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A long compiled list of possible things for next release.

A rough draft

No reply needed

Have fun reading

Has not been proof-read (things may not make sense, sorry)

 

Male and female tonics that can combat for more creatures and races.

 

Be able to add alternate characters into a main characters slot to be able to play that character in place of that main character.

 

A mount pet or its assistant that has functional abilities.

 

Multi layers of barriers with different mechanics for each barrier.

 

Skill that gives you a small combat mount.

 

Double concurrent profession mechanics at a cost of reduction in skill quantity.

 

Double concurrent weapon skill bar.

 

Double concurrent utility skill bar.

 

Plague Condition that lasts for 5-10 seconds. Every second conditions are added and increased. At end of condition, high damage is given to player and others nearby. Plague condition and existing conditions is spread to others nearby. Conditions gained from other sources are multiplied during duration also.

 

Invigorating boon, same as plague condition but with boons and a healing or otherwise effect at the end.

 

Assistant AI creature with it's own set of skills. This creature is equipped when a mastery-elite-creature skill for it is equipped.  Activating this mastery skill would switch the players' control and camera view to it while the players character becomes AI controlled. Deactivating would switch back. This creature would have unique abilities that would be needed for certain gameplay needs like limited proximity flying to enter a small obscure location to perform a task for instance. Another need may be to dig into a certain terrain to perform certain tasks. While controlling this creature, the player is given a set or many set of skills that may be switched like weapon skill sets. Each skill set is centered on an ability of the creature, be it flying, shooting, bombing, launching pull tethers, locating hidden things, ways to unstealth things, slow down things, speed up things, stealth things, buff and debuff things, placing mines, obtaining samples, becoming a mount... 

A player may take along more than one creature but only one can be used at a time and is cycled through to be active.

While the creature is active and not directly controlled by the player, it behaves like a miniature pet with no interaction with the environment. While the creature deactivated, the player can also direct it to move to other locations to reposition it like Heroes in GW1. The player may also control its' deactivated skills like heroes from gw1 with a separate skill bar. While the creature is activated, the separate skill bar would change to the players current skills.

 

An area of giants.

 

An area of micros.

 

Large slow mounts made for battle. Cannot traverse confined areas.

 

Large slow powerful heavily armored marine and aerial flying vessels.

 

Show how much damage conditions are doing near the condition icon.

 

Mount companions. One mount with two others, one on each side moving alongside it. Companions have their own abilities.

 

Event sustaining. An event begins with simple objectives and mechanics that are needed to complete. Once completed, the event will unlock new objectives and mechanics the next day. This will continue for as long as the event chain is extended for. If a part of the chain has failed on one day, it may revert back to the complexity and mechanics of the previous part. Many variations can be made of this chain where parts may extend to be completed over chains of hours or day before changing to the next part. Each part of the event chains of events could have their own length and sub segments too before continuing on to the next sub segment or main event chain. These main event chains may also split to unlock splits of concurrent chains available on other areas or map locations of the world. Some of these chains of events may require sustaining or completing previous chains repeatedly to further progress the chain. Some events may be repeated to create a credit buffer to reduce requirements for the subsequent events or to extend time or other limits associated with them. A chain may start with one line then split to two then those split to four total then combine back to two then finally one. Many variations of this can be made. Some events may have final events that can be repeated a few times for bonuses before the full event repeats. An event chain diagram may help players understand the event and their chains and pass/fail requirements, objectives, segments and anything else that they may need to understand to complete an event. Rewards may also be included in the help diagram.

 

Add checkbox mode to inventory bag to select multiple items.

 

Upgrade existing mounts to carry more than one person.

 

Mount emote or action commands.

 

Level 2 profession mechanics upgrade based on existing mechanics.

 

In skill description, state who is affected by skill affect (might to self, might to others, etc).

 

Be able to share a players current attribute stats with others easily.

 

Legendary outfits and legendary template type outfits.

 

Exhaustion condition that gradually reduces effectiveness of profession mechanics. Example: a professions mechanic that has an energy bar is reduced and darkened over time and is undarkened with time as condition wears off.

 

An easy to use Graphical user interface for commander markers and any commander tools.

 

Basic graphic mode of each skill effect in combat. Basic lines and graphics to help display more combat effects without cluttering up the screen.

 

In wvw, remove titles of enemy players to decrease their visibility to enemy players.

 

Wvw, add mounts as units that can built like siege weapons with health bars and a separate shield bar. Mounts would be reworked to become different types of combat units. Example: skyscale would not fly up and down freely but instead be a high hovering mount that is less hindered by terrain. There could be different versions of a mount to offer different combat mechanics like air-to-air only combat, air-to-ground only combat, mixed air and ground, buffing mainly mount, debuffing mount, anti-siege mount, healing mount, anti-material mount, anti-infantry mounts...

 

Increase mobility of weapons like arrow carts and trebuchets etc.

 

Be able to change the opacity of the gui.

 

High hovering pve mounts.

 

Airplane type mounts that can be connected in two, three, four and five ship configurations with different positions to be a different thing or mount type with new features and functions. Positions of each mount type would perform different functions. Ground mounts could be similar also. New configurations could be added later.

 

Carrier type mounts or vehicles that can carry smaller attack units.

 

Malfunction condition causes things to malfunction.

 

Imprecision condition cause aiming direction offsets errors.

 

Shrinking diameters condition causes skills with diameters to shrink. Opposite could be done for boons.

 

Single line elite mount trait. Changeable.

 

Mechanist mastery for all professions being unique for each.

