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Old Apr 18, 2005, 08:09 AM // 08:09   #41
Ascalonian Squire
 
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I finally got to play the game, after months of waiting. Needless to say, it did not disappoint. The game is fantastic.

The suggestions I have are mostly interface changes. The interface and control system really bugged me at times, it often felt as though I was fighting with the controls rather than the monsters. Here are my suggestions. Some of these have already been put forward by people on this thread, and are restated for emphasis.

1. Make the map more useful.
The game map is almost useless. It allows you to skip back to towns... and that's it. I would like to see a lot more information displayed, This could include:
a) The names of zones, including zones not yet explored.
b) The locations of static NPCs (shown as green dots) which would reveal their name on mouseover.
c) The names of areas and landmarks within a zone (such as Old Ascalon).
d) A clear indication of where zone portals are.

2. Make the minimap more useful.
The minimap is good, but it could be better. I'd like to see the ability to mouse over the dots, and see the name of each creature. Also, it would be a great help to make the dots of other players in your team a different colour, especially in towns.

[Edit] I would also like to see an option to lock the compass so that it points North, and indicate player facing with an arrow (instead of the usual dot that indicates the player). I find this method much more easy to use, and more options are always good.

3. Stop names jumping all over the place.
When using ALT and CTRL to bring up names (mostly for navigation in cities, but also in PvP battles), I found that attempting to click on a particular name was overly difficult, as the movements of players would cause the names to switch places very rapidly. Perhaps something could be done to make the names more static.

4. Show team classes in combat.
The team roster is great, but only in towns. In battle, I don't always remember what classes my team mates have chosen, and it would be very handy to see at a glance what classes (and levels) we have. Please put this information in the party roster when in instanced zones... make the name fields shorter if you have to. Nobody needs to know a team mate's last name in combat, but they have to know when their monk is taking damage.

5. Allow action mapping to mouse buttons.
Currently, only keys can be assigned actions. I have five mouse buttons available; I'd like to see them used for something. Also, the ability to map the same action to multiple keys/buttons would be great (I couldn't work out how to do this).

6. Confirm dialog for entering and leaving towns in teams.
It's very annoying to be halfway through a trade, or adjusting your abilities, and be yanked out into a combat zone by an eager team mate. Likewise, it's annoying to be heading for some loot and be yanked into a town. I would like to see an unobtrusive "Team mate has entered town X. Would you like to join him/her?" dialog that would give you the option of zoning into a town. When leaving towns, it would make more sense for each player to leave individually and meet up outside.

7. Money drops.
Why does money drop on the ground? It always gets picked up, and always gets distributed evenly amongst the team, so why not just have a "Your team shares X gold" message come up in the chat frame?

8. Breaking stacks.
Is there any way to break a stack of items in your inventory? I couldn't find one. This would be a very useful feature to have.

9. After the Searing.
When the Searing occurs, your hapless team is dumped into a combat zone with no idea of where to go. My team just wandered randomly about until we happened to stumble into the Ascalon City portal. Then, when we got to the city itself, there were no friendly green exclamation marks in sight to tell us what to do. You might want to think about making this a bit more friendly.

10. The Alliance between Shatter Gargoyles and those scorpion things.
Break up this alliance! Every single time I attacked a Shatter Gargoyle, a host of those burrowing scorpions came rushing out to defend it. Do these things have some sort of mutual defence treaty going? This behaviour got very old, very quickly.

11. Record of Experience.
It would be nice to see a message in the chat frame saying how much experience was gained from a kill. In the heat of battle, I don't usually notice the XP numbers come up, and afterwards there's no way to find out how much you gained.

[Edit] 12. Loading Screens.
Obviously, this game is going to have some load times. That's not a problem, but perhaps something could be added to engage the player a little while they downloaded files? Something like a little mini-game would be cute and fun. Even just enabling us to chat with other team members would be a big step in the right direction.

[Edit] 13. Inventory Space.
I found the size of the inventory very limiting. I'd like to see an inventory with more potential capacity, but that organised itself automatically. The only thing you'd keep in your inventory would be actual items you picked up, like swords, Grawl gear, and so on. Crafting items would be listed seperately, just like gold (they are, after all, just another resource). Dyes would also have a seperate section. The sections for resources and dye would be infinitely large, but with no empty slots, so people wouldn't complain about not being able to keep items there. You could also have a seperate section for quest items.

Other than that, the only issue I had was not knowing the game's controls. The use of ALT and CTRL to bring up names was something I only found out about when I was trying to complete that quest in Pre-Searing where you have to cleanse the horn. I was standing directly on top of the minimap quest star, doing everything I could think of (clicking on the horn, scanning the water, dropping the horn in the water, trying to get to the top of the waterfall), all to no avail. I was just about to give up when I thought of checking online... I checked the GWGuru site and it said to press ALT. Without that knowledge, that quest is impossible.

Anyway, thanks for the great game (liked the fireworks, by the way). See you all at release

Last edited by Kadeton; Apr 18, 2005 at 02:10 PM // 14:10..
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Old Apr 18, 2005, 08:38 AM // 08:38   #42
Sin
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I tried to read thread but too tired, yet wanna put this out while fresh in mind. If repeating anyones previous suggestion, count it as a "vote." Thanks.


