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Old Jan 16, 2007, 05:53 PM // 17:53   #1
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Default Small Suggestions for Game Clarity and Usability

One: Go back and make skill icons for all monster skills, instead of using the default one. Update their descriptions to actually show what they do. Especially change commonly encountered skills such as Wurm Siege, Claim Resource, Deafening Roar, and Oath of Healing. Claim Resource needs to actually be split into several skills, one for the Guild Thief, one for the Ghostly Hero, and other uses. This mostly targets skills made with Prophecies. Examples:
  • Capture Altar - [5e] [5c] [0r] Skill. You capture the altar at your current lofhdzubrbws_current_url for your team. That altar cannot be captured again until you die. You cannot use this skill on an altar already under the control of another team if the foe that captured that altar is still alive or if you are not standing on an altar. This skill recharges instantly and cannot be disabled.
  • Unlock Gate - [5e] [1c] [0r] Skill. You activate all hostile gate locks adjacent to your current location. You cannot use this skill if it would activate any gate lock that controls a door that is already open. This skill recharges instantly and cannot be disabled.
  • Crippling Attack - [5e] [0c] [0r] Melee Attack. If this attack hits, your target is Crippled for 15 seconds.
  • Deafening Roar - [5e] [2c] [20r] Skill. All foes in the area are Dazed for 20 seconds.

Two: Fix all Environmental Effects that are wrongly labeled as "Spells", like Tar.

Three: Fix all quest reward descriptions that don't list all of the magical properties of an item rewarded by that quest.

Four: Update all "old" style NPCs that use links in their chat box to move from one choice to another instead of the "new" style buttons with icons. Examples: See how the Canthan Ambassador's conversation looks throughout, and then look at an NPC like the Hero Skills NPCs.

Five: Add a function for ID Kits, such as triple or quadruple clicking them that pops up a dialog asking if we would like to identify everything in our inventory that is unidentified, and also displays how many charges of the kit would be used to do so.

Six: Have a message appear on the chat log when a new rank in a title has been reached. Ex. "You have attained the rank of Seeker of Wisdom for identifying 100 rare items."

Seven: Add these emotes:
  • /favor - Displays the current Favor status. (Suggested before.)
  • /time - Returns the current server time. (in GMT or PST, since PST is used for most event times).
  • /kills - Returns the number of monsters and PvP foes your parties have killed throughout GWs. Ex. "You have killed 2575330 PvE monsters and 673 PvP players."

I think that's everything I can think of atm.

Also: I hereby release these suggestions, skill descriptions, and emote commands to the Public Domain. You are free to use anything written here for public and private use, with or without profit.
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Old Jan 16, 2007, 06:27 PM // 18:27   #2
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Most of those look like good ideas. I have a few thoughts on them, however.

- I think they used the Monster skill icon to identify skills that PCs are unable to use. However, they've started having different icons recently (Varesh's skills, I believe, are an example), so I don't see why they couldn't put new icons in). The main block to this is that it would require designing new icons for an old chapter (this would probably be the same stumbling block for updating old NPCs, and quest rewards).

- /favor and /time probably wouldn't be hard to implement (especially since you receive the notice when entering some towns anyway), but I don't see /kills being easy to implement. I doubt they store that currently, so unless they plan to generate a title off it, it probably won't happen.

I'm all for the rest (well, I'm even for the ones I doubt will happen)!
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Old Jan 16, 2007, 07:54 PM // 19:54   #3
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Yes, there's a need for some consistency/continuity throughout the Guild Wars world (Chapters).

I have played all 3 chapters, I understand there are style differences amongst the 3 games but some concepts should be standardized especially in regards to the UI and Quest dialog.

For instance, a Necro can see his minion on his screen represented as an icon but a Ritualist can not see his summoned spirit represented in the same way unless that spirit has a magical effect (buff).

That is an inconsistency in the game design concept.
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Old Jan 16, 2007, 09:07 PM // 21:07   #4
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READ FIRST - Suggestion Forum Guidelines

Quote:
Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a separate thread for each one with a relevant title.
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