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[Suggestions]QoL (Quality of Life) Ideas [Merged]


ginryu.3026

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  • New Central Tyria Mastery - Gathering Tools Specialist

New Central Tyria Mastery that will be automatically equipping new fresh gathering tool from inventory if currently equipped one is out of charges.How will it work:If player has no gathering tools equipped, mastery will equip respective tool if it will appear in inventory ( once bought from vendor or received from loot, it will automatically go into character sheet to respecrtive tool slot ).If current gathering tool went 0 on charges ( disappeared from respcetive tool slot from character sheet ) mastery will automatically equip new one from inventory, if proper tool will be present in bags.

Since infinite gathering tools are infinite, mastery should not conflict with it.Auto-loot was one of the best thing added, please add gathering tools auto-equip too.

Also, we have too many central Tyria mastery points. It will be a means to spend them.

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oh god please yes.I think what bothers me the most is the on hit effects on enemies, such as freeze, poison, flashing white, and so on. these change the colour of the enemy and make them look ridiculous.But the worst is the on hit effects that create some kind of visual around the enemy. when 50+ people are hitting an enemy, they pretty much turn into a disco ball. the option to turn these effects off on enemies would be nice.There's not many settings that help against this. effect LoD barely does anything against this.

Let us turn off overdosed glow on players as well, and an option to turn off player's backpacks so I can't see shit with all those ridiculous oversized backpacks in the way.

I'm also curious... does this affect people that can get epilectic seizures from lights? Because it really looks like something that could trigger a seizure.

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@BlackBullWings.2734 said:oh god please yes.I think what bothers me the most is the on hit effects on enemies, such as freeze, poison, flashing white, and so on. these change the colour of the enemy and make them look ridiculous.But the worst is the on hit effects that create some kind of visual around the enemy. when 50+ people are hitting an enemy, they pretty much turn into a disco ball. the option to turn these effects off on enemies would be nice.There's not many settings that help against this. effect LoD barely does anything against this.

Let us turn off overdosed glow on players as well, and an option to turn off player's backpacks so I can't see kitten with all those ridiculous oversized backpacks in the way.

I'm also curious... does this affect people that can get epilectic seizures from lights? Because it really looks like something that could trigger a seizure.

I don't know about epilepsy, but I do know it is a migraine trigger for one person in my household.

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@Sylent.3165 said:This has been an issue from release date. I find it insane they have yet to add options such as

Reduce visual effects from othersRemove visual effects from othersOnly show visual effects from party

There is actually an option to reduce the number of rendered players. You only see the name and the circle where they are supposed to be. This also significantly boosts frame rate

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Thanks for the comments.Does the option to reduce the rendered players also reduce their visual clutter? I'm fairly sure this won't affect NPCs which is another source of visual spam.

So far, it looks like no-one can recommend settings to fix the problem, but I'm definitely not the only player who finds this a problem.The best solution would be a specific option to reduce visual effects - ANET did something to reduce the audio clutter from Legendary weapons so maybe they can do the same for visual effects.

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Effect LOD option exists, only problem is that it reduces ALL effects.

My old complain has been lack of PvE specific option to reduce number of players visible and increase number of NPCs instead.As in option to reduce wandering players and their skill effects, increase the visibility of NPCs and party/squad members, only in PvE.This hasn't been even touched since GW2 launched.

There's a thread for QOL suggestions, tho I fear its just meant to be an "ocean of forgotten ideas" to sink all the ideas into.

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FYI I'm currently running these settings:

  • Environment - low detail
  • LOD distance - medium (combat tends to be within close distance so this doesn't help reduce the clutter when I need to see what's happening)
  • Post Processing - low
  • Model limit - medium (which is number of players I can see I think)
  • Model Quality - high (but this doesn't mention the visual effects, and changing it doesn't seem to make much difference)
  • Effect LOD option is ON - which says it limits detail in particle effects but doesn't seem to make much difference either way.

Not sure what else I can try.

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@LadyHawk.5319 said:LOTRO has a setting where you can turn off the skill effects of other players. Not slightly lessen them like we have but turn them off. That would be awesome! Not just for skill effects but for character visual effects as well. Really tired of the eye cancer.