1) Nice "3D" style item name-descriptor change. Maybe make the radius around the name for selection just a few pixels larger. An adjunct to this is, once and a great while two items drop right on top of each other, but for different people. If the top item is a Maguuma Mane and bottom item is a Zealous Long Bow of Warding, the person who wants the bow is paying out gold for the other person to pick up the "worthless" Maguuma Mane.

2) Chat changes were really great, could possibly save space by making the channel tabs longer and put the check boxes on the actual tabs as currently the number of tabs doesn't fill the full length across the chat window.

3) Why can't the chat tab be removed all together and just be a designatable hotkey alone? Currently using the tilde a player can very easily hit tilde by accident when reaching to use their first skill. Also clicking the tab to then press return or having the window stay open after you type, should both be options. If you just had it so we press return, chat window opens, type what we are gonna say, chat window closes it makes more sense becase then we aren't reaching over with our left hand which works fine on the left side with the movement keys, nor would we need to take our hand off the mouse. Both of these interrupt the flow of a battle, a person can't shift to chat, then back "instantly." To summarize, chat itself is great, it is the transition commands to enter and leave chat that need to be more flexible, or at least "battle flow aware" regarding hand placement.

Tried to keep it short so not so much for others to read.

*Edits*

4) Better mini-map color scheme to distinguish "team" from "friendlies."

5) Increase range of targeted hostile detection for melee henchies.

**Note to the Arena.net staff--Thank you for all you have done in such a compact client. You have my deepest respect for creating a true programming masterpiece to not bog everyone down with some huge, slow, cumbersome, and hard to update client created from patchwork code.

Last edited by Sin; Apr 19, 2005 at 12:41 PM // 12:41..
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Old Apr 18, 2005, 09:43 AM // 09:43   #43
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- Gold should be able to be stored in the vaults.
- The option to 'teleport' as a team (between towns/districts).
- Item modifiers shouldn't be bound to the look of the item (ie fur-lined for AL vs Cold) so we can look and preform the way we want to.
- Include an armor-only vault or 'closet' so we can wear different armor for different situations, instead of just wasting our +AL vs Fire for a +AL vs Cold, etc.
- Darken the skills even more when you don't have enough energy for them. I hate making the wrong move in a desperate situation.
- The cost lowering of expertise should be incorperated into the skill cost (it doesn't display an energy discount).
- Give more flexability with dyes and apparel. More colours, more colour options (shade/hue), things like patterns or designs, armor shapes, etc. You can't go wrong by adding anything more when it comes to customization. Go nuts.
- While we're on it, just add more of everything customizable. Hair style, hair colour, facial hair....I don't really need to mension this as it's been mensioned 43958675648 times.
- You should be able to go back and edit your pvp only characters (more than just skills) without having to delete and start over again. Eliminate attribute refund points entirely for these characters, it's pointless.
- Why can we change around our attribute points outside of town? If we have to keep our skills, it would only make sense to have our attributes locked as well.
- The bow selection is slim when it comes to appearance. I shouldn't have to compramise it's look for ability, and I don't want one of those bows that looks just like my starter bow (why are there so many of them?).
- Balance the skills a little, and spread out some variety. Why do I always have to use fire magic to get anywhere? For an elementalist at least, have the equivalent to 'flare' in the three others, or create a new basic skill (energy storage based?) because until you get to Yak's Bend and start capturing half-decent skills, anything but fire is useless (and I tried hard, I really did) and this is very disapointing to feel so limited. The other classes are a much easier to work with, since most other skills aren't simply pure damage dealing like those of the elementalist. I would add, though, that the skill trainers be greatly improved. Have more of them, but each with less skills, and enough of having the same skills all over the place. Nobody likes to work hard to get to the next skill trainer, only to have them sell the same thing as the last guy. The skills as quest rewards, I noticed, were quite frequent this go around; keep heading in that direction - skill aquisition is an important part of the game.
- On the same note, give us a choice when rewarding us with skills. If I want to pursue a certain attribute line, I should be able to right from the get go.
- Each class should have some more basic healing skills. Most casters can't do any healing unless they are in battle (ether feast, aura of restore, vampiric touch...).
- When someone pings the compass map, show an arrow at the edge if the ping isn't visible.
- AI for your own character. The best example would be team formations. Movement, attacking and targeting are not fluid enough, and a little auto-xxxx would be nice (ie auto-attack after switching targets).
- It's waaaay harder than it should be to discriminate the teams in pvp. At first I had to get over the fact that 'red' doesn't mean 'enemy', then I had to get behind people to see their cape, then I had to work at clicking on the pale colour of the enemy instead of a teammates name when they were all clumped...then I had to tell the difference between dead and alive on the compass map. Small things like these cause big havoc in pvp, and they shouldn't exist. The enemies should almost glow bright red with giant target signs over their head (well, almost...). Please make it easier to target that which you want to target.

More to come in future pos...uh, edits. Thanks for making those rules Saus.

Last edited by Daemon; Apr 18, 2005 at 10:57 AM // 10:57..
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Old Apr 18, 2005, 09:59 AM // 09:59   #44
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  • If you are in a party doing a quest (I think this only applies to class quests) it would be nice to have multiple quest items drop. This really applies if you have two of the same class in a party. It is a pain to have to do the quest multiple times, when a few items had already been dropped. If a check could be made to see who has the quest and it drops items pre-tagged for that character it would be awesome.

    Storing gold in the vault would be fantastic.

    More characters is a must. Being limited to 4 per account seems harsh.

