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Zephire.8049

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Everything posted by Zephire.8049

  1. 1 - Adding AI such as that would be extremely complicated given the age of the engine and aggro mechanics are generally hostile/neutral, toughness, and range + level (with some exceptions, most of which are in raids). There's no tracking method in-game so one would have to be written from scratch and somehow integrated into the game and UI added for players. Also it adds an easy way for players to troll each other via intentionally failing events, which is not going to happen period. It's an MMO so you should not dread seeing another player. Also the Great Hall meta in Istan was changed because players were farming champions instead of doing the event and one of the reasons Anet stated for the change was because players should try to beat events, not tell others to not do them and harassing those who continue to do the events anyway. 2 - Personal housing and personal scribing is an oft requested feature so I don't know why you'd lock it behind gems. But personal scribing needs to happen as it's the only crafting profession that doesn't serve much of a personal use and guild content has kinda been abandoned so it makes sense to repurpose it. (Updating jewelcrafting would also be nice) 3 - Racials probably won't be touched, ever. They're flavour and intentionally tied to the race, not character choices. Asura get golems, sylvari plants, humans gods, norn transformations, and charr legion support. Giving other races legion support would make racial elites unbalanced and charr would have to get something from another race and at that point you may as well give similar racials to everyone. Which I'm not against but that's a lot of work for skills that are intentionally underpowered to prevent one race from being better than the others. There's also some dialogue in IBS regarding your profession. But it's extra work writing and recording lines the minority of players will hear so that's why they're just nice easter eggs instead of detailed. More cultural armour would be interesting (though they need to deal with the clipping issues charr have with what is already there) but tying appearance to character creation options means a lot of work for the artists and means people with few characters would need to go through the list of every option/combination to unlock the skins. There's also already skins locked behind professions so it's getting up there with what would generally be tolerated if race options were also thrown in. Making an elementalist 4 times is annoying. Making 15-45 characters to unlock skins would be extremely frustrating, especially if you had to buy the armour on that character instead the skin automatically unlocking on character creation. 4 - More general achievements and minigames would definitely be fun, but it probably won't happen to old content given resource and management issues. 5 - There's also the mentor tag, auto-loot, and faster reviving, among other things. Which are nice QoL things and you can't make Central Tyria masteries more than that as core Tyria is the place where people who cannot access masteries play. As soon as you make Central Tyria masteries required for lore or loot or whatever, F2P and heroic players are being directly punished for not having an expansion. (And you could already argue that locking auto-loot behind a mastery instead of achievement or gold is punishing enough given the massive QoL that mastery brings). HoT-IBS can get away with masteries that affect your character on the map/in-game because they have access to the mastery system by having HoT and/or PoF. That's not the case with core Tyria so another system would have to be made that non-expansion players could use if there were direct upgrades available. Your ideas aren't bad, but they definitely treat GW2 as if it were a single-player game. Morality stuff and more in-depth NPC interaction is pretty simple in a single-player RPG, but an MMO is another beast and things like how it would affect other players, how would it affect balance, is it worth it to put resources into X content instead of Y content, and whether or not not only can the game engine handle it but if adding things would affect the performance of players on lower-end rigs. There could be more racial differences in the game, but skins/animations for existing abilities would be the easiest and safest route to go.
