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[Suggestions]QoL (Quality of Life) Ideas [Merged]


ginryu.3026

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The game engine should have a way to pause or recover if you lose connection during an instance.

What happens is I think in a long instance, maybe the client only needs a great connection to the server when fetching a new cutscene or so on. So you can be playing a very long exhausting instance and not realize there isn't a connection until you seem to have finished it and the game client is trying to fetch what seems to be the last cutscene or the reward.

But the connection was lost and your client is kicked for having no connection. And then you have to play it all over again. Indeed if there's trouble in the connection you might have to play it over more than once. 

 

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1 hour ago, SoftFootpaws.9134 said:

i think exceptions should be made for all the backpacks that have dyeable glider skins because the texture work already exists.

Accept that they have  to recode the entier backpack so they rather make new items they can sell then redo old ones mate.

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crafting is very costly. It's possible that it has become more costly over time with different changes to drops and things but without a related change to crafting requirements. For example I hear that Mystic Coins used to have a much more plentiful acquisition rate, and now non-ascended feast recipes are inordinately expensive.

I do think it's reasonable that it takes many steps to craft something like an ascended feast and I don't mind planting and composting and crafting stuff to make it, but the cost of these is prohibitive to many players. For an item that lasts 5 minutes as shareable and 1 hour effect, the cost in game coins (and time investment) for materials is too high.

Similarly it should be complicated and somewhat expensive to craft ascended and legendary gear, but not so much so that players opt out or feel very discouraged even after finishing.

In order to gain all the materials to make a single legendary rune or sigil, for example (or replace the materials you've used so you can, idk, make another) it costs significantly more than a griffon, which was recently deemed too expensive. However the griffon is something you need just one of. For a sigil or rune you need 4 or 6 (or rather 4 and 6), not counting aquatic gear (to include that it would be 8 and 7).

There should be a reduction in, say, how much material goes into a deldrimor steel/similar, and how many charms/symbols it takes to make a Gift or Sigils/Gift of Runes, and so on, or else drastically improve the drop rate and perhaps add additional ways to get the more difficult crafting drops. Or look for something that's going wrong in drops (people besides me report that various types of drops are irregular and not just from diminishing returns).

For instance, there are a couple ways to get provisioner tokens, and several ways to get obsidian shards, but only 2 ways I know of to get the charms and symbols for runes: very stingy drops from salvaging (much too stingy for something that can be used to make crafting level 75 items!) or relatedly expensive trading post purchase (considering you need like 5 to buy a recipe and several to lots to craft anything at level 80). Dark matter is similarly hard to get. 

I really enjoy crafting. This is the first game where, when I want something I *could* craft, I still will buy the finished item from the player exchange (BL Trading Post here) because it's a better use of resources! It costs less to buy a finished sigil for instance, than to buy the materials to make one, and I can't just go to a specific area to farm a specific kind of drop (and can't keep track of what would be where anyway as there are incredibly many mats, but because of diminishing returns I can't just look up the area then go out and get enough drops of scales of a particular level to make a set of a particular kind of gear). Hey my character's labor in crafting should be worth something lol. 

In addition, mats are so expensive and difficult to get if you don't yet have a lot of gold, that you cannot level your crafting while you level your first (or second...) character in order to make leveling gear.

This is again the first game in which I am not actively crafting on all my characters, because it's very costly to level crafting. 

I still like the crafting! The system of discovering recipes is very interesting. Just the balance between obtaining materials and how many are needed, is fairly off. And it would be good if any crafting continues to have a small crafting level gain even after your level is increased, so you can use the relatively inexpensive options and not have to make tons of expensive gear that isn't a level you can use.

Many players decide it's more worthwhile to sell all their crafting drops and not do any crafting, not because they aren't interested in crafting but because this balance is off. People want to have gold for cosmetics and so on, not just sink it all into crafting.

I realize changing things up would be an inconvenience to a lot of players, but it might be better in the end. 

Edited by willow.8209
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2 hours ago, willow.8209 said:

crafting is very costly. It's possible that it has become more costly over time with different changes to drops and things but without a related change to crafting requirements. For example I hear that Mystic Coins used to have a much more plentiful acquisition rate, and now non-ascended feast recipes are inordinately expensive.

I do think it's reasonable that it takes many steps to craft something like an ascended feast and I don't mind planting and composting and crafting stuff to make it, but the cost of these is prohibitive to many players. For an item that lasts 5 minutes as shareable and 1 hour effect, the cost in game coins (and time investment) for materials is too high.