    Greater customization to starting characters facial features and clothing outfits. Perhaps choosing a starting color for your outfit and making various outfits available. It would be nice to have it where everyone doesn't look the same, but the classes still remain distinguishable.

    It would be nice to be able to zoom in and out of the minimap. Sometimes I would know I need to go one direction, but roa
    ds would diverge and I wouldn't know which one was proper. If I could have zoomed out of even scrolled in it, I would have known.

    Perhaps even putting quest locations on the main map would be helpful.

    I have no idea if this can be implemented, but sometimes I'd like to be able to go off a cliff. I could make shorcuts and save time doing this. Falling damage could even be incorporated as well. Granted, some cliffs could kill you, but smaller ones would be perfectly acceptable.

    I'd like to be able to change my npc allies's aggressiveness. As a necro, sometimes I wanted my minions to not attack, yet hey would charge off seeking combat. This would draw me into useless fights. A simple "follow me" or "don't attack" command would be great.

    Also, perhaps after I reach a certain level above a monster, it would be nice if it didn't attack me. If I'm at the point where killing it gives me no experience, it becomes tedious to trudge through waves of them, just to get to the next town on my map. This would probably only be applicable in the explorable zones, as opposed to the missions.

    If the last point isn't feasible, perhaps just scale the monsters up. For example, the gargoyles and elementals outside Ascalon City are lvl1 and 2 initially. Later on, when I'm level 11, they are still 1 and 2 and continue to attack me. Increase their level as my level goes up, so I continue to face challenges wherever I go.

    It might be tricky and require some sort of check, but quest sharing amongst a group would be nice. For example, on the Cities of Ascalon quest, one of our party members had missed the quest-giver and was unable to gain "credit" for going to the differnt locations. If we could have shred the quest with them, it would havbe saved lots of frustration.

    On a related note, make the quests a little more detailed. I.e. state the giver and their location and the receiver/goal and it's destination. Sometimes it was ambiguous and a clear-cut bullet would be great.

    Additionally, it would be nice if there was a quicker way for a group to see what quests they share. We wasted so much time typing in all the names of quests and trying to compare them. Simply being able to see in your quest bar which ones are shared with others in your party would make things so much more convenient.


It may sound nitpicky, but I really racked my braiun for suggestions. Everything is so wonderful and perfect; these are just merely thoughts to make things even more fluid when playing. The only die-hard things that I would be extremely dissapointed in not seeing are the first two points. Everything else would just be gravy on top.
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Old Apr 18, 2005, 10:51 AM // 10:51   #45
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More building customizations: I acquired a Guild Hall for my guild, which I thought was very nice, and then one of my members raised a good point. "Why can't we go inside anywhere?" There should be upgrades that you can get by doing quests; interior rooms, vault access, a skill trainer, etc. so that the Guild Hall is more of a Guild Town.

Also, an Explorable Area around Guild Halls would be very nice, since people could easily party with Guild Members to go leveling or try to make money. Different areas of the island could have monsters from level 10-25, for example, so that everyone has a challenge.

I agree, dyes should do more to armor, but I do not think there should be more of them. A dye trader in Ascalon also may be a bad idea, because it would generate too much early revenues.

Maybe I missed it, but is there a Ranger quest-giver in Yak's Bend?

A more in-depth version of the Guild History would be nice: It should show things like "A Guild Battle lead by _____ was (won/lost) after _____ minutes of battle." The current one is mainly just "_____ invited by ______" for most of the time...

(Probably) more to come!
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Old Apr 18, 2005, 12:53 PM // 12:53   #46
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thanks for another wonderful BWE!

i hope Anet is still planning on setting up some kind of auction house where ppl can just place their items on sale/bid and be on their way.. in addition to that i remember reading that you guys plan on adding arenas with chosen teams as well as one for 1v1 duelling. I was looking forward to these features and i'm glad this BWE took a step in that direction. i was also happy to see some lvl 20 PvE content in the game...

i have to ask this though... why doesn't Anet have an update log on the changes that are made? I hope after the release there will be more info on what's happening ...

there are some things which i think need improvement on. firstly the interface.. its not that its ugly but the look of it doesn't quite gel with the fantasy theme. Also i think changing the fonts to something more appealing and fantasy like will add a whole new dimension to the interface visually, just like diablo had its Exocet fonts.

functionality-wise there are two areas which still bug me.. the inventory and the shop window.
its a pain having to sift thru different bags constantly to look for items and then moving them about to salvage or id them. i thought the idea of having bags was to make it easier to manage your items not make it more troublesome. i suggest that everyone starts off with 3 bags... a main one for weapons and armour(salvageable items and kits go here too) , 1 for crafting components, and 1 misc one for runes, weapon components, collectors items etc... later in the game you can buy separate bags that will give you more slots.. eg a components bag that will give you 5 extra slots for holding components. this way things are more organized and everything that can be salvaged/IDed goes into 1 window.

as for the shop window, its just not very well done.. what happened to drag and drop? i don't like the list method esp for selling.. some of the item names are really long and overlap each other and it looks quite ugly. i would like to have a more intuitive drag and drop system.
items should be more enticing to find. i've found some cool looking items(like shadow blade or shield of the wing) but they don't do anything special.. how about some modifiers like % chance of spell being cast on hit for eg an axe with 5% chance of casting lvl 5 blackout on hit. i know Anet wants everyone to be on lvl ground but i think that will get boring after a while esp with the lvl cap of 20. and why else would lvl 20 chars spend time in places like fissure of woe?

i still think there should be more lvl 20 PvE content(and respective rewards(read-motivation) to do it. PvP is fun no doubt but if you keep doing it, it gets boring too ..

edit:

the ability to remove runes from a piece of armour with a % chance of the rune being destroyed. imagine if you stick a superior rune in your body armour and decide that the health penalty is too much. there's nothing you can do except ditch both your armour and rune, which can be too costly. Or if you decide to switch from 1 skill line to another thus rendering that rune useless, or if you want to upgrade your rune... adding this option would be helpful..

another note : after spending 1.5k and 12 silk i was quite disappointed with my ele's adept armour.. it resembles the starter armour.. whitish with only the trimmings able to be dyed, whereas in the shop window it looked like a solid blue colour...

