Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Dec 31, 2006, 02:26 AM // 02:26   #21
Frost Gate Guardian
 
Join Date: Oct 2006
Location: Canada
Guild: Disciples of Sunset [Dusk]
Profession: Me/E
Advertisement

Disable Ads
Default

/signed

What a great idea! I truly hope they do implement something like this.
Pynne is offline   Reply With Quote
Old Dec 31, 2006, 03:18 AM // 03:18   #22
Pre-Searing Cadet
 
Join Date: Sep 2006
Guild: Dvd Forums [DVDF]
Profession: W/
Thumbs up

/signed

Love this great idea!
Meng De is offline   Reply With Quote
Old Dec 31, 2006, 04:01 AM // 04:01   #23
Pre-Searing Cadet
 
Join Date: Apr 2006
Location: Dorset, South England
Default

/signed

Superb idea, I do have three sets of armour on some characters, and would have more if this was introduced...

Although, I can see one flaw that hasn't been mentioned: you said about also showing all armour you have had previously, including armour you started the game with, but I seriously doubt ANet have all our old deleted armours recorded anywhere... Simplest way around this would be to forget about old deleted armour at the start, and just start recording them from then on.
Vendrava is offline   Reply With Quote
Old Dec 31, 2006, 07:44 PM // 19:44   #24
Pre-Searing Cadet
 
Join Date: Feb 2006
Default

Quote:
Originally Posted by Vendrava
/signed

Superb idea, I do have three sets of armour on some characters, and would have more if this was introduced...

Although, I can see one flaw that hasn't been mentioned: you said about also showing all armour you have had previously, including armour you started the game with, but I seriously doubt ANet have all our old deleted armours recorded anywhere... Simplest way around this would be to forget about old deleted armour at the start, and just start recording them from then on.
True, but you would still have the option of going back to the early areas in Cantha and Elona to pick up low level armor. Pre-sear Tyrian armor would be the only set you couldn't reproduce with existing characters. (but you could get the max AL version in Cantha)

/signed
frunnel is offline   Reply With Quote
Old Dec 31, 2006, 09:58 PM // 21:58   #25
Hall Hero
 
Bryant Again's Avatar
 
Join Date: Feb 2006
Default

I give huge kudos. This is a great idea and system.
Bryant Again is offline   Reply With Quote
Old Dec 31, 2006, 11:50 PM // 23:50   #26
Ascalonian Squire
 
Join Date: Dec 2006
Guild: FWE
Profession: W/R
Default

I have to admit I'm looking at this from just the warrior perspective, but...

I think that having to worry about storage space for extra suits of armor adds a lot - through opportunity cost in storage space - to the high cost of armor. I see this as a good thing. Throughout human history (and even today) armor is often a warrior's single most expensive piece of gear.

Now, true, I've complained in other threads about high insignia prices, but that's only because of fairness issues with the three differing armor systems in the three campaigns. Perhaps it can be argued though that the higher cost of Elonian armor reflects the ability to change its attributes later rather than buying a whole new set.

And staying with the topic of insignias, the idea of unlocking armors rather than owning actual armor pieces makes the insignia system and armor attributes in general less important. Many people, especially rich players not on their first characters, will just automatically unlock a set of every type they could ever forsee needing, rather than having to carefully consider their decision to buy and carry a couple of sets most likley to be of use.

For something relatively unimportant like festival hats, it makes sense, but I imagine it would have a pretty big effect on gameplay if you apply something like this to armor.
Ansgar Two Hand is offline   Reply With Quote
Old Jan 01, 2007, 01:03 AM // 01:03   #27
Wilds Pathfinder
 
floppinghog's Avatar
 
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
Default

nice idea but.. well i think that all armors just need to be inscribable (all cantha,tyria,fissure, etc).

and insignias need to have static prices from merchant or something, just away from rune trader (they not runes right?)
floppinghog is offline   Reply With Quote
Old Jan 03, 2007, 06:54 PM // 18:54   #28
Academy Page
 
Join Date: Oct 2005
Guild: Dusk
Profession: Mo/Me
Default

Quote:
Originally Posted by Ansgar Two Hand
I have to admit I'm looking at this from just the warrior perspective, but...

I think that having to worry about storage space for extra suits of armor adds a lot - through opportunity cost in storage space - to the high cost of armor. I see this as a good thing. Throughout human history (and even today) armor is often a warrior's single most expensive piece of gear.
Throughout human history, those able to afford armor and weapons have also been able to afford enough room to store such items

Quote:
Originally Posted by Ansgar Two Hand
Now, true, I've complained in other threads about high insignia prices, but that's only because of fairness issues with the three differing armor systems in the three campaigns. Perhaps it can be argued though that the higher cost of Elonian armor reflects the ability to change its attributes later rather than buying a whole new set.