  2. Considering the time its taken them to fix the missing tier 3 3x3x5 meter wall on DBL - 5 years and counting now I think - if that is any indication it would take them maybe 300-350 years to implement DX12. Or less than 24h if some PvEr had figured out how to abuse a raid boss with the wall.You’d have to rewrite quite a bit especially the rendering state really changes from 9-11/12. The only way I can see them doing anything with dx12 is with a brand new game but I’m not holding my breath. WoW updated their engine from dx9 to 11 to 12. FF from 9 to 11. Poe updated from dx9 to dx11 to vulkan. Of course its possible if you dont fire or bully every engine dev out of the company.Dx9 doesnt even support low level optimisation afaik. That api is 18years old and outdated. They dont have to rewrite the entire engine to support technology from this century. It probably wont happen and it will just die soon. 15-20fps in zergs is just not fun. Upgrading hardware into the 1-2k range doesnt even add much.It should be noted that WoW had more than enough money and multiple other popular games that brought in money so they could afford the resources needed to update the graphics, Final Fantasy XIV uses an engine that Square Enix also uses on other Final Fantasy games so they have a vested interest in keep it up to date plus the finances to do so (also the time between 1.0 and 2.0 to change things without impacting players), and Path of Exile had its engine built from scratch specifically for PoE and Path of Exile 2 is happening in part because it lets the developer better change and update the engine on multiple fronts. Both FFXIV's and PoE's engines are about 8-10 years younger than GW2's, which gives them that many years in coding and tech improvements to make upgrading them easier and learning from mistakes of the previous generation of MMOs. WoW uses (or used?) a modified Warcraft 3 engine putting it at a bit older than GW2's engine but not by as much as the other two are younger. This isn't to say that GW2 doesn't need an engine overhaul (it does, badly) just that the circumstances are different both in the studio and what the engine was designed to do. The GW2 engine is already doing things it wasn't ever meant to do (and the indications are that the GW1 engine was not designed to be future-proof/make updates easy) and there's been enough turnover now that the people who know what the original engine was like are few and far between so touching that code risky and we already know there are parts of the code that developers aren't allowed to touch—at all—because of the chaos it would cause both for players and devs. So it really comes down to whether a new engine will come out in an expansion, a game revival patch, or GW3 to wipe the code clean. It would honestly be surprising if a graphic update came out without a new engine given how messy the code is and how devs have said both would mean about the same amount of work for them.
  3. I don't see how this is needed as XX:55 works across timezones with the exception for the handful that are on the half hour. You can also turn timestamps on for chat so if someone says "HP train moving in 20 minutes" you know what time they said it and when the HP train would move out. Also not everyone can math out timezones on the fly, especially when so many places still use Daylight Savings Time so their UTC number changes twice a year. Perhaps it was easy for you but your personal experience =/= universal. And I get it. I've been using 24-hour time since I was a kid so it's really easy to convert the times on the fly, but that doesn't change the fact that a lot of people struggle with it if they aren't familiar with it and it can take months for people to get comfortable with it. Forcing people to be confused and not know what times things are at in a video game doesn't help anyone and guilds who are serious about having round the clock coverage are predisposed to having players who are familiar with UTC. Someone wanting to know when a world boss is doesn't benefit by being told the UTC when they have no idea how that system works—they just wanted to know when to set an alarm (which is in local time) or know if they can do that boss between dinner and putting the kids to bed. The game already lets you change between local time, server time, and Tyrian time and I don't see how removing 2/3 of those fosters community rather than confusion. It's not about knowing what time it is for you locally without having to look anywhere else, it's being able to tell at a glance whether you'll have time to do in-game things without having to do a conversion from UTC to local time or having to use a website to do that for you.
  4. Yeah, no. A Lunar node of some sort would be nice but lucky envelopes would add too much liquid gold into the economy, even the little ones. If it was a unique envelope that did not have any junk items worth up to 8g88s88c and the back items were taken out then maybe, but if you give everyone access to a node that has an item that's affected by magic find and can give people just under 9g a day, inflation is going to go up. A lot. Even if only 5% of players got that drop per day, that's still a ton of gold entering the economy for zero work and without a sink for it. But since there's no unique currency for LNY (aside from the tokens, but those are in addition to gold and don't offer unique rewards), there's not really a huge need for a node to keep the festival currency down outside of the 3 weeks it's active. A vendor that gives you 1-2 random food items would keep the flavour of a LNY node without the tidal wave of gold.
  5. New/improved guild missions would be welcome but a guild raid isn't likely and definitely not fair as it only benefits large guilds with 10+ people who are geared and experienced raiders, something that's not very common. Throw in the need for those 10+ people to have the same schedule so they can get together for 2+ hours a week every week (and never, ever have to drop for IRL reasons/their power going out since they can't be replaced with a PUG) and that's content the vast majority of players will never see or be part of. Guild puzzles using raid maps could be interesting and incorporate aspects of the raid/boss(es), but raids that are locked to guild members is taking content the vast minority of players play and restricting it further while also putting no small amount of development resources into it. Anet has stated repeatedly that they do not want raids to have multiple difficulties and that they have no intention of doing so, and if they aren't willing to do that with raiding in general, they're not going to do that for niche content that even fewer people will be able to access. Also "true raiders" is making some huge assumptions about players, and not in a good way. I'd also say a guild raid should be easier than regular raids as it would have to account for players who gear-wise and/or skill-wise aren't up to snuff for even VG, and outside of raiding guilds or mega-guilds, odds of a guild having 10+ active members who are able to raid at any given time is slim. And if it's impossible to bring in a PUG, the difficulty floor would need to accommodate that and scale things down. Which Anet won't do as they've dug in their heels about raid difficulty despite years of players asking for an easier mode that would be more accessible to all players.