 

Show map population and capacity on each map

 

Add many horn sounds to the skiff.

 

Be able to seperate hero panel into multiple panes to compare things like story journal events and achievements.

 

A reward track like WvWs' one for open world to get things like materials for legendaries.

 

Squad lieutenants have unique tag pins of their own so that squads can more tag pins to follow when content or gameplay needs more follow in one squad. One pin should be available for each subgroup. The pins can be visible only to the squad or be show to be shown on map as being a part of a certain squads group.

 

Mastery to change skills of weapons.

 

Be able to change mouse pointer for easier visibility.

 

Make a tome for the city portals.

 

More core skills and traits.

 

Be able to change colors of things in the game like player mini map market, mouse cursor, map text, etc to increase visibility.

 

Meta heart event that completes multiple hearts

 

Add more gameplay mechanics that requires 2-5 player parties to complete and mounts or other things to support that like vehicles or operations control consoles where different functions are spread among a few players to complete a specific task. Example: to progress an event, each lane needs at least one operator of a certain mount or vehicle and co-operators to perform different tasks on that unit. Multiple types of mountable units may be needed in each lane and changed as the event progresses. A message or event note may inform players of the needed units and tasks to complete. There may also be certain environmental stationary units that may require multi-user operation also to add additional mechanics (like a crane or platform operator, fire controller, shield controller, drone controller, buff and debuff controller,...). 

 

Make map hearts perform some useful map function. 

 

A wormhole skill that opens a wormhole at a target location that grows larger with time and transports enemies who fall into it to a distant location.

 

Make 3 tiers of commander tags at 3 gold price points. 150g with 25 player capacity, 300g for 50 player capacity and 400g for 100 player capacity. Each tier can be upgraded for the cost difference. Each tier also has a different tag icon.

 

A new container for newly added game items like jade bot modules, fishing bait, etc. These containers would be earned in-game with capacity limits increased through in-game completion of game content. Small expansions easier to get while larger expansions requiring more effort. Cash shop versions optional.

 

A double gravity area where there is gravity on the ceiling area and on the floor. Even on the walls too. Can be all sides.

 

Dailies level 1, 2, 3 and so on.

 

Connect instanced content like raids, strike missions, fractals, dungeons etc to the end of open world metas. Difficulty levels could be chosen for different rewards and group skill levels. Chains of each instance type could be chained together to continue a play session. Chaining back to another open world meta could be an option too. Large groups could be given a window of time to subgroup to smaller groups to complete the smaller group instanced content. 

 

Auto chaining multiple open world metas could streamline playing metas where players would not have to regroup and find non-full maps.

 

Add more progression save points to jumping puzzles.

 

Add difficulty settings for jumping puzzles with variables like less progression save points, mechanics, time limit, enemies, damage level, etc and award accordingly.

 

Improve new player experience by unlocking a full skill bar at start.

 

An option to shows a radius circle that shows different radii lengths like a measurement device. Sort of like a measuring stick tool. This would help players gauge distances for different skills.

 

Wvw, be able to repair siege weapons.

 

After battle summary statistics - after a meta event show a statistic summary of information about the event. Include things like total damage, healing, boons, conditions, combo finishers, downs states, full down states, revivals, mechanics completion and incompletion, and other things applied and received. This would give groups have better feedback of how they performed and assist in showing weaknesses of the groups composition. This could be applied to wvw battle engagements also.

 

Add raids and strike mission tutorial missions.

 

A transformation wall portal skill that temporarily tranforms allies into buffed (booned) creatures with a few changed skills (2 weapon skills, 1 utility skill and 1 elite skill) when traveling through it; an opposite negative effect would happen to enemies that travel through it.

 

A portal wall skill that can be freely traversed back and forth on both end points by simply traveling through them.

 

A small fast and nimble two or three passenger mount with fast but fairly light powered combat weapon skills with a different utility skill for each passenger.

 

Easier way to setup a specific group composition - be able to list specific group compositions in LFG with subgroup slots and role labels for each subgroups (example - sub1 dps (5 slots), sub2 support (4 slots), sub3 boss cc (3 slots). LFG would show which slots are filled and players would be able to select each sub to fill. When a slot is filled, the squads sub would automatically be filled. Having sub group ID labels would be needed for this.

 

Have a self role label in squads tell help show others what your role is in the group. Example - be able to label yourself as Tank in a squad and that label shows next to your name or icon.

 

A simple gear display option in squad when mousing over a players name/icon. After joining a squad a player has a checkbox option next to the name/icon to display gear to commander or all. This can apply to party groups too.

 

Squad and party dailies that would give rewards for completing tasks in parties, while being a commander, while being a mentor.

 

Squad sub groups. When in a sub group have an option to display the sub group number next to the player so that players can identify other members of the sub group easily when moving around.

 

Add 10 player grouping option to mentor tags.

 

Auto harvest home instance nodes.

 

Commander ground symbols - add letters, numbers and icons (boss, stay, defend, attack etc) to the symbols that can be placed on the ground by commanders.

 

 

 

 

 

 

 

 

 

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Male and female tonics that can combat for more creatures and races. – Does not make sense.  Do you mean more combat tonics?  The male/female distinction seems unnecessary, if there are a lot of such tonics some will appear male, some female, some neither.

Be able to add alternate characters into a main characters slot to be able to play that character in place of that main character.  – Already in the game, it’s called another character slot.  Are you trying to avoid losing a place in a squad map when swapping alts?

A mount pet or its assistant that has functional abilities. – Such things tend to be sold in the gem store.  Borders on pay to win.  Also, what sort of abilities?  How controlled on top of everything else one is handling? 