And staying with the topic of insignias, the idea of unlocking armors rather than owning actual armor pieces makes the insignia system and armor attributes in general less important. Many people, especially rich players not on their first characters, will just automatically unlock a set of every type they could ever forsee needing, rather than having to carefully consider their decision to buy and carry a couple of sets most likley to be of use.

For something relatively unimportant like festival hats, it makes sense, but I imagine it would have a pretty big effect on gameplay if you apply something like this to armor.
This proposal doesn't make the insignia system and armor attributes less important, it makes them more flexible and as a result, I would say more important!

Take for example your typical elementalist. You only feel like crafting one set of armor, so you craft Primeval armor. Now, how shall I go about putting insignias in here? Well, I could take additional armor vs fire or vs cold, etc. but those are too situational, so I guess I'll just take +health which is useful always. However, if I am in the Domain of Pain mission, with all the dryders, boy would I love to have the +armor vs fire armor.

Under the current system, you would either have to buy insignias just for this mission, then rebuy survivor insignias to go back to your usual armor. Or you could craft an entire other set of armor just to mod it up with armor vs fire insignias. Both of these methods are extremely expensive and the latter takes away a lot of storage space. Most people just go with what they have and accept being a little less effective. Why should we have to make such compromises when every other change lately has been to promote flexibility?

Under my proposed system, you would have to buy 5 +armor vs fire insignias, apply them to your Primeval armor skin, do the mission, then using the drop down menu, switch back to your +health armor. Now you can freely switch between +health or +armor vs fire on that skin. Nice and simple. Notice the flexibility to switch freely between insignia sets would add more value to all the situational insignias that go unused now.

Ranger is another good example. If I am a bunny thumper or beast master, I'd love to have the +armor while pet is alive insignias. If I'm shooting arrows from the back, +energy is probably what I would rather have.

Quote:
Originally Posted by floppinghog
nice idea but.. well i think that all armors just need to be inscribable (all cantha,tyria,fissure, etc).

and insignias need to have static prices from merchant or something, just away from rune trader (they not runes right?)
Under this system, all armors do become inscribable.

As far as insignias go, that's a completely different subject. However ANet decides we should acquire insignias, it doesn't affect how they would be used in this armor system on a per skin, per piece basis. I think the current system is fine though. Insignias are just as important to armor as runes are, so why not sell them along with the runes at the rune trader?

Last edited by Lord Zado; Jan 03, 2007 at 07:03 PM // 19:03..
Lord Zado is offline   Reply With Quote
Old Jan 03, 2007, 07:19 PM // 19:19   #29
Site Contributor
 
Perynne's Avatar
 
Join Date: Oct 2006
Location: Finland
Guild: Runners of the Rose [RR]
Profession: R/
Default

/signed

This would really help with the storage problem, and be a good way of storing armor for us who collect armor sets.
Perynne is offline   Reply With Quote
Old Jan 03, 2007, 07:46 PM // 19:46   #30
Wark!!!
 
Winterclaw's Avatar
 
Join Date: May 2005
Location: Florida
Profession: W/
Default

Something like this needs to be done. IMO as long as the money sink exists, we don't need to waste so much space for even one spare armor set/helmet and this suggestion would help.

Even if they let PvE characters use "j" (so long as the things you can make are armors you've bought, runes/insignias you've applied to them, and dye combos you've used to color them), something's got to be done.

Last edited by Winterclaw; Jan 03, 2007 at 07:49 PM // 19:49..
Winterclaw is offline   Reply With Quote
Old Jan 03, 2007, 09:56 PM // 21:56   #31
Krytan Explorer
 
Lord-UWR's Avatar
 
Join Date: Aug 2006
Guild: Fiction We Live In [FaKe]
Profession: W/R
Talking

/SIGNED

AWESOME IDEA.


Well for example, if a person had enough to BUY his obsidian armor with all the crafting material needed, That armor is unlocked, then if he wants to wear his luxon 15k, he can just switch over and wear his luxon, and does not have to KEEP the obsidian in inventory or storage.

Anet, DO THIS OR ELSE, LOL.
Lord-UWR is offline   Reply With Quote
Old Jan 03, 2007, 09:56 PM // 21:56   #32
Krytan Explorer
 
Lord-UWR's Avatar
 
Join Date: Aug 2006
Guild: Fiction We Live In [FaKe]
Profession: W/R
Thumbs up

/SIGNED

AWESOME IDEA.


Well for example, if a person had enough to BUY his obsidian armor with all the crafting material needed, That armor is unlocked, then if he wants to wear his luxon 15k, he can just switch over and wear his luxon, and does not have to KEEP the obsidian in inventory or storage.