Last edited by rithien; Apr 19, 2005 at 04:38 AM // 04:38..
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Old Apr 18, 2005, 01:01 PM // 13:01   #47
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A few things (I'll add more later I'm just very tired at the moment having stayed up so late).

In game tutorial.

I don't think it goes far enough. Yes it was okay for me but I've played other beta weekends and MMORGS before. I just think it needs to go down to the basic level. For example: When you get a quest it tells you what a quest is, how to look at your quest log. How to talk to or interact with an npc etc. At the moment I'm not sure it caters for new gamers sufficiently (and although the manual will cover the info, well people have a tendency not to read game manuals).

Pets.

I had a few problems with my pet. The new AI was greatly improved but sometimes the pet just couldn't be bothered to attack an opponent I was fighting (unless this was because it was a cat pet and the AI is coded to add random acts of sun lounging to cat pets). I was also a little unhappy that it would attack my current target despite me switching targets in battle (ie I attack one target, the pet attacks it, I switch to a second target, the pet switches to the second target). I wanted it to stay on one, so I can target the other. I don't want high levels of pet control just a simple attack selected target, don't attack selected target.

Mesmer Costumes

I'm sure there was four mesmer outfits in the last BWE rather than the three now.

Character model loading

Can something be done to prevent the annoying character model loading when you start creating a character. It looks a bit cheap that hair, clothes etc take a while to show when you select them for the first time.

Seperate International/European regions

Sorry don't like them. I felt it was better when there was just the one as it was much easier to find a group at the times I was on. On the European districts finding groups was harder as no one spoke English, and the US ones were pretty quiet population wise at the time. I just prefered it when everyone was together.
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Old Apr 18, 2005, 01:54 PM // 13:54   #48
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Greetings everyone, players and developers alike!

I have just finished playing through all the Beta events, and I must say that this game has come a LONG way from the start. Just about every small detail I can think of has already been brought up, and thanks to the Staff's attentiveness, alot of them have been addressed and added very skillfully. I've Beta tested a bunch of other games before (EQ, SWG among them) and I have never seen the kind of response and attention that has been given to this game so far. Great job Staff- and keep it going. You've got a wonderful game that I can't wait to start playing for real!!

I have just one suggestion. I have not seen this yet, but I would like to suggest daytime changes during the game, such as visual changes between night and day and a general passage of time. I have spent most of my Beta time in pre-Searing Ascalon checking out the textures, zones, quests, combat and the overall feel of the game. I did spend a small amount of time in post-Searing Ascalon, but did not notice if there was any change in time. I'm not sure what kind of programming burden that graphic detail would be, but its nice to think about for future expansions or patches. Also- an individual character life timer would be nice- sort of a 'Born on Date' system that marks the date you created a character and how old they are (how many years/days/hours/minutes you have spent logged in playing them).

This game is beautiful and entertaining. Great job developing and programming it! I'll be campaigning all my friends to join me in here once it goes live. Until our paths cross in the future...

Boos

Boos the Persuasive (MES/NEC)
UYO the Seeking (MNK/RNG)
Pork Chop Lover (MES/RNG) - PVP
Ikara the Dreadful (WAR/NEC)

"I amuse myself so much more than I will ever amuse anyone else..."
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Old Apr 18, 2005, 02:34 PM // 14:34   #49
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* on the login screen... it would be nice to see what each character is (besides just the name), what level that character is at, what professions that character has...
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Old Apr 18, 2005, 02:34 PM // 14:34   #50
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Default Things I would love to see!

First off please give us the ability to change or simply add an auto feature that allows us alternate views at the log in screen. It gets really boring seeing tents scrolling in and out and you people have created very beautiful landscapes show them off!

Now moving on to the next suggestion, it may be hard may be easy: when a person is in a zone alone, allow them to call for help from a friend that is online so that the friend may enter the zone you are in. This could possibly be done through some sort of whisper/join command I am no programmer you tell me if its possible! This is useful because if the person has cleared out most of the monsters on his/her own it would be a real pain to have to do it again by going to the city and getting a friend.

This may or may not be in the works but allow a /filterbadword on-off command so If you are an adult or simply wish to see the profaine words instead of --- or ---- it will allow you to.

PLEASE allow the ability to swap skills DURING a mission or simply while out exploring. Personally I see no downside to allowing this but if you must put a limit then make the skills have a waiting period of 1 minute after they have been swapped out to become active

PLEASE make it so that any named creature drops good or at least decent items/skill runes after they are killed. These creatures are often alot tougher than average monsters and we would like some better items and such from them. The morale boost is great but thats not a real incentive for killing such monsters.

