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Tawniey.3796

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  1. Wardrobe Templates and Dye Templates! (similar to the new Equipment Templates and Build Templates) I'd buy these in a heartbeat to be able to store some of my standard looks for characters and just pay the transmutation charges needed on swap. Legendary Armory option "Apply stat selection to all pieces" in the right-click menu to easily and quickly apply a new set of stats to an equipment template's legendary pieces. Material storage for Koda's Blossom, Krytan Spiderwort, Ascalonian Royal Iris, and Shing Jea Orchids.
  2. I only just learned of this now, nearly a month late, but regardless of that delay I wanted to make sure to say: Thank you!! Thank you SO much, to all the devs who helped make this happen, for not giving up on something that meant so much to a significant portion of the player base. I know personally, this truly made my night to hear!!
  3. I see that this thread has turned into an 18 page de-evolution, so I'm quoting the original opening for my response to OP's original statement with the understanding that my post may be buried in the newer conversation. Here's the thing about HoT Open World that many people don't like to consider: It was designed with difficult, and specifically group content in mind. It was designed to push people out of their "zerker is always good enough and if it isnt, git gud" mindset (which has unfortunately resurfaced again). It was designed to feel like you were in the midst of the hellish circumstances that the story tells you that your character is in. I shortened my quote of your post not only to collapse a text wall, but also because you mention wanting individual-balanced content. However, when HoT was released, I can remember it being pushed that this was meant to be a place you brought allies into, especially at first. Despite having made many purposeful changes from GW1's semi-MMO content where things were instanced to your party in explorable zones, many people play this game (along with other MMOs) solo except when it is required that you group. But, MMOs are meant to be social games. I understand that it may be difficult or impossible for some to find friends who are online at the right times or with the right frequency to play together as a static group, but that's why guilds are formed and recruit. That's why LFG exists— to help you find people who are wanting to do the content you would like to do right when you want to do it. HoT was meant to knock you on your rump if you weren't prepared. People in this thread have mentioned feeling like the difficulty scale of HoT feels like a "wall", but there is and was progression— you were not meant to jump from Cursed Shore to Verdant Brink. You were supposed to explore Southsun Cove. You were meant to play through Dry Top and Silverwastes (which was once more tower-defense than the zerg it became with the RIBA strategy). Silverwastes alone was enough to convince many pre-HoT players that berserker's gear wasn't the only gear that had merit. It made stun breaks necessary and Stability something you considered bringing. It introduced more complex mechanics for each overworld mob (Teragriffs trample, Leeching Thrashers will drop an AOE that will heal it if you stand in it, Husks are most vulnerable to conditions bc of high Toughness stat). This is also why almost every single HoT stat-set included defensive stats that people had previously written off as "noob gear only". As at least several have stated before me, the challenge of HoT was designed to change the way the player approaches the content, and was something that even back in the original scaling was fun and rewarding to overcome. The nerf you are requesting would, in my opinion, delegitimize the effort put into the design of that zone as something that made you pause and reevaluate the strategy you had used for the Core game as you progressed into End Game Content. Instead, I strongly recommend finding a guild or group to bring in, evaluating your build and what needs you may have as a player for the zone, and re-approaching these maps with the idea of "challenge" in mind. (Edited for typo correction)