Multi layers of barriers with different mechanics for each barrier. – Excessively complicated.

Skill that gives you a small combat mount. – Sounds ok if it’s just a cosmetic.  So like the Bladesworn, you’d change when using the skill and would appear mounted and get changes to your weapon skills.  Maybe for an elite in the next expansion?

Double concurrent profession mechanics at a cost of reduction in skill quantity.  – Does not make sense.  Double what about them?  What is a concurrent profession mechanic? 

Double concurrent weapon skill bar. – Same concerns. 

Double concurrent utility skill bar. – Same concerns.

Plague Condition that lasts for 5-10 seconds. Every second conditions are added and increased. At end of condition, high damage is given to player and others nearby. Plague condition and existing conditions is spread to others nearby. Conditions gained from other sources are multiplied during duration also. – OH GAWD NO.  You should research how this went when it happened in WoW.  It was a crisis.  It’s part of gaming history just how bad this is.

Invigorating boon, same as plague condition but with boons and a healing or otherwise effect at the end. – Apparently meant to counter the above plague.  Which must never be implemented, so this one is unneeded. 

Assistant AI creature with it's own set of skills. This creature is equipped when a mastery-elite-creature skill for it is equipped.  Activating this mastery skill would switch the players' control and camera view to it while the players character becomes AI controlled. Deactivating would switch back. This creature would have unique abilities that would be needed for certain gameplay needs like limited proximity flying to enter a small obscure location to perform a task for instance. Another need may be to dig into a certain terrain to perform certain tasks. While controlling this creature, the player is given a set or many set of skills that may be switched like weapon skill sets. Each skill set is centered on an ability of the creature, be it flying, shooting, bombing, launching pull tethers, locating hidden things, ways to unstealth things, slow down things, speed up things, stealth things, buff and debuff things, placing mines, obtaining samples, becoming a mount...  – So, Jade Bot?

A player may take along more than one creature but only one can be used at a time and is cycled through to be active.

While the creature is active and not directly controlled by the player, it behaves like a miniature pet with no interaction with the environment. While the creature deactivated, the player can also direct it to move to other locations to reposition it like Heroes in GW1. The player may also control its' deactivated skills like heroes from gw1 with a separate skill bar. While the creature is activated, the separate skill bar would change to the players current skills. – Still Jade Bot.

An area of giants. – Northwest Desert Highlands.

An area of micros. – Rata Sum. 

Large slow mounts made for battle. Cannot traverse confined areas. – Turtle. 

Large slow powerful heavily armored marine and aerial flying vessels. – Turtle, sort of. 

Show how much damage conditions are doing near the condition icon. – If you mean in the floating combat numbers on your target, it does this already.  I can see lots of little bubbles with blood drops and numbers when I inflict bleeding.  Check your Options panel. 

Mount companions. One mount with two others, one on each side moving alongside it. Companions have their own abilities.  – Over complex.  Possibly over powered, depending on implementation. 

Event sustaining. An event begins with simple objectives and mechanics that are needed to complete. Once completed, the event will unlock new objectives and mechanics the next day. This will continue for as long as the event chain is extended for. If a part of the chain has failed on one day, it may revert back to the complexity and mechanics of the previous part. Many variations can be made of this chain where parts may extend to be completed over chains of hours or day before changing to the next part. Each part of the event chains of events could have their own length and sub segments too before continuing on to the next sub segment or main event chain. These main event chains may also split to unlock splits of concurrent chains available on other areas or map locations of the world. Some of these chains of events may require sustaining or completing previous chains repeatedly to further progress the chain. Some events may be repeated to create a credit buffer to reduce requirements for the subsequent events or to extend time or other limits associated with them. A chain may start with one line then split to two then those split to four total then combine back to two then finally one. Many variations of this can be made. Some events may have final events that can be repeated a few times for bonuses before the full event repeats. An event chain diagram may help players understand the event and their chains and pass/fail requirements, objectives, segments and anything else that they may need to understand to complete an event. Rewards may also be included in the help diagram. – So you have to play every day, specifically on this content, or lose out?  Goes against the game’s design philosophy. 

Add checkbox mode to inventory bag to select multiple items. – Possibly useful to some people. 

Upgrade existing mounts to carry more than one person. – Could be fun, could be a coding nightmare since they had to design new things to do two-person technology. 

Mount emote or action commands. – RP potential for the emotes, I like it.  That’s a lot of animations to program though. 

Level 2 profession mechanics upgrade based on existing mechanics. – Elites. 

In skill description, state who is affected by skill affect (might to self, might to others, etc).  – Some of the tool tips aren’t as clear as others, but generally if it affects allies it affects you as well unless specifically noted otherwise. 

Be able to share a players current attribute stats with others easily. – Could be useful.  Could also be used as another exclusionary filter, though players will find any reason they can if they want to be a clique. 

Legendary outfits and legendary template type outfits. – Does not make sense.  Outfits are gem store items with no game utility.  Custom templates made by players has been suggested, and would be nifty, except players would be making them by assembling armor parts.  I suppose it could be a system where an assembled ‘outfit’ becomes a free to apply one-click full transmute that can be reverted for free to the previous look, but dye channels may react in odd ways. 

Exhaustion condition that gradually reduces effectiveness of profession mechanics. Example: a professions mechanic that has an energy bar is reduced and darkened over time and is undarkened with time as condition wears off.  – Holosmith overheating. 

An easy to use Graphical user interface for commander markers and any commander tools.  – My DE squad leader swears by BlishHUD for this. 

