onio.6403 Posted July 16, 2022 Share Posted July 16, 2022 For a long time I have noticed the need for a change in certain aspects related to the game. I will present them below and hope that the community has come up with similar improvements. 1. Single button skill build with an equip. This is a very simple and easy to implement enhancement that does not have to replace the current system. It's great to be able to choose different equipment and abilities with different keys but in most cases (at least for people in my game environment) the ones that are the same number sync up. If you give us the option of a single key, it would also save us time a lot of linked keys, which are already many. 2. Mimap. The improvement of a dynamic interface in which you can choose which elements appear or disappear in a situation is fantastic, but sometimes you may require the observation of an element that hinders your field of vision, such as the minimap, for this reason and as I already stated to the At the beginning of the game I think it is very positive that there is an adjustable translucency option, maintaining full opacity in key elements such as: events, waypoints, points of interest, allies, enemies... This adjustable translucency system could be extrapolated to other visible elements and it would be very positive in the graphical experience and also in the skill in the most competitive modes. 3. Damage and healing indicator. Classically, the numbering system has been used to express the damage in a very precise way and although it is a very good form, it makes people who want to immerse themselves in the graphic environment quite annoying because it is something that stands out a lot when you are in combat . Since the developers deeply know the maximum and minimum damage that the characters can deal (in level 80 environments, WvW and PvP), a relationship of color per damage range (for each game mode) can be established for example the same as weapons from white to purple, but this color must be integrated into the environment as if it were a kind of light that emanates from the target when it is hit and that only the player sees. Condition damage and healing instead of being a light emanating from the target would be an in-game aspect symbol orbiting the player whose color varies depending on the DPS they are currently having. For example in PvP a person attacks you and does 500 damage that hit would be white or probably slightly blue, the next hit is 800 and it's a deeper blue, then he surprises you with a 9000 attack and that attack is bright purple and has also inflicted a bleed on you with almost no damage from what you see orbiting the white bleed symbol. Well, something like that for the rest of the situations, that way the graphic experience would rise quite a bit without losing the necessary information. To see the detail you always have the chat. Of course this would always be an alternative option, not a substitute. Oh, and to clarify the subject of the colors, it would be white, blue, green, yellow, orange, pink and purple, but not being static colors, if there is damage between the orange and pink stripes, then an orange with pink nuances is seen. 4. Library. This has been a lack from the beginning but every time the Lore of the game is expanded it is greater. Although you can easily search for a lot of information on the net, this is still an unattractive way to immerse yourself in the essence of the game, but that's not the only problem, I'm sure there are many people who make achievements in which they give them texts and more texts that in the end end up being discarded for taking up unnecessary space in inventories or that are preserved out of nostalgia or effort, as in my case the Chuka and Champawat diary. For this reason, there should be a section in the hero menu that stores in a classified and categorical way (like the achievements section) all the texts that we have been collecting or transcendental feats that have been carried out. 5. Travel menu. It is about adding a travel icon to the main menu of the game (where is the bazaar, PvP... ), once you open it a window opens with large names of the travel areas classified according to the content of the game, similar way to group finder. All the travel options that you have unlocked in the game will appear there, in the same way that when you unlock something in the wardrobe it appears at the beginning because in this case the same. the ideal look would be you open a category, for example living world season 4 and see the concept art images that are featured in tomorrow's upload next to their name. That way at a glance you know where you want to go. This would include all travel tomes, home access), holiday teleport, teleport items to world bosses and Serva Maguuma, teleport to griffin shrine and shelter from the sun, teleport to eye of the north (from the past), the teleports to the cities of the base game and I think I didn't leave any but if so, it should also be added. 6. One search engine for the entire account. Sometimes you can't finish something in the game and there's a day/days where you can't play and you come in and say where my harvesting tools were? with which character was he doing this mission in which he had this object? where is that infusion that equips me? These are some questions that we can ask ourselves and it takes us a long time to answer looking for every corner of each character, so I propose a search system in the main menu that searches for that object in your entire account, whether it is equipped or not and is in the inventory or in your personal bank or one of your guilds. 