Finally I just want to say that I read a few of the posts before me and I LOVE the idea of having a personal house and picking where you want it in accordance to the zones you have already been in. In addtion I love the idea of allowing "noobs" the ability to pvp in pre-searing ascalon zones! Also I love the idea of being able to take the runes and such out of your armor/weapons perhaps you could modify weapons to have slots instead of just double clicking on the rune/whatever and adding it permanently to the weapon. Takes alot of work getting those things to loose them with an armor upgrade.

Thanks for taking the time to read my suggestions!
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Old Apr 18, 2005, 02:47 PM // 14:47   #51
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Post Just my 2 cents

First of all, what a great game! I've really enjoyed the innovative approaches implemented in various aspects of the game. I hooked two more friends on it during the weekend. It just sucks that we have to wait for the release now!

From playing the final BWE this weekend (my first intro to GW) I came up with the following difficulties/suggestions:

1) Improve locating friends. Maybe have the servers automatically place friends within the same district. Maybe add a function to automatically travel to a town nearest to the friend's location.

2) Add a party-member "follow" ability. Maybe just click on the party member to follow them.

3) Allow partys to stay together when "map traveling" to a city. Maybe send a request notification to the other party members or use the "countdown" with a cancel button (as is done on party quests).

4) The green used to identify party members on the radar map were too close in color to other neutral people. It was difficult to tell them apart sometimes.

5) Remove any quest items from inventory after the "searing".

6) Allow parties of 4 before the "searing".

7) Make the Academy mission fair. My party of two was placed against a party of 4 during the combat. We didn't stand a chance.

8) The game sound had a few problems while running Skype to talk to friends over the internet. (Was using a cable modem, bandwidth should have been adequate.) Perhaps improve the compatibility with various internet telephony programs.

9) Make the data communications wireless link friendly. I had one friend log into my local LAN via wireless to play. Even though signal strength was excellent, the game had performance issues, such as characters appearing as standing still while they were actually running around. Finally had to plug a cable into my friend's computer to play effectively.

I've never played a MMORPG before because I REALLY don't want to pay monthly fees. The promise of no monthly fees intrigued me enough to give it a try. I am pleasantly surprised. More kudos to you innovative approaches.

Dwiggit
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Old Apr 18, 2005, 03:45 PM // 15:45   #52
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* Interface changes for inventory. (didn’t like it)
- I like to be able to open more then one bag at once, rather then juggle from one bag to the next while moving things and looking for other things..
- Bring back the ability to open one bag to all the bags at once as the user wishes.
- Can’t open inventory once talking to the outfitter, need tp open inventory before interacting with the NPC. Like to see that changed to be able to open/close inventory at will while talking to NPC. Ties into not having to juggle around bags as in stated above.
- Love the vaults!


*Finding Team Mates
- It’s very helpful to have some text over the person’s head when talking now. However it would be nice to have a way to find team mates. ~~Make the dot color in the mini map of Guild members different to help make them stand out more.~~
- Change party member mini map dot color too, green is the same as NPCs and a distinction between the two would be nice.
- Some people for whatever reason split off from their party in a quest and then can’t find them. When out of reach the ping is useless. Maybe modify the ping, or put an arrow (like the one used to help guide in quests) on the mini to help guide those stray sheep back to the party. Could maybe even add a signal flare.
note:Something needs to be done about finding a party faster, lots of ideas for this so I'm not going to add anything on that.


*Finding NPCs
-When completing a quest logs are updated, told to return to (NPC Name) for reward. It would be nice if the area/outpost/city the NPC is located in are added to the logs. Some quests are within the immediate area and not so bad like the King’s Message to the Ambassador just outside of AC, but others like the Duke’s daughter isn’t so near. Trying to remember where each NPC is, isn’t always easy. Jumping from outpost to outpost looking for a NPC is kind of frustrating.


*Henchmen Tweak
- They are a little smarter but one problem I had was when using ranged characters the fighter would stand next to me while I’m fighting something at a distance. Would have liked the Fighter to rush in there and help out but it would only go fight when I got near enough to the target. People have suggested commands for the NPC and I think is it’s simple that could be helpful. Don’t want to turn NPCs into controllable characters like SWAT 4… simple and basic is needed while reliable.
- When party all got killed and were resurrected at the resurrection point two times the healer would run off and die someplace…. Very odd, this is a bug but while on the subject it’s been posted here.


*Messaging Spam
- When turning off trade ($) chat I wasn’t surprised to see people still sending messages via the all (!) chat. The current format for Chat is a lot like an idea I suggested (in these forums no less) and I’m happy to see it added. Although the spam did cut down, sadly it still isn’t gone. When trying to think of a solution there isn’t much more that could be done. Making an area for trading would help, but some would still be in town doing what they do. Public awareness would be the best way to deal with spam. Having the GW player community aware of the trade chat and try to get everybody using that only... seems to be the best solution. So, bang it into the player base’s head to use ($) for trade chat!


*Personal Touch
- I made a post I think in the Febeta about having a home/apartment for our characters that someone referred to on the 1st page of this thread, was glad to see that. It’s something I’d still like to see added if not now, then maybe as an added feature for the first expansion pack.
Guildwars is about action, but also about class and style as we can color our clothing and have different styles to choose from while crafting. I’d like to see GW expand on the detail by adding a house/apartment that we can use to put items in like the vault, invite people over to show off some things we could get though quests used to pimp up the house as trophies and so on. It’s not needed, but it would really set GW apart from other games, and would also appeal to another type of gamer who enjoys those kinds of things.