  4. Looks like the unbound magic tools give ruined materials... even the infinite ones.
  5. First, I'd like to agree wholeheartedly to the suggestion of being able to pin characters on the character-select screen. It would solve the issue of characters getting buried unintentionally while swapping, without forcing people into a manual-sort system if they're fond of the one that exists. More Quality-of-Life Suggestions, by category: Inventory oversights, and Crafting Tweaks Ornate Rusted Keys are a physical item you have to have in your character's inventory when interacting with the sunken chests. Migrating these to the new key storage system in the currency tab would be incredibly useful.A Portal-Tome Anthology gizmo would be a welcome addition. Portal Tomes as they exist are fantastic, but now that there are so many available, I find myself wanting an overarching master-book that I can put my tomes in for a singular multi-level menu (rather than using so many of my shared inventory slots). I'd love to see a vendor in game with this available for purchase. The Homegrown Flowers from the home instance garden-plots (Krytan Spiderwort, Koda's Blossom, etc) don't have a material storage slot yet, which feels like an oversight. I'd love to be able to deposit these to my mat storage and stop having to store them in my bank.**At crafting stations, separate plank/ingot/bolt/cured-square refinement into a "Basic Refinement" category.Right now, refinement encompasses everything from turning ore into ingots, to crafting Exalted weapon cores. It would make more sense to have the very very basic refinement options have their own drop-down. It would also prevent the frequent (and incredibly frustrating) mistake of accidentally clicking " Wood Dowel" instead of " Wood Plank" when refining, since they're right next to each other on the list and visually similar sequences of words.Sort Refinement categories at top of crafting station dropdown listsReally minor tweak that can make all the difference sometimes. It can be annoying to scroll all the way down alphabetically (past Axes and Consumables and Feasts and Legendary Components etc...) when you're just doing the basic routine task of refining your raw materials. Guild scribing-mat storageSince scribing is pretty guild-related as a profession, it would be awesome to have an area to deposit scribing materials for use by guild scribes. While this would surely need to be one-way deposit without withdraw abilities, you could then have a permissions setting to allow certain ranks to see items in the guild-materials storage as available while representing that guild at the scribing station. This could also house scribing trophies (Arid Dowels, Pristine Feathers, etc)Allow deposit of standalone guild banners (like the ones from the world boss events) into guild storageThe ability to toss ascended food into the guild storage is amazing. I'd love to be able to put in banners I've been awarded personally as well, for use by any guild officer, rather than having them take up my bank/inventory space.Guild Management A separate level of guild chat for officers/guild leadership. This is something I've seen well implemented in other games, and it has been fundamental in community moderation. Having a rank permissions-checkbox for "can read and send messages in officer chat" would allow guilds to utilize this feature or choose not to as they feel necessary. Separate permissions settings for allowing a rank to invite members and kick lower-ranked members. I don't really understand why these permissions are tied together in the first place, and I know it's been suggested in singular threads before. Right now, this issue is highly limiting guild functionality, as it hinders recruitment and creates way more distrust than necessary between members (whether its officers having to heavily question who they want to give permission to invite members because kick-permission comes along with it, or members wondering why they aren't trusted to invite others and not realizing that the permissions are linked.Separate Deep Cave treasury permissions from Treasure Trove permissions. As it stands, the vast majority of guild treasury slots (200/250) are tied to the same permissions. Yet, the Deep Cave is already separated as a tab visually (and adds a third coin deposit area). It would be much more helpful and intuitive to have Deep Cave have its own permissions. Gemstore and Cosmetics A Gemstore Wishlist is something I've heard lots of support for from many people. Not only would this allow for more relevant gifting to and from friends, but being alerted when a watched item comes back to the store would be super helpful (and generate more sales since things won't be missed by people who want to buy them).There aren't great third-party ways to manage this. It's much better suited to being a native feature.Ability to decline gifted items feels necessary and overlooked. I've known so many people who have told similar stories of having gotten a gift of something they already own from someone who didn't know. That's a waste for the gifter, and it makes people hesitant to gift to others at all in fear of wasting their money giving them a duplicate. The aforementioned wishlist would help with that for sure, but allowing someone to decline a gift/return-to-sender and refund the gifter their spent gems would make gemstore gifting a much better system overall. A consistent piece of wardrobe/character customization feedback I often hear relates to the helm slot of the wardrobe (glasses removed during