we want to, which is also irritating at times.

  • @STIHL.2489 said:
    Just some QoL things I would like.

    • Account Wide Recipes. This way, if any character reads the recipe, all my characters have access to it.
    • Mounts in WvW
    • Gliding in Dungeons/Fractals.
    • City Outfit Swaps. I recall they used to have "Town Clothing" I think it would be really cool if they had it so when you entered a non-combat zone (towns) you changed into this "town clothing". (maybe even make it like a costume, so, we could brawl/duel, or something)
    • Mini Battle Arena - ok.. yah.. this is like GW2 pokemon, but since we collect pets anyway, I think it would be kinda cool if they put in something we could do with them. And yah.. it's a fantasy game.. so.. violence.
    • Full Upgrade to Underwater Combat. GW2 has by far some of the best Underwater Combat I have ever seen. I would LOVE to see this expanded upon.

    Those are just a few things I would like to see, but.. I don't foresee them happening any time soon.

    Don't we already have Account-wide recipes? Pretty sure that was added like a year or so, ago. Town Clothes just became Outfits, as well, though there is no auto-swap. There was, for a very short time, a kind of Mini-pet arena in the original Lion's Arch. There were some NPC Mini-pets in it, and it looked like there would be battles, but it was removed.

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    All of your suggestions were great, things I'd love to see

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    @EthanLightheart.9168 said:
    T6 and ecto and much more material sinks!!!!
    Finally a better Longbow legendary and mire in general (also acts as sink)
    Legendary armor via other game modes, preferably with a nicer design
    Build templates!!!!

    Yes, ESPECIALLY the legendary armor one

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 5, 2018

    @Inculpatus cedo.9234 said:

    @STIHL.2489 said:
    Just some QoL things I would like.

    • Account Wide Recipes. This way, if any character reads the recipe, all my characters have access to it.
    • Mounts in WvW
    • Gliding in Dungeons/Fractals.
    • City Outfit Swaps. I recall they used to have "Town Clothing" I think it would be really cool if they had it so when you entered a non-combat zone (towns) you changed into this "town clothing". (maybe even make it like a costume, so, we could brawl/duel, or something)
    • Mini Battle Arena - ok.. yah.. this is like GW2 pokemon, but since we collect pets anyway, I think it would be kinda cool if they put in something we could do with them. And yah.. it's a fantasy game.. so.. violence.
    • Full Upgrade to Underwater Combat. GW2 has by far some of the best Underwater Combat I have ever seen. I would LOVE to see this expanded upon.

    Those are just a few things I would like to see, but.. I don't foresee them happening any time soon.

    Don't we already have Account-wide recipes? Pretty sure that was added like a year or so, ago. Town Clothes just became Outfits, as well, though there is no auto-swap. There was, for a very short time, a kind of Mini-pet arena in the original Lion's Arch. There were some NPC Mini-pets in it, and it looked like there would be battles, but it was removed.

    Yes. If you unlock a Recipe on one character, that Recipe is unlocked for all other characters on your Account. As for the Town Clothing idea, that sounds silly, granted I read it right. I only want to see the clothing I chose to put on my characters, not for my clothing to be automatically switched out for Town Clothing upon entering towns.

    Furthermore, the only reason I can think of regarding why Anet removed battles between Minis is because it resembled the concept of forced animal fights, a form of animal abuse, much like is seen in the aftermath of forced dog fights.

  • ArenaNet didn't remove Mini-pet battles, for whatever reason (I can't imagine it would be for animal abuse; many Mini-pets are not animals); it was just never implemented.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 5, 2018

    @Inculpatus cedo.9234 said:
    ArenaNet didn't remove Mini-pet battles, for whatever reason (I can't imagine it would be for animal abuse; many Mini-pets are not animals); it was just never implemented.

    I reworded my comment regarding the animal abuse factor, that it resembled it so as to be interpreted as such, regardless if most Mini pets in-game are actual animals or not. And yes, the idea was never implemented, quite possibly because of said reason, that or Anet did not want to copy the concept of Pokemon --- wherever players level their Minis and fight against other players' Minis --- and face a potential lawsuit.