  6. I find it strange that you say GW2 "doesn't have any uniqueness or edge" over other MMOs but then talk about ways that GW2 could adopt systems, mimic, or outright copy game designs from other MMOs. Not every game appeals to everyone and GW2 was never intended to appeal to the traditional MMO player who wants to grind for gear and forever have a carrot they need to chase, it was designed to appeal to players who don't like that. In doing so, it was appealing to adults who have other commitments in their lives so they don't have time to grind dungeons/raids for hours a week every week and who don't want to be punished if they're not able to play regularly. That combined with it being buy-to-play and letting players buy premium currency with gold (both being a big deal when GW2 came out) is why GW2 stood out for me in the first place and still does. I quit WoW and FFXIV couldn't hold my interest. I pre-ordered RIFT but ended up forgetting about it after a month or two. I've lost track of all the other MMOs I've played over the years but there's one that's been a constant: GW2. I have taken hiatuses before but the nice thing about GW2 is that it was designed for that in mind (iirc in one of the development videos before release, it was stated that they only want players to keep playing if they find it fun, not because they have to keep up on a grind or something) so not having to worry about gear scaling alone is a reason why I've picked up GW2 again rather than dropping it completely. No hate at you or how you've presented this, but so much of it is subjective and treats gamers as a monolith instead of a very diverse group who have different interests and varying amounts of time they can allocate to gaming. It's an easy trap to fall into and one of the reasons why so many games from the MMO boom post-WoW have had to change to free-to-play, have low populations (or both), or have shut down the servers entirely. Yet GW2 is over 8 years old now and still going steady without completely changing up their financial model. This despite the hiccups and failures of leadership that negatively affected players, the lack of QoL features players have been asking for for years, and the utter lack of communication. If GW2 offered nothing special or different compared to other MMOs, why would so many people have stuck around through all that? But to break down your list, I'll go point by point. Not to prove you wrong—you are welcome to your opinion and aren't wrong for not being into these game designs—but to give you an idea of why myself and others like what you consider mediocre. FFXIV kept me for a month, maybe two, before I couldn't stand it. I don't care if the end-game is great when a game requires you to spend so many hours grinding levels before you get a hint of what people rave about. Especially when you have to pay for that "privilege". I vastly prefer the PvE in GW2 which is why I've 100%'d core Tyria, HoT, LW3-4, and IBS 30+ times. PoF sucks though but thankfully it's not forced on you outside a handful of things. There are issues in how the LFG needs an overhaul, dungeons a revamp of some sort, and raids... raids and its community are something and that's a whole other topic but to keep it short, I did wings 1-4, some of 5 and 6, and that's it not because I don't like the raids themselves but other things about them. To me that's both quality and quantity and the size of your game doesn't matter if non-new players only hang out in 5% of it. As for things I think they should change/focus on: CommunicationI honestly wouldn't care nearly as much about things or get frustrated if Anet simply communicated what they were doing or why they made various choices. Lack of communication is the most likely reason I'll drop GW2 if/when I do. Not issues with the story, not scrapped content, not the spaghetti engine, but the simple lack of letting players know what to expect and that they are listening to player feedback. If they're no longer going to work on raids, tell players that.If DRMs are going to be the new thing, tell players that.If strikes are going to going to be scrapped, tell players that.Tell players how WvW alliances is going.Inform players that there's not going to be a Q4 balance patch because of EoD.If players need to hang onto items for months before they can use them, make it clear that's the case.Honestly the list goes on and on and you probably get the picture. I don't PvP and only casually WvW so I'm coming at it from a primarily PvE point of view, but I'd be fine with how things are going if there was clear and constant communication about what was going on (an off-hand comment in a dev chat is not meaningful communication) and it would be far easier to offer feedback if it was known what was going on and what the plan is. The latest IBS episode really made it clear how bad they're at communicating and everyone I talked to about it stated that they would have been fine with the episode being cut in half and stopping suddenly if they had been told that would be the case. And I imagine PvP would also improve if they talked about what was in the works, trends they've noticed, and acknowledging hackers are an issue and that they're working on something in regard to that. I just can't get concerned about a game's perceived identity or niche when the studio operates in radio silence despite its one current game being an MMO (AKA a "live service game") and it's hard to offer feedback when a studio doesn't even tell players what it's doing outside a vague quarterly roadmap and player feedback is rarely ever acknowledged so players are flying blind with what happens each content patch. (Some PvE mount skins would also be nice, just throwing that out there since mounts are a big thing now but the base skins are so limited. It seems strange to not have some PvE-exclusive skins for rewards and to entice people to buy more from the store.)