Basic graphic mode of each skill effect in combat. Basic lines and graphics to help display more combat effects without cluttering up the screen. – If they can program this, it may help those who can’t see anything in the effects clutter. 

(WvW stuff, I’m not experienced enough to comment) 

Be able to change the opacity of the gui. – More UI customization options would be nice.

High hovering pve mounts. – Skyscale. 

Airplane type mounts that can be connected in two, three, four and five ship configurations with different positions to be a different thing or mount type with new features and functions. Positions of each mount type would perform different functions. Ground mounts could be similar also. New configurations could be added later. – Or just swap between the plethora of mounts for the different functions.  What new functions would this add? 

Carrier type mounts or vehicles that can carry smaller attack units. – Multipassenger mounts that let the passengers leave on individual mounts instead of on foot?  Could be fun.  Could be a logistical horror show with determining who controls when the mounts despawn, how far they can get from the main mount, etc. 

Malfunction condition causes things to malfunction. -- ??? 

Imprecision condition cause aiming direction offsets errors. – The game itself causes aiming errors already. 

Shrinking diameters condition causes skills with diameters to shrink. Opposite could be done for boons. – Probably too complex to add in but at least it is a new type of condition/boon. 

Single line elite mount trait. Changeable. – Unclear what you mean.  Examples? 

Mechanist mastery for all professions being unique for each. – So new elites should all be pet-based? 

Show map population and capacity on each map – Would be nice.  Possibly too much back and forth server/client communication needed for these constantly changing numbers, leading to massive lag. 

Add many horn sounds to the skiff. – Fun. 

Be able to seperate hero panel into multiple panes to compare things like story journal events and achievements. – More UI flexibility would indeed be nice. 

A reward track like WvWs' one for open world to get things like materials for legendaries.  – Drizzlewood. 

Squad lieutenants have unique tag pins of their own so that squads can more tag pins to follow when content or gameplay needs more follow in one squad. One pin should be available for each subgroup. The pins can be visible only to the squad or be show to be shown on map as being a part of a certain squads group.  – The commander can attach a symbol to the lieutenant that moves with them.  In our DE squad the east escort lieutenant always has a star over his head.

Mastery to change skills of weapons.  – This is what elites are for. 

Be able to change mouse pointer for easier visibility. Requested countless times for the last ten years.  Many say YOLO Mouse works for this. 

Make a tome for the city portals. – Make a tome for ALL the portals.  One slot, multiple drop downs, pick your destination. 

More core skills and traits. – Balance issues. 

Be able to change colors of things in the game like player mini map market, mouse cursor, map text, etc to increase visibility. – More UI customization would be nice.  Especially if it allows changing the horrible muted grey of emote text. 

Meta heart event that completes multiple hearts – Or just no more hearts, if you don’t enjoy doing them. 

Add more gameplay mechanics that requires 2-5 player parties to complete and mounts or other things to support that like vehicles or operations control consoles where different functions are spread among a few players to complete a specific task. Example: to progress an event, each lane needs at least one operator of a certain mount or vehicle and co-operators to perform different tasks on that unit. Multiple types of mountable units may be needed in each lane and changed as the event progresses. A message or event note may inform players of the needed units and tasks to complete. There may also be certain environmental stationary units that may require multi-user operation also to add additional mechanics (like a crane or platform operator, fire controller, shield controller, drone controller, buff and debuff controller,...).  – Lots of similar cooperation already in game (eg turtles bashing DE shields while passengers shell the rubble).  More is likely to come, cooperative coordinated play is what the game designers like to see. 

Make map hearts perform some useful map function.  – Such as?  Remember, there’s always someone doing a heart.  Uptime would be constant, might as well just change the map to have the function as baseline. 

A wormhole skill that opens a wormhole at a target location that grows larger with time and transports enemies who fall into it to a distant location. – Bloodstone Fen/Crown Pavilion miniboss. 

Make 3 tiers of commander tags at 3 gold price points. 150g with 25 player capacity, 300g for 50 player capacity and 400g for 100 player capacity. Each tier can be upgraded for the cost difference. Each tier also has a different tag icon. – The game is balanced around 10/50 squads. 

A new container for newly added game items like jade bot modules, fishing bait, etc. These containers would be earned in-game with capacity limits increased through in-game completion of game content. Small expansions easier to get while larger expansions requiring more effort. Cash shop versions optional. – Yes please (no cash shop though).  Many have asked for a tackle box already.  A chip box would also be lovely. 

A double gravity area where there is gravity on the ceiling area and on the floor. Even on the walls too. Can be all sides. – Sure, why not?  The gravity effect areas are fun. 

Dailies level 1, 2, 3 and so on. – They simplified dailies to only need three tasks because there were players with an unhealthy need to do all of them to push up the leaderboards.  They shouldn’t revert that. 

Connect instanced content like raids, strike missions, fractals, dungeons etc to the end of open world metas. Difficulty levels could be chosen for different rewards and group skill levels. Chains of each instance type could be chained together to continue a play session. Chaining back to another open world meta could be an option too. Large groups could be given a window of time to subgroup to smaller groups to complete the smaller group instanced content.  – So still more time to spend after you do, say 2.5 hours of prep/meta in DE?  Ick. 

Auto chaining multiple open world metas could streamline playing metas where players would not have to regroup and find non-full maps. – How much time do you think players have? (I ask this as a retired person with many hours available each day.  I would not want to feel obligated to just keep going). 

Add more progression save points to jumping puzzles. – I think they design these in to the longer ones now. 

