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


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I've been thinking that with the inclusion of a separate skill bar for underwater that we can now access through the Hero Panel. A likely evolution of such a feature could be the implementation of build templates. Say 1 underwater, and 4 terrestrial builds. Each with a different instance of the trait window below it. With that, the ability to name them something would be nice as well.

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I think increasing the max bank slots an account can obtain from 17 to 32 would help a lot of people. Most of the people I know who indulge in account upgrade sales can't actually partake cause they a

Be able to save dye configurations.

Home Instance Nodes and Improved Economy Regulation(This section has been edited as of 2019-07-07.) Adding Home Instance gathering nodes to the Gem Store, so they can be purchased individually, has be

I think build templates have been severely understated since the launch of this game. I believe that most players have grown so accustomed to the notion of a single universal build for all the content types they play, that they may not see the value that it could offer.

As a long time GW1 player, this was a CORE part of the game due to the build diversity. GW2 had much simpler builds and therefore I fully understand why it was not shipped at launch. With the introduction of specialisations, and with the growing diversity in build options, I believe the time is right to bring this in. Two of the professions that most notably require this is ranger and mesmer. Typically these are played as support roles in endgame content, and requires significant time to swapping from support to PvE type self sufficient DPS builds. This is made even more tedious if you have legendary armor which requires a ton of clicking and scrolling through similarly named options in dropdowns. I currently enjoy the wide variety of builds that is playable in the current meta of the game, however it's such a shame that the game does not encourage people to do so.

Personally, if i could make a suggestion (and yes its gonna be over the top), is that Anet implements a system for curated build templates. Either ingame interface or some web GUI like an armory, where players can make and share builds for certain purposes (see http://en.gw2skills.net/editor/). The community is already doing a ton of work to come up with creative party compositions such as https://snowcrows.com for raids and https://metabattle.com/wiki/MetaBattle_Wiki for everything else. If you want a reference for what this could look like ingame, see http://www.dota2.com/workshop/builds/overview.

There is ofcoarse the alternative of "well this is prolly illegal, but since it exists, use it" option of arcdps build templates, however I am playing on a mac and can therefore not use it. The reality is that those who play at the highest end of the game needed this functionality so badly, that they managed to build it in using 3rd party tools. To my knowledge the QoL features that does not ship with the game is illegal and will get you banned, see http://gw2bgdm.blogspot.com/p/permaban.html. I probably don't have the full picture but it seems kind-of ironic that 3rd party developers who pushed the limits and broke TOS with DPS meters, after huge public outcry, got the amber-greenish light on their software, then after doing exactly the same thing on a different feature, got the big red ban-hammer for a feature that was eventually removed. This means that the only way I will ever see build templates in game is through long boring posts like these :astonished:

https://en-forum.guildwars2.com/discussion/28336/build-template-system-and-or-dps-metre-get-it-here

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Add the unique HoT items to the rotation in their respective map bonuses; i.e. reclaimed metal plates to VB, auric slivers/ingots to AB, chak eggs to TD, crystalline ore/ingots to DS.

Reduce the requirements for getting a t4 VB meta to just killing the night bosses (kill 2 for level 2, 4 for level 3, 5 for level 4) with the other events solely for increasing participation.

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@Wyrm.7926 said:Add the unique HoT items to the rotation in their respective map bonuses; i.e. reclaimed metal plates to VB, auric slivers/ingots to AB, chak eggs to TD, crystalline ore/ingots to DS.

Reduce the requirements for getting a t4 VB meta to just killing the night bosses (kill 2 for level 2, 4 for level 3, 5 for level 4) with the other events solely for increasing participation.

Add a purchase option for Noxious Pod in home instance. At this point, I really doubt it would affect the amount of play in Dragon's Stand.

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I'd love to be able to keybind up to X # of shared inventory slots to use their most common use. I.e. Portal Tomes would open their dialog, convenience items would activate their respective function, etc.

One problem item would be salvage kits and I'm not sure of what would be the best way to address those... Maybe the keybind only activates the double click option for all items and salvage kits still need to be right clicked for salvage all? I dunno...

But I'd still love to have the ability to keybind these slots!

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With everyday crafting of ectoplasm refinement or just turning your ores into ingots, when you have too many in you eq and your bank is full of them, it can get really tedious to find it in the crafting list or to type every single item into search bar,just imagine how easy it could be if we had a favourite tab at the top of the crafting window?

Little button (star icon maybe) at the bottom of each recipe would be enough to add it to the favourite recipes.All favourite recipes would show at the top of the crafting window in "Favourite tab", so you can find it really easy and fast.

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It would be awesome if we could set achievement watch sets that you can switch between. For instance dailies, jumping puzzles, elite spec collection.Switch between the sets using a slide toggle at the bottom of the regular watch UI location. This will allow players to customize what content they are working towards without needing to constantly go into achievements and turn watch on and off.