Similarly it should be complicated and somewhat expensive to craft ascended and legendary gear, but not so much so that players opt out or feel very discouraged even after finishing.

In order to gain all the materials to make a single legendary rune or sigil, for example (or replace the materials you've used so you can, idk, make another) it costs significantly more than a griffon, which was recently deemed too expensive. However the griffon is something you need just one of. For a sigil or rune you need 4 or 6 (or rather 4 and 6), not counting aquatic gear (to include that it would be 8 and 7).

There should be a reduction in, say, how much material goes into a deldrimor steel/similar, and how many charms/symbols it takes to make a Gift or Sigils/Gift of Runes, and so on, or else drastically improve the drop rate and perhaps add additional ways to get the more difficult crafting drops. Or look for something that's going wrong in drops (people besides me report that various types of drops are irregular and not just from diminishing returns).

For instance, there are a couple ways to get provisioner tokens, and several ways to get obsidian shards, but only 2 ways I know of to get the charms and symbols for runes: very stingy drops from salvaging (much too stingy for something that can be used to make crafting level 75 items!) or relatedly expensive trading post purchase (considering you need like 5 to buy a recipe and several to lots to craft anything at level 80). Dark matter is similarly hard to get. 

I really enjoy crafting. This is the first game where, when I want something I *could* craft, I still will buy the finished item from the player exchange (BL Trading Post here) because it's a better use of resources! It costs less to buy a finished sigil for instance, than to buy the materials to make one, and I can't just go to a specific area to farm a specific kind of drop (and can't keep track of what would be where anyway as there are incredibly many mats, but because of diminishing returns I can't just look up the area then go out and get enough drops of scales of a particular level to make a set of a particular kind of gear). Hey my character's labor in crafting should be worth something lol. 

In addition, mats are so expensive and difficult to get if you don't yet have a lot of gold, that you cannot level your crafting while you level your first (or second...) character in order to make leveling gear.

This is again the first game in which I am not actively crafting on all my characters, because it's very costly to level crafting. 

I still like the crafting! The system of discovering recipes is very interesting. Just the balance between obtaining materials and how many are needed, is fairly off. And it would be good if any crafting continues to have a small crafting level gain even after your level is increased, so you can use the relatively inexpensive options and not have to make tons of expensive gear that isn't a level you can use.

Many players decide it's more worthwhile to sell all their crafting drops and not do any crafting, not because they aren't interested in crafting but because this balance is off. People want to have gold for cosmetics and so on, not just sink it all into crafting.

I realize changing things up would be an inconvenience to a lot of players, but it might be better in the end. 

As a woodworker, I've always been very confused as to how 3 logs make 1 board. I try to wrap my head around it every time I'm crafting and I just can't figure it out. Are the three logs hewn into narrow lengths with 90% of the tree wasted, and then those lengths are glued into one board? I feel like it would only make sense the other way around — 1 log is hewn into 3 boards 🤔

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First of all, i want to say this, I am grandmaster craftsman, all of it including scribing. This suggestion is here because after I tried to help out an elderly fellow players who is in their 70s in their crafting, the player plays WvW exclusively, every time he gets killed, people suggest that he needs legendary armors, he started crafting,  6 months ago if not mistaken, along the way he would whisper to ask what's next, what do I do? I can tell it is a struggle for them. I had to hop on a low level toon without any crafting discipline to help him out, guiding them when ever they ask me question, tell them which youtube video to watch, etc and what guide to follow, eventually, when I ask them if they have their legendary a couple of weeks ago, they said they have given up. 

Therefore, is there a way to make crafting easier? make this an option,  yes please guide me thru crafting/ no I like to discover it myself, for instant, if players check yes, when they open up the crafting table, a message will pops up telling them what exactly they can craft with what they have in their bank in bold letters. and tell them how many items they need to purchase from the TP? 

I know this is far reaching request, but it would be nice to have it for players who are actually confused by the current crafting system.

lastly,  think about your player base, if they have started playing GW1 at age 30, all these players would be in their 50 now, if they are in their 40  when they started most of them already in their 60s, I know for a fact there are  octogenarians in the game.

This would help a lot of players.
Thank you.

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Can we PLEASE get a setting in the crafting menu to make it so all dropdowns are collapsed by default or have the UI remember what is/isn't collapsed it would be such a minor change but would be incredibly nice QoL. I have almost every recipe in the game so its impossible to just scroll to what I want and is extremely tedious to have to manually hide everything I'm not interacting with every time I close and open the crafting UI.