  7. Having a sound cue when you're in a boosted dive would be useful, but that specific sound is likely copyrighted given how huge the HTTYD franchise is for Dreamworks and how iconic that sound is to HTTYD.
  8. While it may not seem like it in the moment (especially when you list more expensive items), a 15% tax benefits everyone in that it keeps the inflation down so while you don't make as much personally, what you make is worth more than it would be otherwise and it's cheaper for yourself when you buy things. (Cheaper in that even if the prices are on par, you don't have to spend as much time grinding content for enough gold to buy it.) It may feel nice to have thousands of gold and to be able to list things for hundreds of gold, but look at what happened to the likes of GaiaOnline with too much gold coming in with not enough of it going out. It's an extreme example, yes, but it illustrates why gold sinks are incredibly important for the health of virtual economies. Also there's intentionally no player-to-player trading so that there's no getting around paying the listing fee and selling fee, the economy is shared between everyone, and so that people aren't scammed out of items or end up trading for items acquired through scams or RMT. The last one also meaning support isn't swamped with tickets about being scammed or scammers trying to issue a "charge back" to get the gold and item(s). While you can send items to others in the mail, there's a reason why you're told support will not help you if you mess up or get scammed that way.
  9. About the walking underwater thing, the game's engine works in such a way where swimming only activates under z-axis 0. If you have water above that point, any water you see is purely visual and not actual water. While it's technically possible for them to code "bubbles" of water above the z-axis, that apparently isn't as easy as it sounds so it's less about them forgetting to hit the "players swim here" button and more the environmental artists accidentally made a river too deep and neither the project manager nor QA tester(s) caught it before it made it to live servers. That or it was a low priority to fix before pushing the content.
  10. I'm not against an achievement chest rework given how the system was designed when AP was a lot easier to come by, but rewards should absolutely not be removed from it because that punishes new players and players who haven't spent time focusing on gaining AP. RNG skins in AP milestone chests is also bad design because they could have been put in as a choice (what we have now lets you choose the skin you want) and taking away that choice means a lot of people are going to end up with skins they don't want despite putting in hours—possibly dozens of hours—to get the AP needed for that chest. If you want to go the RNG route, it would be better to include RNG armour or weapon unlock items every X chests on top of what is available now and make it retroactive so no one is punished for playing the game or for starting the game.
  11. Even if there was such an app, I don't think it would be useful for one reason: Anet doesn't really communicate. If it takes hours for them to respond to chronic crashing or server issues (if they respond at all) then a notification app isn't going to be much use since you'd still have to look at the forums/reddit/twitter to see if there's been a hotfix yet. You're better off finding a GW2 discord that does patch announcements and using the mobile app because if they can't spare someone to write a post on the forum or hire a community manager, they're unlikely to make use of a notification app even if they had one already made and ready to go.
  12. Whenever there's a sale on a popular item, the price goes up. This week we had sales on: Character slotsStorage expandersBank tabsShared inventory slotsLW2, 3, and 4which are popular items so with a large discount and only available for 24 hours, a lot of people are buying them via gold-gem conversion in a short amount of time. The conversion rate will drop back down in a week or two (provided nothing of note comes out in the gem store on Tuesday) when people aren't in a rush to buy things.
  13. Dont that show in my story text? In the text of the hero panel it does, but not on the character selection screen. If it's been a while since you've done the story and/or have a lot of characters, it can be a royal PITA to log into each character individually to see if they've joined an order and if so, which one. A symbol or other indicator on the character select screen would be a huge QoL improvement and save players a lot of time, especially as there are HoT achievements tied to each order that are available only to characters in that order.
  14. Visually the game is fine, imo. Performance, however, is a different matter. From what devs have said and implied in the past, doing a visual overhaul would be not much different than an engine overhaul when it comes to the about of work needed, so it would be better to to an engine overhaul rather than focus just on graphics. With a new engine, a graphics update is likely to happen since they're already in the guts of the game meaning everyone would benefit from it. This includes devs who are limited in what they can and can't do due to the age and jerry rigging of the current engine. A graphics update that's only a graphics update would be a bandaid that wouldn't actually fix server issues, broken events, lag, etc. It may or may not be a prettier mess, but it would still be a mess.