I would limit the groupings to like 5 sets of watch items, with daily being one of the options and it auto-populates so that you do not need to set that every day.

Edit: An alternative would be to have a variable alert that lets you know you have x achievements available in this zone or area

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I would really enjoy a Lore Tab on the Hero Screen for all the lore that you can easily stumble upon that is quite easy to miss. This would also work out great for moments with inventory items like Bloodstone Fen, which gives you three books to hold on to. This would clear up inventory for such items, and could easily give a refresher on items lore bits that are easy to forget, like anything to do with Bloodstone, Living World Season 1, etc.

On the subject of Living Story Season 1, I don't feel like the snippet of it we get of it with the recap is enough information, neither is the NPC that can help fill you in. There are still times where I feel lost. A more detailed summary would be greatly appreciated.

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Not sure if it's been mentioned before, but I'd like to see more of the achievement-items that "only have value as part of a collection" be consumable like a lot of those introduced with pof where. I think most gave an insignificant amount of karma, but still it felt way more rewarding and less of a chore to consume those then to throw them out.

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Are there any hopes of adding native gamepad support to this game? I feel as though with the addition of action camera adding the option to play with a controller would be an awesome addition that would/could increase player population and touch into different player bases.

My occupation is programming with a degree in Computer Science and I've dabbled in game development in the UE4 and Unity engines. I'd love the opportunity to play around with that idea =)

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Implement a user-customizable spell fx show/hide filter
This would allow us to clean up the often very confusing combat. Not upscaling effects on large enemies has helped a lot already, but the biggest hurdle - the mess of colors and circles and areas whenever 2+ players are firing off their skills - remains. Such a set of options should ideally offer the following options:

  • Show: effects are shown in full
  • Hide: effects are not shown at all! Area-circles still show up.
  • Simplify: effects are reduced to vital components, compare the simplified Chronomancer clocks versus their full designs
  • Blend: effects are made 80% see-through. They show their full effects but in virtually invisible so that even if a lot are stacked it's not overbearing.

Further, these options are offered for the following sources of spell effects, leading to a set of dropdowns:

  • Myself
  • Party
  • Squad
  • Player Allies
  • Player Enemies
  • Powerful Enemies (bosses, legendaries, champions)
  • Everything else

A modding API
There are a plenthora of requests related to UI and simple interface changes which get thrown around a lot. On top of more complicated ones like build templates. On the other hand we have mods such as arcdps already providing optional build templates but they feel very "hacky". I would say the best way to go about this would be to once make the big effort of creating a robust in-game API for mods to latch onto, and control what they can or cannot do.
Keep it to cosmetic and non-combat changes. Hide parts of the UI, re-do parts of the UI whole, add signifiers which make certain situations easier to notice (this also helps vision-impaired players to navigate the mess of colors combat can often be!), such stuff.

The old launcher with the pretty dragon and the chroma hash!
Pweaaaaasseeeeeee?

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Option to hide repeatable (previously completed) hearts from the content guide so that I can see map completion items. Currently, trying to do map completion in PoF maps is a pain since I can’t find the PoI’s and the game keeps telling me to redo a heart. I did the heart already, I already know where it is. I need the game to help me find the last few map completion items.

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The addition of drop tab sub-categories for the achievements panel and L4G pages. Separate things into Core/HoT/PoF maps. Allow the settings of each to be saved. So if one only has the expanded Core map list. Then next time they open it, it opens with only the core map L4G extended. Likewise with the achievements list.

On the same note, having either the daily crafting components be placed at the top of the crafting panel, or start with every category collapsed would be good.

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Make the basic bags (colored leather; 5 slot) something that can be upgraded through either the mystic forge or leatherworker craft. These are not useful as is for a lot of players as they do not add enough slots to warrant keeping and the sell price is so low.

You can even make this like a bag version of the multi-colored mini pets so it gives users something to work towards.

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Why even bother recommending things when it'll never happen..This post is just to give us some false hope, because we've been asking for a Build template/profile system since the release of the game and we are still waiting.That is probably the most important thing you can do to give us the improved "quality of life".And even if that happens, you'll make it behind a gem store wall, for example you get 2 build profiles for free per character and if you want more, you will need to buy themvia gem store like you buy character inventory slot expansion. (per character)-but i don't care, at least do that.Build profile system should be on top of "to-do" list,and after that almost every class should get a full rework, there are just too many useless classes and what made it even worse are the players that are extremely toxic when you're not playing a "meta" class, in wvw for example (but that is not the players fault, its your fault ArenaNet).The biggest mistake you've done are the new " elite specs" system that just made the game 100x times more complicated to balance, and because of that there are certain classes that are unusable for PvE content, some for PvP content, and some for WvW content, which just shouldn't happen.And its a huge design flaw when a ranged class is only viable when using melee weapons.It's been hard going in-game lately when you have all 9 classes on your account and you just can't seem to find a single class you like :/ (i played many MMORPG's and this only happened in Guild wars 2.)

