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BlackyWarsX.5384

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Everything posted by BlackyWarsX.5384

  1. Ultimately, what I wish from your template system is this. A system that is truly templates, combining gear, traits and skins into one single template slot. But the legendary armory is a great addition. The only thing that worries me is the wardrobe with this. Are the skins shared as well? Or will you rework the wardrobe to be on it's own per character and gear loadout?
  2. I really, really don't understand what is the problem? You can swap the full equipment and the full build to any of the 6 preset at any time while out of combat. There is nothing more change than build and items so you can have full control to swap. What in the world is the problem here? it's fantastic. It's loadouts, not templates. I want to change stuff around without it saving after every change. I would like to reset to the initially saved template if I don't like the changes or just wanna try some stuff or just need a different weapon for the situation without having to keep the hero window open at all times. It gives no opportunity to link a build to a equipment loadout (and, lets face it, both depend heavily on each other). There is so much feedback in this thread, that the only answer to your question is: read this thread. It has so much potential to be a solid, good working feature and right now it's wasted on the most easy implementation that limits it at the same time. Not talking about the heavy monetization, nobody expected it for free, people always said they would pay money for it - but not triple per character.
  3. Meh, I don't want to :< Started the game as a guardian, but fell in love with mesmer shortly after release.... build the whole damn character with legendary armor, weapons, runes, sigils and trinkets. I could move weapons, trinkets and upgrades to another character, but that would somehow feel like killing a good friend. Guess I'd rather die as a mesmer than living long enough to become a guardian (again).
  4. New approach with a wild idea: Scrap these templates loadouts, sit down, un-tangle your inventory spaghetti code and rebuild it to be sustainable. Take your time doing so. I know, I know, there are a lot of items in the game, but I guess at some point it has to be done before everything collapses. Unlink the wardrobe from items and link it to the slots itself in the process. Then, introduce new actual templates, giving us template slots that combine gear, builds and wardrobe.Loading a template scans your accounts (newly introduced) gear inventory before it checks your characters inventory for the gear in the templates and only loads what it has found, otherwise you get a warning / error message in chat that some things couldn't be loaded. Monetize the newly introduced, account-wide gear inventory: A tab for armor, a tab for weapons, a tab for sigils, a tab for runes, a tab for infusions, a tab for gathering tools. Here you can go nuts, either monetize the whole things (x slots/x gems) or monetize slots for single tabs (some people probably don't need much slots for gathering tools or upgrades). How does the gear inventory work? Simple: you put stuff in there much like the shared inventory slots, but it works only for everything your characters can equip.Since wardrobe is now unlinked from the items itself, you now have: a template system that is usable accross all charactersa template system that can be monetized by expanding the gear inventory (account-wide) AND/OR expanding the amount of templates you can save (per character)a template system that doesn't punish players for having legendaries - it actually encourages them to get legendaries (people investing time in the game)a template system that allows to visually customize builds by giving it distinctive looks
  5. I get trade offs for elite specs, but taking one dodge from an elite spec which mechanics rely on dodges seems... not very well thought out.
  6. Not only from the patchnotes, ingame it says the same and works exactly as it is described....I expected so much more from Arenanet. My bad. There is so much valuable feedback in this thread and Arenanet still misses what the community really wants. That's just amazing.
  7. The revert button only works for Skills & Traits? ... I don't know what I expected there. ...still not templates.
  8. That's still not actual templates, but I've given up hope of having an actual, good template system in place.
  9. An idea I had floating around was (not only to boss fights, but to zones as well) is to completely change the environment you're in. Drakkar could be a good example for this: we are fighting under/in a frozen lake, so why not flood the area and have to fight him underwater after a certain % of its HP? But for that Arenanet would have to streamline underwater combat and skills with their terrestial counterpart, so your skills wouldn't be useless. One could extend this to completely change a map on certain conditions: failing a meta event could lead to whole sections of the map being flooded, caved in etc and this would open up another set of events to revert this.
  10. There really needs to be a separate achievement category for strike missions and strike mission achievements should not count towards story mastery achievements. T3 Boreal weapons require the T2 exotic weapons without giving us any information beforehand we should keep them? (T1 to T2 only required you to have the skin unlocked) Not very nice of you, Arenanet.