cutscenes, wanting to wear custom headgear with outfits, etc). Since your character's face is their most defining point, that makes sense. My suggestion for this, (which I may have voiced before, but can't remember?) is to have a separate cosmetic "wardrobe" slot where you can apply skins for glasses, face paints, scars, and other small accent trinkets independent of the character's armor, outfit, or wardrobe-helm. Then, people wouldn't have to choose between a helm and face-paint or scars, opening a whole new world of options for skins in that direction, and when helms are removed for cutscenes, the cosmetics stay. Two birds, one stone.Now that back pieces are dye-able, I understand not wanting to apply dye slots to every back piece ever created. However, I feel we should be able to dye backpieces that came as sets with dye-able gliders. Hopefully it wouldn't be too difficult to apply corresponding dye slots to the backpacks of those sets?Misc I recognize this one is a major change, so bear with this suggestion— Make NA and EU server choice per-character, rather than per-accountAs someone who has friends on both NA and EU, and has been playing for a long time and have made a lot of investments in my account, I've found myself wishing there was a way to interact both with the people I know on NA, and the EU friends I've made in the community in-game without having to create another account and start from scratch. Currently, we are able to pay to change our server location even as far as from the NA to the EU servers, however, it is a universal decision that affects our whole account, and then has a time limit before you can switch back. I understand that since the advent of the megaservers, server choice (outside of NA vs EU) is primarily for WvW, so it makes sense to not want people hopping servers to manipulate WvW status. However, since NA servers and EU servers don't compete with each other, allowing an account to choose one NA server and one EU server at a time shouldn't impact WvW negatively in this way.Allowing us to choose to migrate a single character (or multiple) from NA to EU, and play on that server while on that character, would bridge that gap well. And restrictions on time cooldowns, and/or paying to re-transfer the character would likely prevent people from over-using something resource-intensive like transferring character data between megaservers.Finally, Feedback/Suggestions:I know it might seem a bit over the top, but something similar to a trello board for suggestions/feedback threads might prevent redundant suggestions and streamline readability for both devs and those interested in the status of these things! A running list of open/closed ideas that we could +1 or -1 to agree or disagree might allow for more productive conversations on the feedback-oriented forums altogether lol. (edited for formatting typo)
  6. First, a suggestion:I'd personally like to see the ability to associate an equipment template with a build template. That way, changing your build would also swap your equipment to the gear that you use with it.It would specifically need to auto-select the equipment template upon build template swap, rather than linking the two in a way where selecting equipment also switches the build. This way, you could always swap equipment manually within the same build if you selected the build first, but choosing a build swaps your equipment automatically.(Also, it would be awesome if it remembered our show/hide toggles on gloves, helm, and shoulders? Super nitpicky and not functionally relevant, I know, lol. It would just be nice.) Second, overall feedback:I'm honestly so grateful for this system, so, thank you, ANet devs.I know there's a lot of grumpiness regarding the cost of extending the system, but frankly, I think it's a good place to monetize considering it's convenience-based yet heavily valued. There's so much content in this game that is given for free or with the initial purchase, and you guys have always done a great job of keeping cash-shop items aesthetic or convenience items rather than something game-impacting. I appreciate that most of all. I'm happy to support the game because of this, and happy to do so in this way. Keep up the great work, friends.
  7. Here's a QoL tweak that I keep coming back to with resounding agreement from friends and guildmates: Please have eyewear and facial scars be a separate cosmetic slotIn the current system, there are a few wardrobe options for glasses and facial scars— which is awesome!However... There's the frustration that they are considered a "helm", and therefore, when your helm is auto-toggled or removed with an outfit, they vanish too. It's nice to have these character storytelling bits. It makes them feel more real. It would be amazing to be able to make glasses, eyepatches, or scars a character choice that stays with them regardless of outfit or even other helm wardrobe choices. It feels especially workable on the backend since scars or face-paint style "helm" skins don't have a model, they're just an additional texture. Glasses and eyepatches are a bit more difficult since they do have a model, and some helms might cover them or clip with them if worn simultaneously, but I feel like the overall major impact of this character design improvement is well worth the work it would take to identify which models are incompatible and would override the eyewear. It would also be amazing to have more facial scar options for our characters in general, and they could be added in conjunction with that slot. Thanks for your consideration!!