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Hearts needs to be party-friendly. It is the only feature/content that makes me not want to play with other people. When I finish my heart, I have to wait for the other player to finish before we can move on. Ultimately it makes me want to leave them completely. I feel this is a very important QoL feature that needs to be prioritize because every single 80 map from Ember bay has been heart maps. It will also help leveling core players also.

How to fix:

  • If you are in a party and you are in the same zone with the same Heart, you share heart progress.
  • Other players take less progress from you. Meaning if you kill a mob, you get 100% heart progress and the other player gets 50% heart progress, the third player gets 25% heart progress and the final player gets 12.5% heart progress. Each progress is randomized. This is so that players don't finish hearts too quickly.
  • Players can still share progress in a squad, but only 4 players receives a shared heart progress every time.
  • Heart progress prioritize players that hasn't finished the same heart and the player in the same heart area.

It will improve socialization aspect because players will party up to finish content faster.

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An option to be able to send 1 ascended armor or weapon box to a friend (limit: 1 time per 2 months; u can reset the timer paying 300 gems; lore: "Sometimes we have to do tremendous efforts to help our beloved ones"; now you can deposit an ascended weapon or armor into a box to send it to a friend paying 20g, X NPC is located at X or via a new option in the top left corner of the screen. Only base game stats, so Friends still have to go to the world together and do the things to switch to the new stats.

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@"Reilath.8064" said:Why even bother recommending things when it'll never happen..This post is just to give us some false hope, because we've been asking for a Build template/profile system since the release of the game and we are still waiting.That is probably the most important thing you can do to give us the improved "quality of life".And even if that happens, you'll make it behind a gem store wall, for example you get 2 build profiles for free per character and if you want more, you will need to buy themvia gem store like you buy character inventory slot expansion. (per character)-but i don't care, at least do that.Build profile system should be on top of "to-do" list,and after that almost every class should get a full rework, there are just too many useless classes and what made it even worse are the players that are extremely toxic when you're not playing a "meta" class, in wvw for example (but that is not the players fault, its your fault ArenaNet).The biggest mistake you've done are the new " elite specs" system that just made the game 100x times more complicated to balance, and because of that there are certain classes that are unusable for PvE content, some for PvP content, and some for WvW content, which just shouldn't happen.And its a huge design flaw when a ranged class is only viable when using melee weapons.It's been hard going in-game lately when you have all 9 classes on your account and you just can't seem to find a single class you like :/ (i played many MMORPG's and this only happened in Guild wars 2.)

This is just my opinion, but I have not run into any class that is actually unusable for PVE, (I do not count raids, fractals, or dungeons as standard PVE. I have heard a lot of comments of a build not being suited to that mode, so I avoid it unless I actually know who is running the group.). That is almost exclusively what I do and I have with every class. I know that I do not run meta build on my characters, I just play the build I find I enjoy.

Outside of raids, fractals, and dungeons, I really honestly love PVE throughout almost all of the game (HOT maps are my least liked). One of the best portions of PVE to me is running into random groups that help each other out for specific tasks or just kind of interact quickly.

I do agree that it would be nice to have build templates, but in my case it is so I can swap elites and sub skills back to what I like in an easier manner. I have also found that a lot of suggestions have been taken into account and addressed as possible.

I hope that your experience can improve and you can enjoy playing all of your classes again. Just as a suggestion, maybe find some people who really enjoy a mode to run different areas/content/goals with and see if you have the same enjoyment for whatever it is that they are doing. I would also suggest avoiding any group that has a pre-qualification on armor, weapons, or build.

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@runeblade.7514 said:Hearts needs to be party-friendly. It is the only feature/content that makes me not want to play with other people. When I finish my heart, I have to wait for the other player to finish before we can move on. Ultimately it makes me want to leave them completely. I feel this is a very important QoL feature that needs to be prioritize because every single 80 map from Ember bay has been heart maps. It will also help leveling core players also.

How to fix:

  • If you are in a party and you are in the same zone with the same Heart, you share heart progress.
  • Other players take less progress from you. Meaning if you kill a mob, you get 100% heart progress and the other player gets 50% heart progress, the third player gets 25% heart progress and the final player gets 12.5% heart progress. Each progress is randomized. This is so that players don't finish hearts too quickly.
  • Players can still share progress in a squad, but only 4 players receives a shared heart progress every time.
  • Heart progress prioritize players that hasn't finished the same heart and the player in the same heart area.

It will improve socialization aspect because players will party up to finish content faster.

Another idea would be to scale up the heart requirements by the number of people in your party in the heart zone. They already do this with events, so I would hope that it could be something implemented for hearts.

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