  11. My god, that sounds awesome!I've always thought it would be better if it were actual templates that check for the item in your inventory/bank. If it's not there, it gives a short warning that some items could not be found and will not be loaded. Could be extended to a web based solution with the API like your example. The possibilities!
  12. That was fixed when Episode 1 of the Icebrood Saga released. No it wasn't. It still removes upgrades from legendary weapons if you swap them on the fly. It doesn't for me, unless the bug re-occured with one of the later patches.So, out of curiosity, I tried again today switching my legendary scepter and sword set for a legendary greatsword with two exotic runes in it. It kept the exotic runes in the greatsword after switching back. I now I tried this immediatly after they wrote about it in the patchnotes, but it didn't work back then. Glad it does now. But switching back has become a hassle as my initial setup, scepter and sword, is stored in another template as well. So after equipping the greatsword, scepter and sword went back into the gear storage, unequipping all upgrades and infusions applied to them. In order to get back to my inital setting, I have to reequip the weapon from the gear storage and reapply all upgrades and infusions again. With legendary sigils, I have to remember the sigil I had before and need to search for it again in the customization window. And to be honest, I have no idea how they could fix that with the gear storage in place. I think it would work if there was an item check using the normal inventory, but that's just wild guessing. Also: Thanks for all the love for my mockups, I just wished Arenanet could reshape the system to be more like them.
  13. That was fixed when Episode 1 of the Icebrood Saga released. No it wasn't. It still removes upgrades from legendary weapons if you swap them on the fly.
  14. I made a comment about something similar 2 days ago in the build template feedback thread: Comment Although I did some things different: integrated wardrobe into the builds (but easier access to dyes, novelties, miniatures, mail carrier and finishers)gave Mounts a seperate submenu on its owninspiration for builds and their layout was gw2skills.net as well.
  15. Dear diary, it's me! Laganja! With another fever dream! The last few days / weeks I've been thinking about how to improve build templates loadouts even more, you know, making them actual templates. I already did a first mockup a while back, but then I thought: "The hero window needs an overhaul!". Tha base for this overhaul came to mind when I took a look at gw2skills.net and their editor. It shows so much useful information and I took a lot of inspiration from it: effects (boons, conditions, cc, etc) your build is capable ofa short overview of specs you're using in the current buildupgrades visible in their own slotSo I sat down (again), opened Photoshop and started to move things around, scrap some stuff, add some new stuff and some things came around. As usual, a disclaimerThis is just a design concept. I don't know how hard it would be to implement, I just played with the interfaceFull gallery on imgur Rearranging the Hero PanelSome major things have changed in the hero panel! There is no longer an extra "skills and trait" menu and two new menus were added: mounts and travel. From top to bottom this would be: Equipment (Inventory)Armory (Templates)TrainingMountsTravel (all your teleport items and unlocks are available here)JournalCraftingAchievementsMasteriesThe equipment menuEquipmentThe equipment menu is just your regular gear / inventory. It has changed quite a bit! The left side shows your characters information (name, level, class) along with your currently loaded template and a preview of your templates specs. Just below that are your attributes and settings. On the right side is the "effect summary". It shows what your build is capable of doing: boons, conditions, cc, buffs, combo-fields and combo finishers. Below that is the expandable inventory. It shows up whenever you want to change stuff around. In the center is your character and their gear. I placed some more slots for upgrades and infusions next to the gear. Right now it's more of a... "visual support" to easily see if/what upgrades your gear has slotted. There's also a new "customize" button which shows up if you select an armor piece or weapon. You can open it to select stats, upgrades and infusions (depending on your gear, of course). The inventory panel on the right adapts to whatever your selection needs (stats, infusions, upgrades, gear). I was thinking about adding a toggle for upgrades to show/hide the upgrade slots, but I'm not happy with it right now. This is your equipment.It's based on your currently loaded template, but does not change your template once you decide to change weapons or stats on the fly. This is where settings come into play: If you ever decide to save your changes, you can... ... override your currently loaded template... save a new template... revert any changes and reload your current templateby the way: gathering tools and glyphs are now also part of your build. BuildsBuilds look different, too! Instead of being horizontal, I arranged them vertically and removed a lot of unused white space to make them more compact (also I had to because otherwise they would not have fit into the area). Below your specializations are your characters skills. It shows what weapon types you've equipped in your