  15. That would definitely be nice. Being able to select what information gets shown would be a huge QoL feature, imo, and because you'd be able to select the information (for this purpose, think a list with tick boxes) you could have as much or as little as you'd want so you can control what your character select screen looks like. Because I'm an altoholic, I have to rely on a spreadsheet and gw2efficiency to keep track of who's in what order, map completion, story stage, birthdays, etc. and it would be nice to have some or all of that information right there in-game rather than using outside resources. Because when you break 15-20 characters, it gets exponentially harder to remember all the details of each one and it's time consuming to log into each of them individually even if the game is on an SSD.
  16. Can't say I'm enthused to repeat content where the doing it the first time was the most interesting simply because I didn't know what would happen. The rewards are mediocre right now and I'm not going to grind content I'm indifferent about on the off-chance the gated rewards are something I'm interested in. With the masteries being locked as well, it feels like there's no point to doing DRMs repeatedly because it's wasted XP. But what puts me off the most and has put off most people I've talked to is the utter lack in communication. The story suddenly stopping would have been fine if Anet had simply said that they're going back to how LW1 unfolded and that the community needs to build up supplies/allies between the parts of the story. Instead nothing was said about it, there was no clear indication that there was no way to proceed, and the community event wasn't mentioned anywhere and the in-game notification was collapsed by default. If a game can't respect its players' time by clearly communicating that they're changing up how things have been done for years, it's kind of demoralizing even when the content that you're expected to run isn't boring as heck.
  17. I've also been kicked twice in the past 30 minutes. First time it took 25 minutes to get back in, and was kicked after 5 of that. I've also been talking to someone else on Discord and they've experienced the same thing at the same time. I was in Drizzlewood and I think they were in a city, so it's definitely not IBS5 instances only.
  18. They removed elementalist auras because they were "too distracting" but those auras were nothing compared to what we have now. With the exception of combo fields, there's no reason why any player needs to actually see the weapon/skill effects of another player if they don't want to. It's actually hard to impossible to see combo fields now because there's so many effects going on over them which results in them being far less engaging. Boss tells are also impossible to see when you literally cannot see their model. Also model culling does not prioritize bosses so even if you turn model culling on to the highest setting for performance reasons, there's no small chance that the boss' model will be invisible anyway. (And then there's the Madusa's gaze ability where the eye is literally too high to see on some models so you have no idea when you should look away to avoid being frozen...) "We don't want you to play the interface" falls rather flat when, if you're melee, the only way to see that you're in melee range and hitting a boss is to look at your auto-attack skill and see if the boss is in range or not because there are so many weapon and skill effects going off on top of the large, particle effect laden skins that you cannot see what your character is doing. Honestly, at this point I tend to just range auto-attack on bosses because I can't see anything going on in melee range and there's too many mechanics that insta-down you where it's impossible to see when to dodge. My DPS is less than it would be otherwise but my QoL skyrockets when I can actually see the occasional tell or avoid a poison/fire field instead of dying to it and having to run back from a waypoint all because there was no way to see it through all the frivolous effects.
  19. Instead of waypoints, they may utilize shrines (Siren's Landing being an example of a map with one WP but there being 4 other shrines to teleport to). That said, Asura weren't present in Elona either but we still got Waypoints and Dragonfall showed us that waypoints are mobile, so while Cantha may not have the tech currently, as soon as we show up they gain access to it because it's ready to go and can be placed where needed. Tie it to story progression and you have lore reasons for why there are WPs.