7. Dynamic inventory on/off. Although it was very good to remove the buttons to pack inventory and deposit materials, I would put a few more buttons: the one to open containers (with selectable subcategories: material containers, champion containers, festive containers and perhaps some that I forget) the of consumables (carma vials, bags of shards, transmutations, laurels, and that kind of thing) and those of competitive routes (those that do not contain selectable objects) In addition to these buttons there should be a box next to it that when enabled performs the action automatically, the reason for these things is that a lot of time is wasted unnecessarily organizing the inventory and it is something that nobody likes, I am not saying that it should not be used, obviously, but there are too many containers that have to be opened at all times And it's downright exhausting. Being a selectable option, it is totally optional for those who are satisfied to see the case at home as if it were a lottery that they are giving. In addition to this and as in other games, there should be a button that sorts the inventory by categorizing it into 3 or 4 types of things, for example: - equipment - materials - consumables - others - and their possible combinations, leaving the one that interests us the most selected and this option could also be left in an automated way. 8. Crafts on account. At the beginning of the game the crafting system and its structure made sense, today I see it a bit out of context, so I propose two improvements. The first is that the crafts are not per character but per account, it is absurd that they are per character and it is tedious to have to change from one to another to make things, in some cases. People who have purchased the crafting upgrade upgrade are compensated in some way. The second improvement is the instantaneous forging and not part by part, I understand that there are objects that can be given by mistake and inadvertently spend materials, so a message should always pop up saying: are you sure you want to continue? otherwise. In this way we can forge 1000 silver ingots in a second. In this context, a new type of lucky material could be added that in our forges gives us a chance factor and we can create something superior, for example if I make 1000 silver ingots and add 10 of "lucky material" (could you be the luck essences, right?) low rank so maybe a few iron ingots but if I add 1000 high rank "lucky material" they could give me a good amount of orichalcum ingots. And if I make an ascended weapon with a lot of "lucky material" maybe they can also give me a pre-legendary weapon (exceptionally). All this can be an incentive and a fun way to take advantage of our crafts. 9. Elite zones. Many people have one or several teleportation zones (these places should also be in the travel menu) to places with services such as armistice bastion and others, it is understandable that each one can contribute something characteristic for the commercial interest of the same product but all They should have the basic services once the game evolves, so I think that the services of a clerk and jade robot workshop should be implemented in all these places and also an ability point to commune or the option to fuse quartz in the traditional craft workshops. I understand that I have gone on too long but there are things that are difficult to convey with words alone and there may be things that are not very well expressed but I hope that they are things that bring pleasant novelties to the game and that other players are encouraged to express their ideas about it. Thanks 😊😊😘 5 3 2 1 Link to comment Share on other sites More sharing options...
Timi.1697 Posted July 16, 2022 Share Posted July 16, 2022 I think they are fantastic ideas, especially the damage one is ingenious and I may like it but I think that the developers do not pay much attention to these things 3 1 2 1 Link to comment Share on other sites More sharing options...
Tracio.7285 Posted July 16, 2022 Share Posted July 16, 2022 16 hours ago, onio.6403 said: For a long time I have noticed the need for a change in certain aspects related to the game. I will present them below and hope that the community has come up with similar improvements. 1. Single button skill build with an equip. This is a very simple and easy to implement enhancement that does not have to replace the current system. It's great to be able to choose different equipment and abilities with different keys but in most cases (at least for people in my game environment) the ones that are the same number sync up. If you give us the option of a single key, it would also save us time a lot of linked keys, which are already many. 2. Mimap. The improvement of a dynamic interface in which you can choose which elements appear or disappear in a situation is fantastic, but sometimes you may require the observation of an element that hinders your field of vision, such as the minimap, for this reason and as I already stated to the At the beginning of the game I think it is very positive that there is an adjustable translucency option, maintaining full opacity in key elements such as: events, waypoints, points of interest, allies, enemies... This adjustable translucency system could be extrapolated to other visible elements and it would be very positive in the graphical experience and also in the skill in the most competitive modes. 3. Damage and healing indicator. Classically, the numbering system has been used to express the damage in a very precise way and although it is a very good form, it makes people who want to immerse themselves in the graphic environment quite annoying because it is something that stands out a lot when you are in combat . Since the developers deeply know the maximum and minimum damage that the characters can deal (in level 80 environments, WvW and PvP), a relationship of color per damage range (for each game mode) can be established for example the same as weapons from white to purple, but this color must be integrated into the environment as if it were a kind of light that emanates from the target when it is hit and that only the player sees. Condition damage and healing instead of being a light emanating from the target would be an in-game aspect symbol orbiting the player whose color varies depending on the DPS they are currently having. For example in PvP a person attacks you and does 500 damage that hit would be white or probably slightly blue, the next hit is 800 and it's a deeper blue, then he surprises you with a 9000 attack and that attack is bright purple and has also inflicted a bleed on you with almost no damage from what you see orbiting the white bleed symbol. Well, something like that for the rest of the situations, that way the graphic experience would rise quite a bit without losing the necessary information. To see the detail you always have the chat. Of course this would always be an alternative option, not a substitute. Oh, and to clarify the subject of the colors, it would be white, blue, green, yellow, orange, pink