Add difficulty settings for jumping puzzles with variables like less progression save points, mechanics, time limit, enemies, damage level, etc and award accordingly. – I’m neutral on this. 

Improve new player experience by unlocking a full skill bar at start. – I’d rather they went back to the original system of unlocking skills by using them a little, eg kill three things with a sword for each sword ability. 

An option to shows a radius circle that shows different radii lengths like a measurement device. Sort of like a measuring stick tool. This would help players gauge distances for different skills. – You can go to Options and set targeting on AoE to limit to range.  If you mean you want a constant protractor on the ground at your feet, potentially that could be an allowed overlay tool.

(More WvW stuff) 

Add raids and strike mission tutorial missions. – Players do this. 

A transformation wall portal skill that temporarily tranforms allies into buffed (booned) creatures with a few changed skills (2 weapon skills, 1 utility skill and 1 elite skill) when traveling through it; an opposite negative effect would happen to enemies that travel through it. – Probably not welcomed by most players, given the outcry whenever a story mission transforms you and your skill bar.  The general feeling seems to be that players want to use their own skills.  And that’s in a story where you are expecting it.  Getting randomly changed in an open world fight would aggravate many. 

A portal wall skill that can be freely traversed back and forth on both end points by simply traveling through them. – Mesmers.  Jackals. 

A small fast and nimble two or three passenger mount with fast but fairly light powered combat weapon skills with a different utility skill for each passenger. – Could be fun.  Hopefully we’ve only seen the beginning of the multipassenger mount system. 

Easier way to setup a specific group composition - be able to list specific group compositions in LFG with subgroup slots and role labels for each subgroups (example - sub1 dps (5 slots), sub2 support (4 slots), sub3 boss cc (3 slots). LFG would show which slots are filled and players would be able to select each sub to fill. When a slot is filled, the squads sub would automatically be filled. Having sub group ID labels would be needed for this. – I’m neutral on this.  Seems like a lot of work for something a commander can just do in moments. 

Have a self role label in squads tell help show others what your role is in the group. Example - be able to label yourself as Tank in a squad and that label shows next to your name or icon. – Neutral.  I can see the use of it.  Possibly also the abuse of it. 

A simple gear display option in squad when mousing over a players name/icon. After joining a squad a player has a checkbox option next to the name/icon to display gear to commander or all. This can apply to party groups too. – Big can of worms.  Search the forums to find the ongoing arguments over any form of inspect feature. 

Squad and party dailies that would give rewards for completing tasks in parties, while being a commander, while being a mentor. – Has been discussed in these forums before.  Many feel that attaching rewards to someone being tagged will not end well. 

Squad sub groups. When in a sub group have an option to display the sub group number next to the player so that players can identify other members of the sub group easily when moving around. – I would indeed like some way to spot my specific sub group members.  My myopic eyes do not like trying to spot numbers in a crowd though.  Maybe a different hue of health bar (I am not color blind.  This will not help color blind people.  Perhaps an option of type of display). 

Add 10 player grouping option to mentor tags. – Anyone can make a ten person squad, no tag of any sort needed. 

Auto harvest home instance nodes. – Anet does not want to automate such things. 

Commander ground symbols - add letters, numbers and icons (boss, stay, defend, attack etc) to the symbols that can be placed on the ground by commanders. – More UI options would be nice.

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6 hours ago, Donari.5237 said:

Male and female tonics that can combat for more creatures and races. – Does not make sense.  Do you mean more combat tonics?  The male/female distinction seems unnecessary, if there are a lot of such tonics some will appear male, some female, some neither.

*Yes

 

Be able to add alternate characters into a main characters slot to be able to play that character in place of that main character.  – Already in the game, it’s called another character slot.  Are you trying to avoid losing a place in a squad map when swapping alts?

*To avoid having to do map completion to play another profession on completed maps and other conveniences.

A mount pet or its assistant that has functional abilities. – Such things tend to be sold in the gem store.  Borders on pay to win.  Also, what sort of abilities?  How controlled on top of everything else one is handling? 

*Mount assistant could be a jadebot I guess. 

 

Multi layers of barriers with different mechanics for each barrier. – Excessively complicated.

*Second barrier protects against condition damage only.

Skill that gives you a small combat mount. – Sounds ok if it’s just a cosmetic.  So like the Bladesworn, you’d change when using the skill and would appear mounted and get changes to your weapon skills.  Maybe for an elite in the next expansion?

*Sure

Double concurrent profession mechanics at a cost of reduction in skill quantity.  – Does not make sense.  Double what about them?  What is a concurrent profession mechanic? 

*Have two different profession mechanics available to be used on one profession.

Double concurrent weapon skill bar. – Same concerns. 

*A second set of weapon skills that do not need weapon changing.

Double concurrent utility skill bar. – Same concerns.

*Same as ^

Plague Condition that lasts for 5-10 seconds. Every second conditions are added and increased. At end of condition, high damage is given to player and others nearby. Plague condition and existing conditions is spread to others nearby. Conditions gained from other sources are multiplied during duration also. – OH GAWD NO.  You should research how this went when it happened in WoW.  It was a crisis.  It’s part of gaming history just how bad this is.

 

Invigorating boon, same as plague condition but with boons and a healing or otherwise effect at the end. – Apparently meant to counter the above plague.  Which must never be implemented, so this one is unneeded. 