*Other Ideas
- When in the Area next to towns like AC when fighting PvP have a team streak indicator. In the arena where the parties fight, and outside in the queue area have the highest streaks message sent like the Hall of Hero victory messages. Also in the attributes (I) area where it shows Fame and Rank, also add a PvP streak that has your highest winning streak posted.

- When idol for a while have the characters do things like make funny faces or act like they are board, or just get them to start doing random emotions like dancing or sitting...

- Have an option to hide your cape, toggle cape on/off. They are really sweet, but sometimes you want to show off your armor and it takes away from the full view.

Update the interaction with the NPCs who tell you where to learn new skills. When learning the skills from different NPCs and looking up where/who to get more skill quests from update the list. "You've already went to see (name) and learned from him/her. I don't know where else you could go for more skills, sorry." The NPC should indicate 'All skill's for that profession have been obtained.' something to that effect... update the dialog with the NPC!!




note: I've played every event: E3 for Everybody, October Event, and all the beta weekends. I've seen in each event GuildWars slowly evolving into what it was this weekend and I'm looking forward to seeing the retail version come next week. Thank you to the developers for being open to our ideas. This will truly be a great game that I'm looking forward to enjoy. Thank you for the experience, thank you for the future fun.

Last edited by Pipahh; Apr 18, 2005 at 03:57 PM // 15:57..
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Old Apr 18, 2005, 04:17 PM // 16:17   #53
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Randomized Name Generator
There are times when people are stumped for names. Some sort of randomized name generator (perhaps picks names based on your first profession, even) would be wonderful.

Party Window
It is difficult to know what professions each party member has unless you target each individual party member. This is hassle when everyone is running about, such as in PvP, and you are playing with random people at every game. I suggest that in the Party Window, each character's professions are also displayed. So, example:
Galatea Nereid (1) (E/Me)
I know that this shows up BEFORE a mission while you are still building your party, arranging skills, etc.. but once you have entered a mission, the info is gone.

Character Locations
Extremely useful with guild members, party members, and friends. I would like to see a "Find/Locate" option on their drop-down menus. Sometimes people go AFK or miss messages and don't communicate well, so it would be easy to just look up where someone is and jump to their location so you can party with thme.

/invite
The text command /invite playername would be extremely helpful, especially when the characters aren't within targetting range. Also useful would be to have an "Invite to party" option in the drop-down menus of guild members and friends list. So far, the friends list has only been useful to find out if a friend is on- or off-line, and what character name they are on. I would like to have an ease of grouping with my friends/guild members, as well.

Post Office
I think the vaults are great and would like to suggest the option of placing gold, as others have mentioned - what if you plan to delete your character and want to transfer everything over to the new one. But also, I think a postal office type of system should be implemented - similar to the vault, but maybe with 5-10 spaces, a place to type a message, and also the ability to send gold -- to OTHER characters/players. Assuming I want to send a shield I found to a friend, but he's offline, I could send it to him through the post office (for a small fee), and he later could pick it up at the post office, and maybe even send back some gold to me to pay for the shield.

Auction House
The trade channel is awesome, but there should still be a trading post or auction house that lists the available items for sale and the ability to purchase from this searchable list. The trade channel is useful in that people can spam their WTB/WTS messages, however, what if someone has some crafting material they want to sell but just aren't announcing it at the moment, and no one is responding to your WTB messages? Some sort of organized system to house this information would be really valuable and would be much more efficient.

Shared Quests
If two people have the same quest and group together in a party to work on the quest, then it should count for both of them. I didn't do a lot of questing, but I noticed at times, only I would receive credit for doing a quest, then we would have to re-do it for the other person to gain credit.

Saving Skill Sets
I know pretty much everyone has over 8 skills acquired, and it is a hassle to have to keep switching in/out certain skills if you know you always use them. We should be able to save skill sets, maybe up to 5 or so, for different types of gaming experiences and such. Sometimes, as an elementalist, I want to focus on all attack, and other times I may want to throw in my Mesmer skills, etc. Or another example, for war/monks to have different skill sets saved depending on if there is no monk in a party, one monk, or two; etc..

Monk - Energy
I started playing Monk in PVP Tombs with my guild members. I selected "Divine Healer", with maxed Divine & Healing skills, but I changed some of my skills around. I also made sure to select armor/weapons/etc. that increased my health & energy to the max. I had 67 energy, which definitely was not a lot. The good healing spells cost 10-15 energy, while the low-cost ones (5 energy) don't heal that much (example: Orison of Healing for around only 60 health). I suggest either increasing the amount of energy we have, increasing the amount of health we heal, or decreasing the energy-cost of spells. Waiting around for 15 energy to heal my party at a weak 67 each is not worth it. I found that during battles, I was always under 25% of my energy. Also, being the main target of the opponents, it is difficult to keep myself alive and at the same time heal my party. The spells I have been using to heal myself are "Orison of Healing" and "Signet of Devotion", and they don't do as much as I wish they would. I find I have to depend on someone with a 2nd profession of monk to cast enchantments such as "Life Bond" and "Mending" on me.

Personalized Emotes (& other emote suggestions)

1. /em, /emote
To type personalized emotes.
EX: /em is eating a snack.
TEXT: Galatea Nereid is eating a snack.