If it could rid us of the Dreamer sound effect too

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  • more chat tab and chat settings/options/qol:

    • change the colour of each channel to your liking (like have a different colour for /g1 /g2 /g3 /squad /party etcetc.)
    • add a sound/alert noise when a new message is received on a specific tab and/or channel
    • copy and pasting from the chat history/current chat
  • "character template" (basically save a look you had on character creation/makeover kit for re-load later on, on a new character or an existing one) - Archeage and FF14 are notable examples of this and you can save/load a character's complete look (hair/face/body/all) and do backups incase you uninstall/reinstall. -- right now if you want to copy a look that you want on multiple characters in gw2, exactly as-is, you have to screenshot every slider and copy from there onto your new/existing character to take on the look --- SWTOR kinda gets around this by having a number at the side of each slider in the character creator that increments/decrements in value to indicate the slider's travel (so when you copy a look you just copy the numbers (like body 4, eye angle 17, height 3, etc. etc. etc.) which doesnt solve it but makes copying a look more accurate/exact.

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@Kulvar.1239 said:

@LadyHawk.5319 said:LOTRO has a setting where you can turn off the skill effects of other players. Not slightly lessen them like we have but turn them off. That would be awesome! Not just for skill effects but for character visual effects as well. Really tired of the eye cancer.

If it could rid us of the Dreamer sound effect too

i could be completely wrong but i think there's an option for that under: Options > Sounds > Other Players Unique Item Sounds > All/Limited/Mute Projectiles Only/Off

not sure if this solves it but you can try and experiment

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@"Astyrah.4015" said:

  • "character template"I would call it Make-Over templates, since exclusive elements are not present in initial character creation.But you can create template in make-Over preview NPC which show all of that.Also in addition to Make-Over templates will be good thing to have Height Measurements.In character's height section, player could choose other Guild Wars 2 NPCs to compare character height to them.For example, while creating or doing make-over to Charr, player could choose Rytlock to stand next to that character to choose proper height.Rytlock just an example, there can be plenty more of NPC characters to select per race.

Kasmeer: I am unit of measurement

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@Aeon.4583 said:

@"Astyrah.4015" said:
  • "character template"I would call it Make-Over templates, since exclusive elements are not present in initial character creation.But you can create template in make-Over preview NPC which show all of that.Also in addition to Make-Over templates will be good thing to have Height Measurements.In character's height section, player could choose other Guild Wars 2 NPCs to compare character height to them.For example, while creating or doing make-over to Charr, player could choose Rytlock to stand next to that character to choose proper height.Rytlock just an example, there can be plenty more of NPC characters to select per race.

Kasmeer: I am unit of measurement

the height reference guide is a big QoL to the CC height slider agreed. (an option to choose which NPC like, as mentioned: kasmeer, -or- zojja, logan, taimi, generic pact person, joko, balthazar, etc. etc.)

as for the exclusive elements in the Make-Over Kit, they could just prevent you from loading it on the new character screen (can only load from a Make-Over Kit Menu) if it has any exclusive options saved (like faces/eyecolour/hair/horns/ears/etcetc.) but you can save templates from either the new character screen or from the make-over kit UI =)

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@Yuffi.2430 said:What graphics settings do I need so I can play the game while having a relatively uncluttered view so I can actually see what is going on?

There is only one way to have an uncluttered view: play solo!This has been asked for years, unfortunately nothing was done to solve the problem.

@Yuffi.2430 said:

  • Model limit - medium (which is number of players I can see I think)
  • Model Quality - high (but this doesn't mention the visual effects, and changing it doesn't seem to make much difference)

Model limit, limits the number of characters around you, model quality limits their quality. At lower model quality settings players around you will use the "default" armor (placeholder) instead of what they are actually wearing.

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Still wish all gobblers would eat from the bank/materials storage (in that order) when their dietary requirements aren't in your inventory. Looking at you, Princess/Mawdrey/Star of Gratitude. Get with the times.And the extra confirmation boxes could go too, Anomaly. Nobody's going to regret accidentally wasting 25 dragonite ore.

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I would suggest to add character/class/build bound skill controls binding.

That would be great QoL improvment as we can't remap all skills as we want(except 3 utility skill). Also different classes/builds have different number of skills.A lot of players have to use 3rd party key-remapers.Some players have to change controls every time when they switching between characters/classes/builds.

Thanks.

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Increase base number of Equipment Templates from 2 to 3, so that it matches the number of Build Templates base 3.

Improve and split "Character Model Limit" and "Character Model Quality" options for PvP and PvE.For PvE you prioritize NPCs and players in your Party/Squad, so the graphics option should reflect that. NPCs are often invisible because of the number of players present in same area, only becoming visible if you target them, which is problem when dealing with multiple NPCs you pretty much need to see over the players with shiniest and oversized gunk glued on themselves.In PvP modes it keeps the original functions.

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