 

Assistant AI creature with it's own set of skills. This creature is equipped when a mastery-elite-creature skill for it is equipped.  Activating this mastery skill would switch the players' control and camera view to it while the players character becomes AI controlled. Deactivating would switch back. This creature would have unique abilities that would be needed for certain gameplay needs like limited proximity flying to enter a small obscure location to perform a task for instance. Another need may be to dig into a certain terrain to perform certain tasks. While controlling this creature, the player is given a set or many set of skills that may be switched like weapon skill sets. Each skill set is centered on an ability of the creature, be it flying, shooting, bombing, launching pull tethers, locating hidden things, ways to unstealth things, slow down things, speed up things, stealth things, buff and debuff things, placing mines, obtaining samples, becoming a mount...  – So, Jade Bot?

 

A player may take along more than one creature but only one can be used at a time and is cycled through to be active.

 

While the creature is active and not directly controlled by the player, it behaves like a miniature pet with no interaction with the environment. While the creature deactivated, the player can also direct it to move to other locations to reposition it like Heroes in GW1. The player may also control its' deactivated skills like heroes from gw1 with a separate skill bar. While the creature is activated, the separate skill bar would change to the players current skills. – Still Jade Bot.

 

An area of giants. – Northwest Desert Highlands.

 

An area of micros. – Rata Sum. 

 

Large slow mounts made for battle. Cannot traverse confined areas. – Turtle. 

 

Large slow powerful heavily armored marine and aerial flying vessels. – Turtle, sort of. 

 

Show how much damage conditions are doing near the condition icon. – If you mean in the floating combat numbers on your target, it does this already.  I can see lots of little bubbles with blood drops and numbers when I inflict bleeding.  Check your Options panel. 

 

Mount companions. One mount with two others, one on each side moving alongside it. Companions have their own abilities.  – Over complex.  Possibly over powered, depending on implementation. 

 

Event sustaining. An event begins with simple objectives and mechanics that are needed to complete. Once completed, the event will unlock new objectives and mechanics the next day. This will continue for as long as the event chain is extended for. If a part of the chain has failed on one day, it may revert back to the complexity and mechanics of the previous part. Many variations can be made of this chain where parts may extend to be completed over chains of hours or day before changing to the next part. Each part of the event chains of events could have their own length and sub segments too before continuing on to the next sub segment or main event chain. These main event chains may also split to unlock splits of concurrent chains available on other areas or map locations of the world. Some of these chains of events may require sustaining or completing previous chains repeatedly to further progress the chain. Some events may be repeated to create a credit buffer to reduce requirements for the subsequent events or to extend time or other limits associated with them. A chain may start with one line then split to two then those split to four total then combine back to two then finally one. Many variations of this can be made. Some events may have final events that can be repeated a few times for bonuses before the full event repeats. An event chain diagram may help players understand the event and their chains and pass/fail requirements, objectives, segments and anything else that they may need to understand to complete an event. Rewards may also be included in the help diagram. – So you have to play every day, specifically on this content, or lose out?  Goes against the game’s design philosophy. 

 

Add checkbox mode to inventory bag to select multiple items. – Possibly useful to some people. 

 

Upgrade existing mounts to carry more than one person. – Could be fun, could be a coding nightmare since they had to design new things to do two-person technology. 

 

Mount emote or action commands. – RP potential for the emotes, I like it.  That’s a lot of animations to program though. 

 

Level 2 profession mechanics upgrade based on existing mechanics. – Elites. 

*Upgrade level to all professions and elites.  More power creep.

In skill description, state who is affected by skill affect (might to self, might to others, etc).  – Some of the tool tips aren’t as clear as others, but generally if it affects allies it affects you as well unless specifically noted otherwise. 

 

Be able to share a players current attribute stats with others easily. – Could be useful.  Could also be used as another exclusionary filter, though players will find any reason they can if they want to be a clique. 

*Makes sharing more affortless.  Anything could be used as an exclusionary filter.

Legendary outfits and legendary template type outfits. – Does not make sense.  Outfits are gem store items with no game utility.  Custom templates made by players has been suggested, and would be nifty, except players would be making them by assembling armor parts.  I suppose it could be a system where an assembled ‘outfit’ becomes a free to apply one-click full transmute that can be reverted for free to the previous look, but dye channels may react in odd ways. 

*Fashion wars.  More things to sell.

Exhaustion condition that gradually reduces effectiveness of profession mechanics. Example: a professions mechanic that has an energy bar is reduced and darkened over time and is undarkened with time as condition wears off.  – Holosmith overheating. 

 

An easy to use Graphical user interface for commander markers and any commander tools.  – My DE squad leader swears by BlishHUD for this. 

*Should just be integrated.

Basic graphic mode of each skill effect in combat. Basic lines and graphics to help display more combat effects without cluttering up the screen. – If they can program this, it may help those who can’t see anything in the effects clutter. 

*Fingers crossed

(WvW stuff, I’m not experienced enough to comment) 

 

Be able to change the opacity of the gui. – More UI customization options would be nice.

 

High hovering pve mounts. – Skyscale. 

*Like the skimmer but higher floating to avoid ground units and has auto height leveling.  Used more for aerial combat.

Airplane type mounts that can be connected in two, three, four and five ship configurations with different positions to be a different thing or mount type with new features and functions. Positions of each mount type would perform different functions. Ground mounts could be similar also. New configurations could be added later. – Or just swap between the plethora of mounts for the different functions.  What new functions would this add? 

*Mounts would be able to connect to each other to become a single unit multi-person mount mid air and mid combat for example.

Carrier type mounts or vehicles that can carry smaller attack units. – Multipassenger mounts that let the passengers leave on individual mounts instead of on foot?  Could be fun.  Could be a logistical horror show with determining who controls when the mounts despawn, how far they can get from the main mount, etc. 