2. emotes & targets
Right now, an emote prints out text of what your character is doing. For example, /cheer would print, "Galatea Nereid cheers!" That should be the default; however, add an emote relation to targets. Example, if I target my friend Iron Giant AWH, then /cheer would print: "Galatea Nereid cheers for Iron Giant AWH!"

3. Other emotes I'd like to see added:
/cry, /poke, /hug, /panic, /piano, /goodbye (or /farewell), /angry (or /mad, /fume), /smile, /blush (or /embarassed, /shy), etc.

Party Size Pre-Seared Ascalon
Maybe up to three or four could be the max. I realize the exp cut would be significant, but I was trying to show two people new to the game how to play but could only go out with one of them into the fighting areas.

/follow
Some sort of follow that will stay on even after target has moved. Good for when people go AFK/BRB.

Color Dyes
Have an option to dye either the fine detailing of the armor (what it is now), or dying main color of the armor.

Customizing Weapons
Will customizing weapons always add 20% damage? It would be nice to have different customizing options for weapons, either our choice, or something based on our professions. Example, monks could have their weapons add energy, or elementalists could have their weapons add elemental damage.

Last edited by Galatea; Apr 25, 2005 at 03:50 AM // 03:50.. Reason: Added more suggestions
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Old Apr 18, 2005, 05:04 PM // 17:04   #54
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  • Implement different text for NPCs when you try to talk to them in mid-battle. I often clicked on someone I was rescuing or escorting in order to save their hide, only to be told to 'stop wagging my tongue and start wooping some butt' or some other insolent quip. This sort of line is acceptable from haughty royalty like prince Rurik (although it makes him hated even more) but it seems very out of order for for instance the simple farmers trusting adventurers to solve all their problems for them.
  • The balancing for the academy fight indeed seems awkward, I was similarly placed on the wrong side of a 2 vs 4 situation where the average level of us two was lower than the average level of the 4, something any balancing algorithm would want to prevent. As an introduction to PvP, this sort of experience seems to do damage rather than promote it.
  • The current implementation of world at war doesn't seem to hamper any of the worlds significantly, since control over the Hall of Heroes switches several times per day; it just forces people to wait a bit longer before being able to play the Temple of Ages missions. Since this seems to be the only competitive interaction between the 'worlds' in the worlds at war concept, I think this could use some fleshing out. Perhaps the world that last won the hall can get an unfair advantage over the other worlds so only a clearly superior team or lack of defending teams can switch the favour of the Gods?
  • There's much to be said for the simplicity of the new icons and windows, but it's too bad a lot of beautiful artwork was lost to get them. Skill icons are now covered up by the glassy sheen and frame (especially elite icons, there's not much left of the actual icon there), the purple/green/yellow borders around skills and conditions in the monitor are just plain colours, no decoration whatsoever (and a bright green necro skill with a bright magenta border is a painful sight). It really breaks with the lush artwork and decoration of the world itself, removing quite a bit of the immersion effect for me.
  • I'm not certain if the increase in salvaging goods/crafting items/monster-specific items was just done for the last BWE to let everyone make what they wanted to make, but combined with the number of quest items you usually run around with and the initial lower capacity of inventory, the extra room for items the vault offered wasn't hardly enough to stop inventories from clogging. This is the first BWE in which my guild repeatedly had to pause -during- missions and exploration to just salvage materials we hoped we wouldn't need, in order to clear up inventory space. I'd prefer mission challenge to remain the enemy difficulty, not the amount of items they saddle you up with.
  • I had distinct trouble selecting items to pick up this BWE for some reason, had to make sure my mouse hovered over the gold, or was hovering over the item I could select; in short, I had to pay attention to it, unlike previous BWEs. Not sure what (if anything) changed, one suggestion I can make to improve item pickups is to prioritize the item assigned to you when hovering over a pile of items - I often got the 'this item is reserved for another player' many times while trying to get the item that was lying right next to it that -was- assigned to me.
Looking forward to the release!

Last edited by Silmor; Apr 18, 2005 at 05:06 PM // 17:06..
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Old Apr 18, 2005, 06:12 PM // 18:12   #55
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I dunno if this has been mentioned, i didn't have time to read the entire thread. I'm suggesting a druid sort of class. maybe with plant control and/or natural powers.
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Old Apr 18, 2005, 06:17 PM // 18:17   #56
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Default A few things that just arn't right.

I love this game, I really do and I had a wonderful time this BWE. However, there are a few small things in Guildwars that just make me grind my teeth when I come across them.

1. Sometimes I get trapped by the dumbest things that shouldn't even be a bother, like a leaf on a plant, or a branch on a tree. More than once I was killed because I couldn't brush by one of these giant leaves or branches.

2. Some of the landscapes in the post-searing world are just not right, they have too many pits and gullies that just don't seem real looking and distort the feel of good-proper destruction. The main point of this is that with these gullies and pits and valleys that just seem placed in anywhere, I get stuck up on a slight incline and can't move forward. That’s drives me crazy, we're warriors and ruffians damn it!! I should be able to walk over a slight incline in the landscape. I think the landscapes could be made to look and feel more realistic, (even for a war torn area) and made so that a slight downhill could be traversed and not hold me up.

3. Monsters that shoot and hit me through solid objects like boulders, trees and walls. When I run for cover behind these things, they do nothing for me, but when I try to hit a baddy through them, my view and aim is "Obstructed". It’s very frustrating.