weapon sets and let's you change your utility skills. Selecting a slot opens up the skills & traits window with pre-defined filters for that slot, in this case 'healing skills'. You can also toggle between aquatic and terrestrial environments. WardrobeThe wardrobe is now part of your build, too! Since specializations and gear is not important for the wardrobe, the window looks a little bit different from the rest. Now you don't apply skins to items, you apply skins to gear slots. This way you can change your gear around, but keep all your settings (skin, dyes). Applying skins to slots requires transmutation charges as usual, loading templates does not use any charges, though. Novelties are just skins with functions, so I moved them to the wardrobe as well. You can now set chairs, toys, finishers and minis according to your style of build as well. The Armory The armory contains all your saved builds. Your list of builds is on the left, your stat and effect summary is on the right with your characters information about gear, traits and skins in the center. You can choose which build is your default PvE, WvW and PvP build and edit your templates or delete them. Your build list will change to the inventory panel once you edit a template.In the top left, above the inventory, you can change the name of the build.In the top right, you can set a gamemode for your build. The center looks and behaves exactly like the equipment screen.Any changes must be saved to take effect. MountsMounts now get their own submenu in the hero panel.I created two versions but I'm not quite happy with either. They are also an early draft.I also added a "dummy" underwater mount just because we don't have one yet. Version 1 An overview of all of your unlocked mounts is on the right side. Choosing a mount will open the skins & dyes panel for this mount and shows their skin slot and dye channel.It also shows a short description and your unlocked skills for this mount. Version 2 All your mounts are laid accross the window, showing their icon, image, and their engage skill. Choosing a mount will fade out all the others and moves your selection to the left. The engage skill becomes a "back" button.The center area now shows your mount slot, dye channel, a preview and skills. The right side shows your skin and dye collection. TravelUnfortunately no screen here. This panel would list all your unlocked teleports.Things that would show up here: TomesTeleport to Home InstanceVIP LoungesWord Boss DevicesA final noteAgain, these are just mockups. There needs to be more usecase evaluations and usability tests, as well as some warning messages when you change stuff. There's a lot to be thought of. Also: I know this will probably never happen. But I did it anyway.
  16. In April, like every year now since it became a festival: https://wiki.guildwars2.com/wiki/Super_Adventure_Festival
  17. I get that and I read that back when it was posted on reddit, but they ask for feedback, so this is it. I know that it probably was difficult for them and my points were merely some suggestions to improve. No need to disregard any feedback because there's a dev statement. They'll evaluate what's possible to improve based on the many different suggestions they receive here.
  18. I understand a more realistic cloth simulation with collision and all is very consuming (both on development time and performance of the game) and the implementation is, for that, good. It still looks a little stiff and like the GW2 version of EQ2 cloaks - which look and behave almost the same. I'd like to see some improvements though: Reduce the angle the cape sticks away fromt he back (looks like around 30° on a male Sylvari)If possible, make it less "floaty" and more "flowy" (right now it seems like there's a constant, moderate wind)make cloak position / angle dependent on displayed weapons (2h under the cape -> increase angle a bit, move weapon closer to the character)
  19. I like them gay, tbh. But seriously, many animals can stand up straight, but that doesn't mean they're comfortable doing so.They're also less agile and rather unbalanced.
  20. No. This should remain a legendary feature. I agree. But you can still separate upgrades from the gear itself into their own slots and still have the same features for legendary items: Anet could introduce "extraction charges" much like transmutation charges. Applying an upgrade is free, removing it costs x (probably 1) Extraction Charge/s. If the gear or the upgrade is legendary, removing the upgrade is also free. Of course this would collide with the unlimited upgrade extractor, so it would have to be repurposed to give a certain amount of charges per use (unlimited use).Salvaging Kits would need a consume option, black lion kits always give one charge per consume, mystic have an 80% chance to give one charge, etc. Just throwing this out there.
  21. I feel you OP, I don't like it either. Despite the floating, it's the angle it sticks from the back of the char that puts me off. It needs to be a little less than ~30° to not look that stiff and floaty.
  22. I won't let this thread be forgotten, pin it back to the front. New update: Since you now can hide stowed weapons, this adds another point to the (long) list of needed improvements to templates loadouts. make the setting saved per template loadout. Right now, it's across all templates loadouts.while at it, apply the same to helmet, gloves and backpack visibility.
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