and purple, but not being static colors, if there is damage between the orange and pink stripes, then an orange with pink nuances is seen. 4. Library. This has been a lack from the beginning but every time the Lore of the game is expanded it is greater. Although you can easily search for a lot of information on the net, this is still an unattractive way to immerse yourself in the essence of the game, but that's not the only problem, I'm sure there are many people who make achievements in which they give them texts and more texts that in the end end up being discarded for taking up unnecessary space in inventories or that are preserved out of nostalgia or effort, as in my case the Chuka and Champawat diary. For this reason, there should be a section in the hero menu that stores in a classified and categorical way (like the achievements section) all the texts that we have been collecting or transcendental feats that have been carried out. 5. Travel menu. It is about adding a travel icon to the main menu of the game (where is the bazaar, PvP... ), once you open it a window opens with large names of the travel areas classified according to the content of the game, similar way to group finder. All the travel options that you have unlocked in the game will appear there, in the same way that when you unlock something in the wardrobe it appears at the beginning because in this case the same. the ideal look would be you open a category, for example living world season 4 and see the concept art images that are featured in tomorrow's upload next to their name. That way at a glance you know where you want to go. This would include all travel tomes, home access), holiday teleport, teleport items to world bosses and Serva Maguuma, teleport to griffin shrine and shelter from the sun, teleport to eye of the north (from the past), the teleports to the cities of the base game and I think I didn't leave any but if so, it should also be added. 6. One search engine for the entire account. Sometimes you can't finish something in the game and there's a day/days where you can't play and you come in and say where my harvesting tools were? with which character was he doing this mission in which he had this object? where is that infusion that equips me? These are some questions that we can ask ourselves and it takes us a long time to answer looking for every corner of each character, so I propose a search system in the main menu that searches for that object in your entire account, whether it is equipped or not and is in the inventory or in your personal bank or one of your guilds. 7. Dynamic inventory on/off. Although it was very good to remove the buttons to pack inventory and deposit materials, I would put a few more buttons: the one to open containers (with selectable subcategories: material containers, champion containers, festive containers and perhaps some that I forget) the of consumables (carma vials, bags of shards, transmutations, laurels, and that kind of thing) and those of competitive routes (those that do not contain selectable objects) In addition to these buttons there should be a box next to it that when enabled performs the action automatically, the reason for these things is that a lot of time is wasted unnecessarily organizing the inventory and it is something that nobody likes, I am not saying that it should not be used, obviously, but there are too many containers that have to be opened at all times And it's downright exhausting. Being a selectable option, it is totally optional for those who are satisfied to see the case at home as if it were a lottery that they are giving. In addition to this and as in other games, there should be a button that sorts the inventory by categorizing it into 3 or 4 types of things, for example: - equipment - materials - consumables - others - and their possible combinations, leaving the one that interests us the most selected and this option could also be left in an automated way. 8. Crafts on account. At the beginning of the game the crafting system and its structure made sense, today I see it a bit out of context, so I propose two improvements. The first is that the crafts are not per character but per account, it is absurd that they are per character and it is tedious to have to change from one to another to make things, in some cases. People who have purchased the crafting upgrade upgrade are compensated in some way. The second improvement is the instantaneous forging and not part by part, I understand that there are objects that can be given by mistake and inadvertently spend materials, so a message should always pop up saying: are you sure you want to continue? otherwise. In this way we can forge 1000 silver ingots in a second. In this context, a new type of lucky material could be added that in our forges gives us a chance factor and we can create something superior, for example if I make 1000 silver ingots and add 10 of "lucky material" (could you be the luck essences, right?) low rank so maybe a few iron ingots but if I add 1000 high rank "lucky material" they could give me a good amount of orichalcum ingots. And if I make an ascended weapon with a lot of "lucky material" maybe they can also give me a pre-legendary weapon (exceptionally). All this can be an incentive and a fun way to take advantage of our crafts. 9. Elite zones. Many people have one or several teleportation zones (these places should also be in the travel menu) to places with services such as armistice bastion and others, it is understandable that each one can contribute something characteristic for the commercial interest of the same product but all They should have the basic services once the game evolves, so I think that the services of a clerk and jade robot workshop should be implemented in all these places and also an ability point to commune or the option to fuse quartz in the traditional craft workshops. I understand that I have gone on too long but there are things that are difficult to convey with words alone and there may be things that are not very well expressed but I hope that they are things that bring pleasant novelties to the game and that other players are encouraged to express their ideas about it. Thanks 😊😊😘 Amazing! Some of these suggestions are very interesting Cheers 3 1 Link to comment Share on other sites More sharing options...