  • Ziooo.8932Ziooo.8932 Member ✭✭✭
    edited January 5, 2018

    Every refinement (ores, cloth, wood, leather etc) available on every crafting discipline
    Every crafting up to 500 (jeweler and cook are currently up to 400)
    No mastework sigils from salvage on high level armor
    No armor breaking (pointless in raids and fractals already, since its auto repairable)
    Option to auto-consume Essences of luck
    Option to never salvage unidentified gear on salvage-all
    Trait lines rework (all classes) in a way that allows you to create build templates
    Gliding and mounts on home instances
    Bring LWS1 back (no fractals plz)
    Rework power and healing power scaling on skills and runes/sigils (some scale poorly, while others are too strong atm)

    Most of these are QoL, but whatever xD

    Necro mains either are masochists or become masochists after a balance patch.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @Ziooo.8932 said:
    Every refinement (ores, cloth, wood, leather etc) available on every crafting discipline
    Every crafting to 500
    No mastework sigils from salvage
    No armor breaking
    Essences of luck auto consumable
    Option to never salvage unidentified gear on salvage-all
    Trait lines rework (all classes) in a way that allows you to create build templates
    Gliding and mounts on home instances
    Bring LWS1 back (no fractals plz)
    Rework power and healing power scaling on skills and runes/sigils

    Most of these are QoL, but whatever...

    To 1. Every refinement (ores, cloth, wood, leather etc) available on every Crafting Discipline sounds good.

    To 2. Every players' Crafting being set to 500 is silly, neither should it ever happen, and neither will it ever happen, because a big part of Anet's revenue relies on Gold sinks to get players to buy more Gems (not that every player does that, but those who do are the ones helping fund the game development since GW2 is not really F2P, after all).

    To 3. No Masterwork Sigils after salvaging on high level Armor sounds good, but I would suggest only on Armor Levels 40-80, because who uses Masterwork Sigils after Level 40?

    To 4. No Armor breaking sounds good, but only in Raids and Fractals, since it is auto-repairable.

    To 5. Auto-consuming Essences of Luck all at once is already a thing: simply right-click on your Essence(s) of Luck and choose the option to 'Consume all'.

    To 6. An option to never salvage unidentified gear on salvage-all sounds good.

    To 7. Trait lines rework (all classes) in a way that allows you to create build templates sounds good, yet that remains to be seen.

    To 8. Gliding and using our Mounts in our Home Instance sounds good (why is Mounting disabled in our Home Instance, anyway?)

    To 9. Bringing Living World Story 1 back is pointless, because Anet has already stated it is historical forever and will remain that way. Even parts of the aftermath of Living World Story 1 can be seen in Lion's Arch underwater.

    Not only that, from what I recall, there were problems Anet's devs were facing a while back when trying to bring Living World Story 1 back to players who demanded it, notably because they deleted a lot of the content, and so they thought it would cost unnecessary time and money to rebuild it all over again. That is because Anet's devs did not create Living World Story 1 with the idea to keep it around like other Storylines.

    To 10. Reworking Power and Healing Power scaling on Skills, Runes, and Sigils sounds good, because yes, some do scale poorly, while others are too strong.

  • Ziooo.8932Ziooo.8932 Member ✭✭✭

    Edited to better reflect what i meant :P (answering your questions)

    Necro mains either are masochists or become masochists after a balance patch.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @Ziooo.8932 said:

    Edited to better reflect what i meant :P (answering your questions)

    Fair enough. Overall, those are good ideas you have. My favorite is no Masterwork Sigils returned, but only for player levels 40+ (as explained), that or (as you explained) only when it comes to high level Armor.

    Edit: I will update my OP to reflect 10 other improvements from other players in the comments in the second half of my OP. I also edited my previous reply to reflect your explanations.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Inculpatus cedo.9234 said:

    @STIHL.2489 said:
    Just some QoL things I would like.

    • Account Wide Recipes. This way, if any character reads the recipe, all my characters have access to it.
    • Mounts in WvW
    • Gliding in Dungeons/Fractals.
    • City Outfit Swaps. I recall they used to have "Town Clothing" I think it would be really cool if they had it so when you entered a non-combat zone (towns) you changed into this "town clothing". (maybe even make it like a costume, so, we could brawl/duel, or something)
    • Mini Battle Arena - ok.. yah.. this is like GW2 pokemon, but since we collect pets anyway, I think it would be kinda cool if they put in something we could do with them. And yah.. it's a fantasy game.. so.. violence.
    • Full Upgrade to Underwater Combat. GW2 has by far some of the best Underwater Combat I have ever seen. I would LOVE to see this expanded upon.

    Those are just a few things I would like to see, but.. I don't foresee them happening any time soon.