  8. I recently took a character from level 40 to 80 in about 6 hours of play, all without going to more than seven and a quarter maps (the cities and Queensdale, with some of Ashford, IIRC). First, I started with a level 2 (you always start with level 2 after Pre), and popped the level 40 cookie I had. I then got some XP bonuses that give XP for "all game types" of XP, and mapped all of the cities. Once I was a higher level (I was 45, I think), I got level appropriate masterwork armor and weapons (you can use the gear you get from level rewards, but most of it will be lower-level by the time you're done, I usually just dump it, since it can't be salvaged or sold). Hey there, friend. I appreciate your input, but unfortunately, my suggestion had 0% to do with leveling. I have 45 characters, and I'm well aware of techniques to level quickly. My suggestion was about making the base game content more enjoyable on the whole, as I've found that other MMOs, when changing from a level-gated zone system, to an open world system, became much more interesting to play in. The idea is that, while the backwards-leveling system we have right now allows for high level players to assist low level players, there is very little other draw to complete zones you've outleveled. In addition, as you said, even leveling players have little draw to complete other zones, as you can effectively level from 1-80 in one zone, and why travel halfway across tyria for mobs your level when you don't have to? There's so much lovely environmental storytelling in this game. There's little jokes and hidden storylines in events and interactions. Getting a Gen1 Legendary weapon shouldn't be the only reason I'm experiencing these things. In addition, the base game maps are very very infrequently visited these days. Opening Central Tyria to all players regardless of level creates more opportunity for interaction between players old and new. New players wouldn't feel as pressured to get to 80 quickly to partake in "veteran content" just to be on an active map. Older players would have a rekindled spark to play the base game. It's truly a win-win all around. Yes, I understand that there are challenges in changing the level system. I did not suggest one map for the entirety, though, so I think that was misunderstood. I'm simply suggesting that ALL zones be battle-scaled. There should be no penalty for taking my level 12 character to the Iron Marches if that's where I'm interested in visiting. Since there is very little story through-line between zones, it doesn't make sense to effectively be punished for wanting to experience more of the lore of the world, especially from the perspective of a new player.
  9. Green moa!! Its just a skin! It's the prettiest moa, and we don't get a pet... :(
  10. So, hear me out fully, but... another of my fav MMOs did something that I feel like GW2 would really benefit from implementing in its own way: They removed the level-zone correlation. Bear with me here— I know we already have level scaling in reverse. When you're above the level of the zone and still play there, you're scaled down. That's cool. A+. However, I suggest expanding upon this now that we have game expansions and expansion-specific maps. I'd like to see central Tyria (and ONLY central Tyria), opened completely to any character, level 1-80. Most of the storytelling in these zones is highly environmental. There isn't a through-line until you get to the very high level maps, so I don't see there being much point in level-blocking them. Keep the dungeons level-blocked. Keep the personal story level-blocked. Keep expansion and living world maps level 80 only. But for goodness sake, trying to level in Ascalon is a hot mess! The level 30-40 zone isn't even connected to the level 15-25 zone. Same with Kryta/Maguuma for that matter with Gendarran fields. It doesn't make sense, and it's frustrating for the player. I truly feel like creating an open playing field, where mobs are universally leveled in central tyria, and the progression you have from level 1-80 comes in the form of unlocked skills, traits, unlocked story instances, gear, and higher level gathering, will make the base game much more enjoyable. And on a different note: Please give me the option to skip the tutorial instance after my first character of that race... (edited for an unfinished sentence)
  11. So many EU Players!! I keep trying to help and it's saying Player Unavailable :( ((Update: Found someone to gift to!)) I would love a set of aetherblade light armor when its back in the shop, if anyone would be so kind. <3I know it isn't there now, but I keep missing it every time it's up...NA :)
  12. I actually enjoyed this one. I got it on the 2nd try and then again for my girlfriend later who was having far more trouble than I was.The tips I can offer you are to zoom all the way out, and hold ctrl to see all the names of the ingredients from afar, rather than having to run to look/memorize.
  13. Any reason we can't dismount while in midair on griffon? It would make sense to have that be a tandem skill to being able to mount in midair. Sometimes you just need to drop faster than a griffon can.
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