  20. Why would they add a prompt during world transfer to get people to buy gems? Unless you're transferring to a free world, you'd have had to buy gems for the transfer thus already aware of the ability to buy gems. The notification when there's a new store item also serves as a reminder to buy gems. The news website posts are reminders to buy gems. The occasional free item is a reminder to buy gems. The sales throughout the year are reminders to buy gems. There is zero need to add new pop-ups/notifications to buy gems because there's already various was to remind/encourage people to buy gems that at least makes some degree of sense and I have outright quit games that add "Hey, buy our premium currency!" notifications anywhere and everywhere they think they can get away with it. You also don't need to buy gems during world transfer. You do that before or after, not during, especially as there's nothing time-sensitive that can't wait a few minutes unless you're trying to nab a sale item seconds before the sale ends and instead of taking care of that before transferring worlds, you decided to transfer first. Even if that's just an example you threw out there, there is no time in GW2 I can think of where you would need to buy gems right that moment instead of waiting a few minutes. Also a flat rate is infinitely more fair to people who cannot afford to buy large sums of gems. Just because someone can drop $50 a month on virtual items doesn't mean that they should get even more than someone who can only afford/justify $10 every few months. It's just another case where those with excess means get bonuses just for having money while those with a tight budget are punished for it. A flat rate also makes it easier for people to say no and control their spending since they aren't being pressured to "just spend a little more" to get "bonus" gems, which is exactly why so many developers don't do flat rates, since it's easier to draw in whales and prey on people with poor impulse control or addictions and upsell them on something it costs you literally nothing to make or store. It may feel good to get a perceived bonus, but you have to look into the implications and reasons behind it. One real world example is if you buy an item that says "Now X% more!" there's no small chance that the product's size was recently changed so the "bigger" one is still the same size as the old size as they work through the old packaging and prime buyers into accepting the smaller size, or as a way to trick people into buying their product instead of a competitor's, or both. Gems have no storage or production costs thus should have a flat rate across the board because to do otherwise is to put money ahead of people and put well-off people ahead of poorer people. The gem store was always designed to be (roughly) equal footing for all players so it makes zero sense to change it to be unfair, especially 8 years in.
  21. The chance for keys is still the same at 25% per map (with the exception of Southsun and cities) so you just hit a streak of bad RNG. I've found keeping a spreadsheet of whether I get a key or charge has helped lessen the disappointment of not getting a key for several maps since with the exception of a handful of characters, most of my (recorded) map comps sit at 4-6 keys total which puts them in the 25% zone. Streaks of bad luck are just more memorable than streaks of good luck.
  22. What's fun with that is that it doesn't count as a back item so persists when your model is removed. Tonics all have the cub there, story transformations have the cub, and I was told that the cub is there even in the Clocktower JP. It's no mini but it's the best gizmo/unlock during a legendary in my opinion.
  23. As someone with a tiger-themed toon, agreed! The regular tiger minis are fine, but the cub has such a good model. They also added a tiger cub tonic within the past year (I think) so the model is definitely current with its model, texture, and rigging.
  24. There's no doubt that a new engine would be a huge undertaking, but GW2's engine is a heavily modified GW1 engine making it 16+ years old now. It's doing things that the original engine was not designed to support and is 16+ years of code on code on code. Not only that but there's been massive leaps in tech—both in coding and hardware—since then and the gap between generations is smaller now than they were in the 00s. And to illustrate just how old the engine is with another engine more people are familiar with, Unreal Engine 2 was the latest and greatest at the time with Unreal 3 still being 2+ years away at the time of GW1's engine. Unreal 5 is due out in approximately a year. Frankly it's amazing that Arenanet has managed to do so much with such an old engine, but its age is definitely showing and has been showing for a number of years now. The engine will have to be updated sooner rather than later to better future-proof the game and make development easier so while the upfront resources may be higher for a new engine compared to "just" adding DX12, it will be cheaper in the long run. Also, the engine was written when single-core CPUs were the norm which is why GW2 cannot utilize multiple cores even though the majority of CPUs on the market for the past 10 years have been multi-core. It's much more likely that letting the game utilize multiple cores will provide a greater impact to more player than going from DX9 to DX12, especially as the CPU is generally the location where game performance bottlenecks.
  25. You mean the bags that do not let you deposit materials or sell things to both vendors or on the TP? That require a player to manually move items out of to do anything with them? That's just switching from one bad experience to another And again, no one is requesting that the compact option be removed from the game. Literally all we want is for there to be an option that lets us move its location as roughly 2/3rds of players (using this poll as an example) do not use the option and its location causes a drop in the QoL of such players due to its current location. Something, btw, that Arenanet realized was a problem when they gave players an option to change where it was on the cog list as so many people were accidentally clicking on it because it was right next to the deposit materials button. Invis bags are for storing gear and other items you dont want mixed in with the rest... I feel like people dont use them correctlyWhich for most people would be 1/5 bags, though with the armoury gear is less of an issue as you can store two sets without it taking up bag space.That still leaves 4/5 bags that can have their stuff moved around by accidentally clicking a few pixels to the right.
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