    Don't we already have Account-wide recipes? Pretty sure that was added like a year or so, ago. Town Clothes just became Outfits, as well, though there is no auto-swap. There was, for a very short time, a kind of Mini-pet arena in the original Lion's Arch. There were some NPC Mini-pets in it, and it looked like there would be battles, but it was removed.

    Oh that's cool about the recipes.

    And you have got to admit, Mini-Pale Tree vs Mini-Faolain, would be epic. "All I wanted was your love Mother!" .. 'You have always been a Disappointment to me"

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Eidolonemesis.5640 said:
    As for the Town Clothing idea, that sounds silly, granted I read it right. I only want to see the clothing I chose to put on my characters, not for my clothing to be automatically switched out for Town Clothing upon entering towns.

    I have always thought that walking though a major city in full armor with a massive arsenal of weapons on my persons was moronic, the idea of swapping to "Normal" clothing in town has intrigued me since I heard about town clothing.

    To each their own on that tho.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @STIHL.2489 said:

    @Eidolonemesis.5640 said:
    As for the Town Clothing idea, that sounds silly, granted I read it right. I only want to see the clothing I chose to put on my characters, not for my clothing to be automatically switched out for Town Clothing upon entering towns.

    I have always thought that walking though a major city in full armor with a massive arsenal of weapons on my persons was moronic, the idea of swapping to "Normal" clothing in town has intrigued me since I heard about town clothing.

    To each their own on that tho.

    If you want to look like a casual in towns, then have ready a very 'basic' looking Armor set in your Inventory you can use to replace your current gear with temporarily, since you are only wanting the look of 'Town Clothing' for aesthetic appeal, anyway. Why have Anet waste time coding something like that? And how is the code going to apply only to players who like the look of Town Clothing upon entering towns vs. other players (like me) who do not like the look of Town Clothing upon entering towns? Anet cannot code 'mind reading' other players' tastes, you know, lol.

    The whole idea makes no sense, regardless of my taste, your taste, or anyone else's tastes.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Eidolonemesis.5640 said:

    @STIHL.2489 said:

    @Eidolonemesis.5640 said:
    As for the Town Clothing idea, that sounds silly, granted I read it right. I only want to see the clothing I chose to put on my characters, not for my clothing to be automatically switched out for Town Clothing upon entering towns.

    I have always thought that walking though a major city in full armor with a massive arsenal of weapons on my persons was moronic, the idea of swapping to "Normal" clothing in town has intrigued me since I heard about town clothing.

    To each their own on that tho.

    I mean... If you want to look like a casual in towns, then have ready a very 'basic' looking Armor set you can use to replace your current gear with temporarily, since you are only wanting the look of 'Town Clothing' for aesthetic appeal, anyway.

    No.. I like the idea of having Town Clothing.. clothing my character changes into when entering a town, much in the same way I change to my aquatic gear when I enter the water, if I wanted to swap outfits manually or lug around a second set of gear.. I would not have made the suggestion. thank you very much.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @STIHL.2489 said:

    @Eidolonemesis.5640 said:

    @STIHL.2489 said:

    @Eidolonemesis.5640 said:
    As for the Town Clothing idea, that sounds silly, granted I read it right. I only want to see the clothing I chose to put on my characters, not for my clothing to be automatically switched out for Town Clothing upon entering towns.

    I have always thought that walking though a major city in full armor with a massive arsenal of weapons on my persons was moronic, the idea of swapping to "Normal" clothing in town has intrigued me since I heard about town clothing.

    To each their own on that tho.

    I mean... If you want to look like a casual in towns, then have ready a very 'basic' looking Armor set you can use to replace your current gear with temporarily, since you are only wanting the look of 'Town Clothing' for aesthetic appeal, anyway.

    No.. I like the idea of having Town Clothing.. clothing my character changes into when entering a town, much in the same way I change to my aquatic gear when I enter the water, if I wanted to swap outfits manually or lug around a second set of gear.. I would not have made the suggestion. thank you very much.

    Okay, but you fail to explain how Anet is going to code your suggestion in such way where the code does not apply it to players (like me) who will not like the look of basic Town Clothing upon entering towns. You do not need to know game code; simply explain how your suggestion is going to resolve player taste issues in basic terms.

    I am not saying you are wrong for what you personally like, just that your suggestion does not do anything for players who will not like automatically changing into basic Town Clothing upon entering towns like you do.