 

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On 7/14/2023 at 9:33 PM, Linken.6345 said:

So is this only blocked commanders or will it hide even if 1 out 9 in the squad is blocked?

There is nobody hidden in LFG but there could be something that makes blocked players visible. Let me explain how it would look like:

Groups (e.g. fractals):

Initiate/Adept/Expert/Master Scales xx-xx 4/5

Player A ( text white color)

Player B (blocked player; text red/black color or just [blocked:accountname]; accountname instead of character name)

Player C (text white color)

Player D (text white color)

Notes:

Language (Optional)

 

In squads it could look like this:

Commandername 9/10 (when commander is blocked it shows her/his name still below in brackets)

(blocked player account name in red/black color or just [blocked:accountname])

Location

Notes:

Language (Optional)

 

So the idea behind this is to avoid players you don't want to team up with for some reason. There should also be a timer after multiple kickvotes which prevents a troll from joining over and over again.

 

 

 

 

 

Edited by kaese.8765
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thinking about how the 2 instrument-styled legendary weapons, "The Minstrel" and "Verdarach" both give you novelty instruments, as well as the backpack legendaries giving you glider skins. would like more of that kind of rewards for making a legendary please.

for example, would love to see the legendary rifle "The HMS Divinity" give you a skiff skin that looks like the rifle, or xiquatl giving you a jade bot skin that looks like the flying snake that is summoned while you wield it.

always good to add more value to legendary items.

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4 minutes ago, crosknight.3041 said:

xiquatl giving you a jade bot skin that looks like the flying snake that is summoned while you wield it.

A minipet I could agree with.

But I'd rather not see Arenanet insult this weapon by tying it into the trash bot system.

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4 hours ago, Fueki.4753 said:

A minipet I could agree with.

But I'd rather not see Arenanet insult this weapon by tying it into the trash bot system.

The jade bot mini is a mini that mimics the jade bot skin that'd be the same thing but with additional jade bot things for people that aren't insane to enjoy.

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On 7/15/2023 at 4:16 AM, RoastedWalnuts.4618 said:

Can we PLEASE get a setting in the crafting menu to make it so all dropdowns are collapsed by default or have the UI remember what is/isn't collapsed it would be such a minor change but would be incredibly nice QoL. I have almost every recipe in the game so its impossible to just scroll to what I want and is extremely tedious to have to manually hide everything I'm not interacting with every time I close and open the crafting UI.

 

+1

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So there are some third party websites that do something like this, and also the gw2 wiki is helpful.

for most crafting types it gives you an overview of what combines with what and so on. for just chef, it will tell you exactly which recipes you have already discovered , which you can discover, and which you need a recipe for (with an API key). i think it would be nice if all the types worked like chef. 

Crafting - Guild Wars 2 Wiki (GW2W)

this one gives you steps to follow for what to make and buy to level crafting. It assumes you're going to craft from 0-400 all in one go, I tend to want to organize one level at a time so i can place a buy order and not end up overwhelmed with inventory. since the buy list is all mashed together it's a bit of work to go through and look at stuff for one level at a time. it estimates the cost from the trading post.

ACCGs for Guild Wars 2 (gw2crafts.net) 

this one gives you an overview of a recipe, steps and where to get things, and estimates the cost of buying stuffs on the trading post or wherever else in game it needs to be bought.
Incinerator - Crafting - Calculator - gw2efficiency 

and other guides like

Legendary Gear Archives - GuildJen 

Gearing up to Ascended Guide - Hardstuck

How to make WvW Legendary Armor - GW2 - MetaBattle

etc.

but legendary and ascended are the same stats: unless your friend needs the legendary armory and to change stats for many builds, they don't need to go to legendary. Ascended can be obtained without crafting. For most content exotic is considered standard (they say you only need ascended for like t3 and t4 fractals, due to the infusion spots). Edit: I see you said WvW so yeah when fighting other players in WvW the ascended could help. Also might like to check that their stats are correct for WvW, if you haven't done this yet. /edit

But if they're struggling maybe the boost in stats from ascended could help, but also consider other things like adding marauder to bezerker gear (or adding bezerker to marauder), or checking if their build is current, or trying if a different class would fit their playstyle better. Which I'm sure you already thought of.