 

Malfunction condition causes things to malfunction. -- ??? 

*Causes a skill or skill effect to not function normally in some way like for example all causes all knock back skills to become knock down skills, or causes heals to inflict damage instead. (This feels like a hex)

Imprecision condition cause aiming direction offsets errors. – The game itself causes aiming errors already. 

*This will amplifies that.

Shrinking diameters condition causes skills with diameters to shrink. Opposite could be done for boons. – Probably too complex to add in but at least it is a new type of condition/boon. 

 

Single line elite mount trait. Changeable. – Unclear what you mean.  Examples? 

*Springer mount jumps diagonally further instead of more horizontally when new trait is selected.

Mechanist mastery for all professions being unique for each. – So new elites should all be pet-based? 

 

Show map population and capacity on each map – Would be nice.  Possibly too much back and forth server/client communication needed for these constantly changing numbers, leading to massive lag. 

*Does not need fast refresh times.

Add many horn sounds to the skiff. – Fun. 

 

Be able to seperate hero panel into multiple panes to compare things like story journal events and achievements. – More UI flexibility would indeed be nice. 

 

A reward track like WvWs' one for open world to get things like materials for legendaries.  – Drizzlewood. 

 

Squad lieutenants have unique tag pins of their own so that squads can more tag pins to follow when content or gameplay needs more follow in one squad. One pin should be available for each subgroup. The pins can be visible only to the squad or be show to be shown on map as being a part of a certain squads group.  – The commander can attach a symbol to the lieutenant that moves with them.  In our DE squad the east escort lieutenant always has a star over his head.

*A gui integration would streamline things and make them easier to do with less effort needed.  Less makeshifting.

Mastery to change skills of weapons.  – This is what elites are for. 

*Change weapon skills of elite weapons and non-elite weapons.

Be able to change mouse pointer for easier visibility. Requested countless times for the last ten years.  Many say YOLO Mouse works for this. 

*Less addons please.

Make a tome for the city portals. – Make a tome for ALL the portals.  One slot, multiple drop downs, pick your destination. 

*Thumbs up

More core skills and traits. – Balance issues. 

*Need more power creep.

Be able to change colors of things in the game like player mini map market, mouse cursor, map text, etc to increase visibility. – More UI customization would be nice.  Especially if it allows changing the horrible muted grey of emote text. 

 

Meta heart event that completes multiple hearts – Or just no more hearts, if you don’t enjoy doing them. 

*Sure.  Or improve hearts to be more enjoyable.

Add more gameplay mechanics that requires 2-5 player parties to complete and mounts or other things to support that like vehicles or operations control consoles where different functions are spread among a few players to complete a specific task. Example: to progress an event, each lane needs at least one operator of a certain mount or vehicle and co-operators to perform different tasks on that unit. Multiple types of mountable units may be needed in each lane and changed as the event progresses. A message or event note may inform players of the needed units and tasks to complete. There may also be certain environmental stationary units that may require multi-user operation also to add additional mechanics (like a crane or platform operator, fire controller, shield controller, drone controller, buff and debuff controller,...).  – Lots of similar cooperation already in game (eg turtles bashing DE shields while passengers shell the rubble).  More is likely to come, cooperative coordinated play is what the game designers like to see. 

 

Make map hearts perform some useful map function.  – Such as?  Remember, there’s always someone doing a heart.  Uptime would be constant, might as well just change the map to have the function as baseline. 

*Hearts give bonus to DEs.  Hearts increase vitality.  Hearts give boons.  Hearts give karma bonuses.  Hearts increase rewards.  Hearts increase armore.

A wormhole skill that opens a wormhole at a target location that grows larger with time and transports enemies who fall into it to a distant location. – Bloodstone Fen/Crown Pavilion miniboss. 

*Give skill to players.

Make 3 tiers of commander tags at 3 gold price points. 150g with 25 player capacity, 300g for 50 player capacity and 400g for 100 player capacity. Each tier can be upgraded for the cost difference. Each tier also has a different tag icon. – The game is balanced around 10/50 squads. 

*Unbalance it.

A new container for newly added game items like jade bot modules, fishing bait, etc. These containers would be earned in-game with capacity limits increased through in-game completion of game content. Small expansions easier to get while larger expansions requiring more effort. Cash shop versions optional. – Yes please (no cash shop though).  Many have asked for a tackle box already.  A chip box would also be lovely. 

 

A double gravity area where there is gravity on the ceiling area and on the floor. Even on the walls too. Can be all sides. – Sure, why not?  The gravity effect areas are fun. 

 

Dailies level 1, 2, 3 and so on. – They simplified dailies to only need three tasks because there were players with an unhealthy need to do all of them to push up the leaderboards.  They shouldn’t revert that. 

 

Connect instanced content like raids, strike missions, fractals, dungeons etc to the end of open world metas. Difficulty levels could be chosen for different rewards and group skill levels. Chains of each instance type could be chained together to continue a play session. Chaining back to another open world meta could be an option too. Large groups could be given a window of time to subgroup to smaller groups to complete the smaller group instanced content.  – So still more time to spend after you do, say 2.5 hours of prep/meta in DE?  Ick. 

*Connect shorter content together.

Auto chaining multiple open world metas could streamline playing metas where players would not have to regroup and find non-full maps. – How much time do you think players have? (I ask this as a retired person with many hours available each day.  I would not want to feel obligated to just keep going). 

 

Add more progression save points to jumping puzzles. – I think they design these in to the longer ones now. 