    Furthermore, all that changes when underwater is having an Aquabreather around your character's mouth. It is not like our characters are automatically changing into a whole scuba-diving suit (big difference between that and your gear changing entirely, like you suggest).

  • Quite easily..with an option: Tick this box to enable Town Clothes swap on city-enter.
    It's not like we don't have options on what to show, and what not to show. No need to read minds. Lol.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @Inculpatus cedo.9234 said:
    Quite easily..with an option: Tick this box to enable Town Clothes swap on city-enter.
    It's not like we don't have options on what to show, and what not to show. No need to read minds. Lol.

    Thank you for saying the obvious for STIHL. I just wanted to see if he/she could flesh out the idea more, to which no response was made. I like to make people think about their ideas if/when they sound bad instead of just saying what they are. That being said, Anet is certainly not going to waste time coding such a thing, much less roughly 85% of the ideas listed throughout this thread.

    Heck, if Anet were to waste time coding an 'automatic change of clothes' system, then perhaps our characters should automatically change into pirate attire upon boarding a pirate ship, change into cowboy/southerner attire upon walking into any bar, change into casual clothing upon traveling to towns, change into scuba-diving equipment upon diving into water, and so on... All jokes aside, it is an idea that serves no purpose. If players want to look casual, they should dress casual.

    Not only that, half of what I joked about happens during certain Storylines as it is where you need to disguise yourself as somebody or a particular group of enemies.

  • mauried.5608mauried.5608 Member ✭✭✭

    Just curious.
    How many of the people posting in this thread know how to program in C.?

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @mauried.5608 said:
    Just curious.
    How many of the people posting in this thread know how to program in C.?

    If you read what I wrote, I said, and I quote, "Okay, but you fail to explain how Anet is going to code your suggestion in such way where the code does not apply it to players (like me) who will not like the look of basic Town Clothing upon entering towns. You do not need to know game code; simply explain how your suggestion is going to resolve player taste issues in basic terms." end of quote

    When I said 'explain how Anet is going to code' that was my way of saying 'explain how Anet is going to go about' solving the issue regarding players taste on Town Clothing. I just wanted to see the answer, seeing how not well-thought-out the idea looked as it is for said reasons. STIHL never even so much considered the fact the concept may be an issue to other players. The idea read more like, "This is what I want, and nevermind what anyone else in the game may think." That is my point.

    The difference between STIHL's idea vs. 90% of the ideas listed throughout this thread is Town Clothing is not even so much considered QoL, QoL being on Anet's 'least things we are likely to do, but we will at least think about it' list (and oftentimes, 'thinking' about anything QoL is as far Anet goes with it, sadly).

    With all the above said in mind, STIHL had a few good ideas (most of which I have seen before from other players), yet the idea of 'Town Clothing' is a terrible one. The only time game developers start implementing petty ideas is when their game is nearing its end when they are desperate for ideas when they have hit a brick wall for fresh concepts and/or ways to improve the game whereas certain QoL ideas, while they may seem petty, at least have a beneficial use when the game is still very much alive.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭
    edited January 6, 2018

    @Eidolonemesis.5640 said:

    @Inculpatus cedo.9234 said:
    Quite easily..with an option: Tick this box to enable Town Clothes swap on city-enter.
    It's not like we don't have options on what to show, and what not to show. No need to read minds. Lol.

    Thank you for saying the obvious for STIHL. I just wanted to see if he/she could flesh out the idea more, to which no response was made. I like to make people think about their ideas if/when they sound bad instead of just saying what they are. That being said, Anet is certainly not going to waste time coding such a thing, much less roughly 85% of the ideas listed throughout this thread.

    Heck, if Anet were to waste time coding an 'automatic change of clothes' system, then perhaps our characters should automatically change into pirate attire upon boarding a pirate ship, change into cowboy/southerner attire upon walking into any bar, change into casual clothing upon traveling to towns, change into scuba-diving equipment upon diving into water, and so on... All jokes aside, it is an idea that serves no purpose. If players want to look casual, they should dress casual.

    Not only that, half of what I joked about happens during certain Storylines as it is where you need to disguise yourself as somebody or a particular group of enemies.

    Personally, I would love to see a full gear swap for aquatic, that way I could set up runes to go with my weapons and underwater abilities. I've even suggested such on other topics.

    Also I would love to see Aquatic Armor added to the game, I can't be the only person that thinks it's off to see people swimming in huge trench coats and heavy plate armor that in some cases looks like it's made of fire. I really think people would love to see some Underwater Only Armor Skins.