Anet, DO THIS OR ELSE, LOL.
Lord-UWR is offline   Reply With Quote
Old Jan 03, 2007, 10:47 PM // 22:47   #33
Age
Hall Hero
 
Age's Avatar
 
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
Default

How would you unlock armour in PvE and for secound though what if you wanted to change a set of armour in a missioon or what ever it is you are doing?This isn't a bad idea just needs some more thought or would you propose faction system like they have in PvP and get faction from quests and missions with a little gold for salvage kits could call it Dwaynas Faction.
Age is offline   Reply With Quote
Old Jan 03, 2007, 11:15 PM // 23:15   #34
Frost Gate Guardian
 
Join Date: Apr 2006
Profession: N/
Default

/signed

I would just keep buying armor if this was around, It would be a mega money sink. And age, you cannot change armor in a mission currently, so it would stay that way.
getalifebud is offline   Reply With Quote
Old Jan 03, 2007, 11:55 PM // 23:55   #35
Krytan Explorer
 
Join Date: May 2005
Default

/Signed

It would benefit both sides of the storage issue. Any idea to streamline the current system to make it cost efficient always gets my vote.
Hell Marauder is offline   Reply With Quote
Old Jan 04, 2007, 01:15 AM // 01:15   #36
Krytan Explorer
 
Lord-UWR's Avatar
 
Join Date: Aug 2006
Guild: Fiction We Live In [FaKe]
Profession: W/R
Default

It wouldn't be a faction system like PvP, you actually have to BUY the armor ONCE using the OLD system of buying armors from crafters, which requires the same amount of material and cash, and afterwards it would be forever unlocked on your CHARACTER OR ACCOUNT for that matter.

THAT WOULD BE AWESOME
already signed but it never hurts...

/SIGNED
Lord-UWR is offline   Reply With Quote
Old Jan 04, 2007, 04:30 AM // 04:30   #37
Jungle Guide
 
Priest Of Sin's Avatar
 
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
Default

It'd totally fix the old vs. new armor problems! All armors would be "Insignia-ed" technically! AWESOME! No more ascalon fow boots! I'd only have to buy one FoW helm! I'd only have to buy one helm period and unlock the +1 to whatever mod! YESSSSSS!

/signed
Priest Of Sin is offline   Reply With Quote
Old Jan 04, 2007, 04:37 AM // 04:37   #38
Forge Runner
 
Poison Ivy's Avatar
 
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
Default

/signed

Great idea.
Poison Ivy is offline   Reply With Quote
Old Jan 04, 2007, 03:03 PM // 15:03   #39
Academy Page
 
Join Date: Oct 2005
Guild: Dusk
Profession: Mo/Me
Default

Quote:
Originally Posted by Age
How would you unlock armour in PvE and for secound though what if you wanted to change a set of armour in a missioon or what ever it is you are doing?This isn't a bad idea just needs some more thought or would you propose faction system like they have in PvP and get faction from quests and missions with a little gold for salvage kits could call it Dwaynas Faction.
You would unlock armor just like you craft it now. Go to an armor NPC with the materials and click craft. Instead of putting an armor piece in your inventory, it becomes selectable on your armor drop down menu.

The armor window would remain usable in PvE missions, but not in PvP. You are allowed to switch armor in PvE still, so there shouldn't be an issue. Imagine being able to even switch armor on a per mob basis just like you do weapons.
Lord Zado is offline   Reply With Quote
Old Jan 05, 2007, 01:30 AM // 01:30   #40
Krytan Explorer
 
Join Date: Jul 2006
Guild: Defiant Dragons
Default

Quote:
Originally Posted by Lord Zado
This type of change would be considered a core change. Much like how the skills list, profession change box, etc. changed for all chapters, so too would the armor system. This would involve changing all of the old armor over to the inscription system. So if you have Kurzick's Knight armor now, in the new system, you would have Kurzick armor skin unlocked and Knight's inscriptions for each piece of your Kurzick skins.

As far as salvaging goes, there would no longer be any salvaging. It would negate the whole idea if you could apply a rune to one skin, salvage it and apply it to another. Same with inscriptions.

The downside of this is once you apply a rune, it's stuck there. Under our current armor system though, it's quite risky to salvage a rune from an armor anyway. Sure you get the rune, but you might destroy the armor. The only time this doesn't come into play is when you are upgrading from a lower AL armor and don't care if the armor is destroyed or not. Under my system, you'd have to settle for using cheaper runes on your low AL armor because you won't be able to reuse them.

I hate to generalize, but most people that can afford multiple sets of max armor and decide to spend their money on that, are likely able to afford to pay for runes for each set of armor. For the newer (or poorer) players, they can just craft one set of armor and apply their runes and not worry about it...just like they do now. And this system will give the poorer players A LOT more freedom within their 1 set of armor. Now they have to craft several extra pieces of armor to be as flexible as they might want to be.
With this clarification, completely 100% /SIGNED

I'd suggest that the AL can be any AL you have previously unlocked for that armor- if you bought shing jea armor at the monastery, then again in kaineng center, you could use either AL value, except in PvP- for PvP, all armor should default to max AL even if you don't have the max AL set unlocked for that skin- just automatic once you enter a PvP area.
Orinn is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:29 AM // 09:29.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("