Funky.4861 Posted July 16, 2022 Share Posted July 16, 2022 1. Not sure what you mean by this point. 2. Yes. 3. Not sure that would make things any better; there can already be so many visual effects that this system would be objectively worse than what we have. 4. Yes; i retain lots of quest books for nostalgia. 5. Sounds good but would be just a list of names and icons to clutter our UI/hero panel. Not sure i'd like this. 6. Yes. 7. No- we already have this with the different types of bags we can equip. Also, if containers are automatically opened i would be constantly encumbered. 8. No. Char-bound crafting represents the time and effort that character spent learning their craft. It's enough for me that recipes are account-wide when you learn them. Also, no to the instant crafting and 'lucky material'. The whole point of crafting is that it takes time and materials to make something. You might find that aspect distasteful but it's one of the things ANET got right. 3 1 Link to comment Share on other sites More sharing options...
Carnifex.3275 Posted July 16, 2022 Share Posted July 16, 2022 (edited) I really want one more thing. To put some extra key/space slots. Like atleast 5 extra slots on your bar or somewhere to the side. So you can click on food/white mantle portal and so on without having to open your inventory. Edited July 16, 2022 by Dave.6819 2 1 1 Link to comment Share on other sites More sharing options...
Donari.5237 Posted July 16, 2022 Share Posted July 16, 2022 1 -- There was a lot of outcry when templates first arrived that a complete gear/traits swap could not be done with one click (along with many other criticisms of the implementation). Hopefully they aren't too stuck with the way they coded it to allow a new single keybind. Maybe they could have it do a macro behind the scenes so when you click your assigned key to go to gear/traits 2, it rapidly executes the already coded separate commands on your behalf. 2 -- I have no opinion on this. As long as it's optional, fantastic. I personally keep all elements 100% visible except for rapidly toggling off the UI for screenshots. 3 -- I like the idea of an optional toggle to color-based damage information. Downsides: min/max damage really depends on build, so coding would need a lot of flexibility, and there are many colorblind players who could not use this system. 4 -- A way to move lore books out of inventory has been repeatedly requested for years. They are surely aware that players want this, so either they'll never have the resources to spare for it or it's very backburnered. 5 -- Though a one click to open drop down menu of everywhere you can go (presumably well organized and easily navigable) might be convenient, it may push too far from playing the world instead of the UI. The map is very quick for zooming out, scrolling, and clicking a waypoint. It would, however, be very nice to consolidate categories of travel devices, such that all VIP lounges and LS map teleports could be accessed from one shared slot. 6 -- Make an API key with the relevant permissions and put it in gw2efficiency.com -- voila request granted, plus much more information at your fingertips. 7 -- Options are always good. As long as it's foolproof and I won't be accidentally hitting it. I like to sort my inventory out in a system that makes sense to me and it was a nightmare when the compact button could accidentally undo things and cost me 20 minutes or more of click-dragging everything back into place. Containers are pretty easy. Right click, open all, right click on salvage tool, select tier to salvage, click on deposit materials button, done. Getting my bags clear and organized takes very little time. 8 -- There could be client/server performance reasons to spread out item creation. Remember, you may just be making 1K ingots. But if millions of players simultaneously do so, perhaps there is a Mystic Forge achieves event or some such, things could break. As to the random bonus idea, hmm. I'm wary. It verges on gambling, and can leave a very bad taste in someone's mouth if they invest a lot of mats in the hope of getting a surprise extra and then get nothing. 9 -- I think you mean VIP lounges? Yes, they should have all the services. The DR Pavilion lacks an activity npc, for instance. Adding jade benches and bait sellers would be very nice. 3 1 Link to comment Share on other sites More sharing options...
Zoom.9648 Posted July 17, 2022 Share Posted July 17, 2022 Very good ideas, but I would add some way of not being so aware of all the food-type consumables, because I don't know but the metabolic starters I think are not very successful. 1 1 Link to comment Share on other sites More sharing options...
onio.6403 Posted July 20, 2022 Author Share Posted July 20, 2022 Thanks for your opinion mates. It would be nice if other ideas were contributed by you. By the way, the remodeling of the textures of the bosses of the world of initial zones has been good, do you think there are others that need it too? Link to comment Share on other sites More sharing options...
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