    Now that we are talking about it, I would also love to see a full gear swap option for entering dungeons/raids/fractals. That way, I don't need to store stuff in my inventory, I could have gear swaps set up for each game mode I wanted. This could be extended to WvW, I think it was at one time a feature for sPvP, so the code is there already.

    This would be such an awesome QoL update.

    But you know, i could even get behind some environmental changes, like having an outfit or cosmetic gear swap for cold weather, hot weather, jungle and deserts.

    Given that this game is often dubbed "Fashion Wars" , and how much people talk about tonics, outfits and other means of style, I would bet there huge amount of players that would positively love that kind of feature added to the game, and on top of that, It would totally give it a richness to travel and where you were.

    Imagine, as you walk tough Crystal Desert you are dressed in the areas outfits (oryour armor is skinned to be from sets in that area), then you way point to tangled Depths and you are dressed in the Jungle Explorer Outfit, or.. maybe you think TA armor skin matches that area better.. so you set that.

    This would make the game a million times more immersing, on top of that, Imagine how much fun people could have setting up 6 or 8 different loots for just one character. I think people would love that kind of QoL update. I'd go so far as to say that would be a sale point of an expansion all on its own.

    yah.. you can have your opt out button, if that is what will make you happy. No one wants to force you to have fun with us.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Edelweiss.4261Edelweiss.4261 Member ✭✭✭

    I'd very much like it if we could bind the "Deposit All Materials" command to a hotkey or, better yet, have all materials auto-deposit as the default action. Selecting the option in the drop-down is a pain while doing bounties/meta.

  • Hmm....I seem to remember some automatic gear swapping (option) when entering (or exiting) Towns in Guild Wars. I'm guessing the Devs didn't think such a thing is so far-fetched, after all. Perhaps, it is just more difficult to do, here in GW2, rather than an idea that serves 'no purpose' or 'wastes time'. Who knows?

  • STIHL.2489STIHL.2489 Member ✭✭✭✭
    edited January 6, 2018

    @Inculpatus cedo.9234 said:
    Hmm....I seem to remember some automatic gear swapping (option) when entering (or exiting) Towns in Guild Wars. I'm guessing the Devs didn't think such a thing is so far-fetched, after all. Perhaps, it is just more difficult to do, here in GW2, rather than an idea that serves 'no purpose' or 'wastes time'. Who knows?

    Did you know that if you carry different armor sets, when you swap the armor pieces the dyes will change, so you can set up several looks and styles.

    To give you an example. I used to have a set of zerker and knights for my guard. The Zerker set was Cof Skins, and all red/orange dyes, and the Knights was full AC, which
    I dyed Blues and Whites (to match the weapons). and when I would swap the armors, the color schemes would hold to each piece, as I swapped them out. so my Cof was always red/orange and my AC was always Blue/white

    So.. I don' think it would be too far a stretch to say.. apply a skin type to an area, in fact, to make it fair, so no one feels like it's being thrust upon them, maybe make it so that it's a gem store bought feature, Like "Shoverpeaks fashion Unlock" allows you to pick the armor skins or outfits you want to equip when you enter the cold. You get a single free pass when you buy it, and then pay transmutation charges to change the skins later.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @Inculpatus cedo.9234 said:
    Hmm....I seem to remember some automatic gear swapping (option) when entering (or exiting) Towns in Guild Wars. I'm guessing the Devs didn't think such a thing is so far-fetched, after all. Perhaps, it is just more difficult to do, here in GW2, rather than an idea that serves 'no purpose' or 'wastes time'. Who knows?

    GW1 and GW2 run off the same engine, so no, it is not a matter of being 'a difficult thing to implement in GW2'. For example, what do you think happens to our character's gear upon [F] Interacting with Diving Goggles when we go diving? We change into a bathing suit, right? Therefore, code in the game already exists in GW2 to make changing into different clothes possible, the only difference being is changing into Town Clothes would be triggered upon entering towns instead of [F] Interact.

    With that being said in mind, unless you can explain how automatically changing a player's character appearance into Town Clothes is 'useful/beneficial', it is useless and does not serve a good purpose. Like I said, if you want your characters to look casual, dress casual, or if you want them to conform with the seasons, dress your character for whatever season, or for whatever occasion, for that matter. Why have Anet waste time to automate that for you?