 

Add difficulty settings for jumping puzzles with variables like less progression save points, mechanics, time limit, enemies, damage level, etc and award accordingly. – I’m neutral on this. 

 

Improve new player experience by unlocking a full skill bar at start. – I’d rather they went back to the original system of unlocking skills by using them a little, eg kill three things with a sword for each sword ability. 

 

An option to shows a radius circle that shows different radii lengths like a measurement device. Sort of like a measuring stick tool. This would help players gauge distances for different skills. – You can go to Options and set targeting on AoE to limit to range.  If you mean you want a constant protractor on the ground at your feet, potentially that could be an allowed overlay tool.

*Less addons.

(More WvW stuff) 

 

Add raids and strike mission tutorial missions. – Players do this. 

 

A transformation wall portal skill that temporarily tranforms allies into buffed (booned) creatures with a few changed skills (2 weapon skills, 1 utility skill and 1 elite skill) when traveling through it; an opposite negative effect would happen to enemies that travel through it. – Probably not welcomed by most players, given the outcry whenever a story mission transforms you and your skill bar.  The general feeling seems to be that players want to use their own skills.  And that’s in a story where you are expecting it.  Getting randomly changed in an open world fight would aggravate many. 

 

A portal wall skill that can be freely traversed back and forth on both end points by simply traveling through them. – Mesmers.  Jackals. 

 

A small fast and nimble two or three passenger mount with fast but fairly light powered combat weapon skills with a different utility skill for each passenger. – Could be fun.  Hopefully we’ve only seen the beginning of the multipassenger mount system. 

 

Easier way to setup a specific group composition - be able to list specific group compositions in LFG with subgroup slots and role labels for each subgroups (example - sub1 dps (5 slots), sub2 support (4 slots), sub3 boss cc (3 slots). LFG would show which slots are filled and players would be able to select each sub to fill. When a slot is filled, the squads sub would automatically be filled. Having sub group ID labels would be needed for this. – I’m neutral on this.  Seems like a lot of work for something a commander can just do in moments. 

 

Have a self role label in squads tell help show others what your role is in the group. Example - be able to label yourself as Tank in a squad and that label shows next to your name or icon. – Neutral.  I can see the use of it.  Possibly also the abuse of it. 

 

A simple gear display option in squad when mousing over a players name/icon. After joining a squad a player has a checkbox option next to the name/icon to display gear to commander or all. This can apply to party groups too. – Big can of worms.  Search the forums to find the ongoing arguments over any form of inspect feature. 

 

Squad and party dailies that would give rewards for completing tasks in parties, while being a commander, while being a mentor. – Has been discussed in these forums before.  Many feel that attaching rewards to someone being tagged will not end well. 

 

Squad sub groups. When in a sub group have an option to display the sub group number next to the player so that players can identify other members of the sub group easily when moving around. – I would indeed like some way to spot my specific sub group members.  My myopic eyes do not like trying to spot numbers in a crowd though.  Maybe a different hue of health bar (I am not color blind.  This will not help color blind people.  Perhaps an option of type of display). 

 

Add 10 player grouping option to mentor tags. – Anyone can make a ten person squad, no tag of any sort needed. 

 

Auto harvest home instance nodes. – Anet does not want to automate such things. 

 

Commander ground symbols - add letters, numbers and icons (boss, stay, defend, attack etc) to the symbols that can be placed on the ground by commanders. – More UI options would be nice.

 

 

Replies to Donari👆

 

Some more suggestions that may have been missplaced and found later.

👇

 

Skill that tags one or more enemies and allows a pull or push at a chosen time on enemy if within range and activation time

 

Be able to change camera view to things like pet, clones, turrets etc and control their actions and movement manually (cannot control your character as a result).

 

Mount skills to call in other mounts to perform actions

 

Mount object collision animation

 

Have a easy and hard mode for instanced content like raids, fractals, strike missions etc.

 

Aerial portals made with mounts.

 

Show on mini map which commander tag belongs to your squad. Maybe highlighted or bold outline. Makes it easier to find when there multiple tags on.

 

Squad UI. Make the name of the commander and yourself easier to find in the GUI.  Have it in bold font may do this.

 

Squads. Be able to have tags for sub group leaders.

 

Reward levels for metas - have 3 reward levels for metas. One at 60%, 80% and 100% completion.

 

New user experience  Improve identification of each part of the GUI with more hints for more things and what each part of the game does. (Watching a video of a new gw2 player may be useful for this purpose) 

 

Be able to improve and expedite wvw rewards when higher effort gameplay is applied.

 

Be able to complete personal story without level restrictions or lower requirements and give enough experience to continue to the end without having to gain experience else where.

 

Have a assisted leveling type experience for crafting, open world, fractals, raids, strike missions, dungeons, pvp and wvw and anything that may need it.

 

Have a legendary equipment tutorial.

 

 

 

Edited by Zahld.4956
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I'll be honest, I only read until
"Be able to add alternate characters into a main characters slot to be able to play that character in place of that main character.

 

A mount pet or its assistant that has functional abilities.

 

Multi layers of barriers with different mechanics for each barrier."

 

Sounds like a bunch of confusing ideas.

 

I have no idea what you mean by the first one, at all.

 

Functional mount abilities? What kind of abilities? It can dance and sing at the same time? 

 

Multi-layers of barriers would just confuse most players, whilst not seemingly adding any benefits? There's already so many different types of buffs and healing, I'd rather see changes and improvements to them, than adding sub-classes and more types.

 

I think it's a bit asinine to post a list of ideas that are not clear, complete or explained, and expect people to read it and provide any sort of meaningful discussion or feedback.

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