 

On 7/14/2023 at 11:19 PM, babana.7521 said:

First of all, i want to say this, I am grandmaster craftsman, all of it including scribing. This suggestion is here because after I tried to help out an elderly fellow players who is in their 70s in their crafting, the player plays WvW exclusively, every time he gets killed, people suggest that he needs legendary armors, he started crafting,  6 months ago if not mistaken, along the way he would whisper to ask what's next, what do I do? I can tell it is a struggle for them. I had to hop on a low level toon without any crafting discipline to help him out, guiding them when ever they ask me question, tell them which youtube video to watch, etc and what guide to follow, eventually, when I ask them if they have their legendary a couple of weeks ago, they said they have given up. 

Therefore, is there a way to make crafting easier? make this an option,  yes please guide me thru crafting/ no I like to discover it myself, for instant, if players check yes, when they open up the crafting table, a message will pops up telling them what exactly they can craft with what they have in their bank in bold letters. and tell them how many items they need to purchase from the TP? 

I know this is far reaching request, but it would be nice to have it for players who are actually confused by the current crafting system.

lastly,  think about your player base, if they have started playing GW1 at age 30, all these players would be in their 50 now, if they are in their 40  when they started most of them already in their 60s, I know for a fact there are  octogenarians in the game.

This would help a lot of players.
Thank you.

 

Edited by willow.8209
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Garden Plots and Ascended  Seed Pouches... it is very easy to inadvertently waste a seed pouch you crafted by equipping it and accidentally selecting a node that already has a growing plant.  This removes the growing plant and consumes your ascended seed pouch.  Would be nice if this mechanic was friendlier and prevented such mistakes.

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On 7/15/2023 at 7:16 AM, RoastedWalnuts.4618 said:

Can we PLEASE get a setting in the crafting menu to make it so all dropdowns are collapsed by default or have the UI remember what is/isn't collapsed it would be such a minor change but would be incredibly nice QoL. I have almost every recipe in the game so its impossible to just scroll to what I want and is extremely tedious to have to manually hide everything I'm not interacting with every time I close and open the crafting UI.

 

I'd prefer being able to favorite items so they appear at the top even better if it can be reorganized, but yes all three of these things please.

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Can each  person's participation of events be like activivly stacking Vulnerability ? Every sec  one tiny-vuln is aplied and after 6 sec it transform into a mega-vuln (delayed effect) .And a small bosss debuff (selfburn) if previous and current Vuln stacks (participation) , drops significant .

 

Now if excuse me , i am going to be proud about myself for founding out what "background images" does in Joomla !

Edited by Killthehealersffs.8940
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Since the other thread got locked (cause it was a bumped old thread?) guess I'll have to create a new one

Thought that's what people always say you should do (use search function for already created topics)

The roundtail dragon mini is making the game miserable to play

Please this feature soon 

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following on from this:

Quote

crafting is very costly. It's possible that it has become more costly over time with different changes to drops and things but without a related change to crafting requirements. For example I hear that Mystic Coins used to have a much more plentiful acquisition rate, and now non-ascended feast recipes are inordinately expensive. ...

I think also the coin gain has reduced. So the price for thermocatalytic reagents, icy runestones, runes of holding, etc., is effectively more expensive. 

The diminishing returns effectively adds time gating/ expense to even low level materials. 

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Add "Block Player" choice to the in game mail report function. Too many trolls use alt accounts for in game mails as a work around to harass people. They are the new "gold sellers" of harassing messages. Perhaps you should make it so Free Accounts can't send in game mail in the first place.

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I would like to see an alternate interaction method for mesmer portals and possibly certain other objects like Aviator Memory boxes, due to portal trolling and such. Sometimes those kinds of pranks are funny, but when a portal leads into being stuck inside terrain, that's a borderline "blocks progress"-level bug, or even anti-player/griefing exploit. And sometimes you get stuck in combat too, so it's not like you can just easily waypoint out.

Personally, I think it would be ideal if you had to hold down the interact button for like 1-2s so it has to be a very intentional action. There could also be an option to turn this function off for people who want it the old way.

The other method could be to just have a shared binding with the existing interact, so you could either bind two different keys, or just have them both bound to the same button.

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I really hope that there are plans to fix parts of the game that are made way too easy with the power creep and mounts.

Specifically, the Dragon's Stand meta, I think, would greatly benefit from not being able to mount, at least during the last phase with the Mouth. Also, it is now perfectly possible to finish the map TWICE in the two hour window between resets. I don't think that was ever intended.

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