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Eidolonemesis.5640 said:

    @Inculpatus cedo.9234 said:
    Hmm....I seem to remember some automatic gear swapping (option) when entering (or exiting) Towns in Guild Wars. I'm guessing the Devs didn't think such a thing is so far-fetched, after all. Perhaps, it is just more difficult to do, here in GW2, rather than an idea that serves 'no purpose' or 'wastes time'. Who knows?

    GW1 and GW2 run off the same engine, so no, it is not a matter of being 'a difficult thing to implement in GW2'. For example, what do you think happens to our character's gear upon [F] Interacting with Diving Goggles when we go diving? We change into a bathing suit, right? Therefore, code in the game already exists in GW2 to make changing into different clothes possible, the only difference being is changing into Town Clothes would be triggered upon entering towns instead of [F] Interact.

    With that being said in mind, unless you can explain how automatically changing a player's character appearance into Town Clothes is 'useful/beneficial', it is useless and does not serve a good purpose.

    Ya know for someone that is playing a game that is built purely around cosmetics, you seem to be stumbling at grasping the value of being able to set triggers to change those cosmetics, you sincerely don't see the QoL advantage of that huh?

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    And good point.. Diving Goggles.

    Now see if we had Aquatic Skins..we could set them as our "bathing suit" so I am not jumping into Dwayna knows what in my skeevies.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Eidolonemesis.5640Eidolonemesis.5640 Member ✭✭✭
    edited January 6, 2018

    @STIHL.2489 said:

    @Eidolonemesis.5640 said:

    @Inculpatus cedo.9234 said:
    Hmm....I seem to remember some automatic gear swapping (option) when entering (or exiting) Towns in Guild Wars. I'm guessing the Devs didn't think such a thing is so far-fetched, after all. Perhaps, it is just more difficult to do, here in GW2, rather than an idea that serves 'no purpose' or 'wastes time'. Who knows?

    GW1 and GW2 run off the same engine, so no, it is not a matter of being 'a difficult thing to implement in GW2'. For example, what do you think happens to our character's gear upon [F] Interacting with Diving Goggles when we go diving? We change into a bathing suit, right? Therefore, code in the game already exists in GW2 to make changing into different clothes possible, the only difference being is changing into Town Clothes would be triggered upon entering towns instead of [F] Interact.

    With that being said in mind, unless you can explain how automatically changing a player's character appearance into Town Clothes is 'useful/beneficial', it is useless and does not serve a good purpose.

    Ya know for someone that is playing a game that is built purely around cosmetics, you seem to be stumbling at grasping the value of being able to set triggers to change those cosmetics, you sincerely don't see the QoL advantage of that huh?

    Just because the game is built around cosmetics, because that is the way Anet gets players to spend money at the Gem Store, does not mean I am into 'Fashion Wars'. Maybe players like you are in that but not me. And no, I do not see any QoL whatsoever in your suggestion. It just sounds like laziness to dress your own character, which literally takes a few seconds to swap through Outfits from the Outfits tab or the Wardrobe tab.

    Meanwhile, you want Anet to spend a heap of time creating some sophisticated UI Window where you can choose what Outfits to wear upon entering certain zones/areas in the game (each Outfit allocated to that zone/area), or when certain holidays or certain seasons come around. Just... no. And then you have to consider how many 'check's will need to be ran each time you visit a new zone/area, multiplied by how many other players the game has to 'check' all that for upon entering different zones/areas.

    Anet most likely did away with a similar system in GW1 (as Inculpatus cedo brought up that existed for a short time) for that very reason, because it was not only a bad idea, but it was too much for the game to handle, and since GW1 and GW2 run off the same engine, it would still be too much for the engine to handle to compute all that for each player. Therefore, just because it is possible for Anet to implement an 'automatic clothes swap' system in GW2, that does not make it a good idea for said reasons.

    Given all the above stated, no thank you. That is time that can be better spent on more useful QoL that actually helps a players' gameplay along, not some system to cater to players who do not want to manually dress their own characters at the click of a few buttons from the Outfits tab or the Wardrobe tab.

  • For a short time? I don't think years is a short time. Perhaps, you aren't familiar with Guild Wars...I don't know.

    If the game being based on the same engine allows anything from Guild Wars to be enabled in GW2, then why, pray tell, do we not have Build Templates? Now, there's a head-scratcher. Could it be that everything possible in Guild Wars is not so easy in GW2?

    (Just an FYI: It's not the same engine, but a heavily-modified engine from Guild Wars.)

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