4. When attacking, if I shoot and an enemy moves out of line of shot, my shot hits the ground, however, when in PvE a monster (Skel Archer) shoots, I can run around in circles and every-which-way and those arrows still hit me like I was standing still. Very frustrating. Perhaps it’s just my game ignorance, if it is, please let me know.

Except for these few things. I am very very happy with guildwars and foresee a very long intimate relationship with each other, LOL. I have already warned my mates and family that I shall be a hermit for the first month after release.

Thanks ArenaNet !!! You've done a great job...above exempted.
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Old Apr 18, 2005, 06:28 PM // 18:28   #57
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I agree with the inclines. Its not like your typical mmo where you can really run around everywhere. We should be able to run up alittle hill.

The game is great, and so nicely polished, I am very impressed.
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Old Apr 18, 2005, 06:42 PM // 18:42   #58
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Area List on login

Please add a United Kingdom option to the list, along side America, Europe and Korea.

The reason is that I don't want to be winning battles for America on the ladder, Europe is full of people speaking french and german, and Korea is... we it's Korea! I want somewhere that I can go find englishmen! hehe

Leaving and Moving Areas

Oh, also, add a "ready" feature to leaving area's. As it stands, one person can leave the area for the whole group, which is a good thing, but not good if someone isn't ready. So, To over come this, when person 1 enters the "leaving zone" All party members will get a window up with a button to check when you are ready. Once all buttons are checked, the party will leave the area, no matter where you are or what you are doing.

Please also make it so that parties don't get seperated by teleportation (using map) automatically, but so that you can select to leave the party if you wish.

Last edited by Horogan Sivoris; Apr 19, 2005 at 11:21 AM // 11:21..
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Old Apr 18, 2005, 07:03 PM // 19:03   #59
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Insanely long, here I'm sorry.

I played in an open beta weekend a few months ago, this past weekend was my first BWE. I noticed quite a lot of improvements, and had a fantastic time playing. I didn't get much past pre-searing with any character, so my comments are mostly relevant to pre-searing only:

Collectors
The collection quests are nice side quests that give you something to look forward to when laying waste to various creatures on the path through a quest. Many new players may not even know they exist, however. The name of the NPC is a hint, but a (perhaps separate color) exclamation mark over the collection quest npc's might be a good idea.

It would be great if the collection npc could add a quest to collect the items, particularly for the return journey. I had a hard time locating Kaylee again when I was finally able to get my ringmail hauberk.

Statistics display on the reward items for collection quests -before you get them- would be nice.

Limit the number of belt pouches you can get from the collectors who give them (the shark fin guy and the worn belt guy), or reduce the belt pouch's gold value. I ended up accidentally farming well over a platinum by collecting tons of worn belts and fins before I left pre-searing. Judging by the prices I saw in Ascalon City for various things, that ended up trivializing gold prices at an early level.

There were a few collectors who wanted items that I never saw: Collossal Jawbones and Warden's Trophies were two that I noticed. Both were around Rurik keep, so I may have missed an entire area somehow. I did want the shield though Also, there was a collector in the catacombs that wanted some item that I never saw drop. Also, there are two collectors for Gargoyle Skulls that are 'out of rewards'... why are they even present?

There are minor equipment upgrades available from collectors for pretty much everything except for Helms and Swords. I find the default warriors helmet particularly ugly and was hoping to get a nicer peice. Again, I could have missed a location, although I thought I was pretty careful about exploring everything.

Characters
I'm an appearance junkie... I spend a lot of time trying to make my character look good and distinct. Thus, like many others, I also put in a vote for increased character options.

I'd like to be able to turn off visibility of cloaks (if only in PVE). The cloaks are far superior to most MMO's implementations (aside from City of Heroes), but I've never been a fan of the cloak 'look'. And, since I spend so much time looking at the back of my character, I'd like to enjoy the reflections on the back of the armor . Ideally, this would approximate the functionality of World of Warcraft's where you toggle off the display and nobody sees the item at all.

I'd also like to turn off helm visibility. One of the best features of the character graphics are the head and hair art, but I don't like looking at most helmets. Again, I'd like it to emulate WoW's functionality here.

More skin tones. There seem to be a lot of 'sickly pale' skin tones for all the classes, and then the ultra-dark. Its difficult to get a nice in-between.

More faces. The ones available are great, but of course I'd like to see more. I'm most interested in being able to share the class' faces. For instance, there are a couple of truly lovely oriental female faces in the monk selection set that I'd like to be able to use in any of the other classes.

Less segregation of appearance options between classes in general. Armor styles and animations make sense from a class-recognizability standpoint in PVP, but faces, hair, skin tone, and build aren't necessarily important for that.

Skills
I would like to be able to change out skills during a mission. I understand that the 8 skill limit and the lock during missions may be an intentional mechanic to prevent skill swapping uberbuilds. However, if I am exploring a region as my bleed-centered swordsman, and I encounter a large patch of undead, I'd like to be able to adapt. Or, if my team is battling our way through a mission and the Monk drops, I'd like to be able to grab a few more of my monk secondaries on the fly to help fill in the gap.

Similarly, certain skills seem to have fairly situational usefulness. Since it is difficult to predict when those situations will come up, and since your skill choices are locked at the start of a mission, those skills degrade in value. A general-purpose skill is more likely to be of use.

Perhaps skill swapping could be enabled with a lock on all skills for 30 seconds after a swap. Or, perhaps a skill change can be granted once or twice per mission. Or, disabled entirely in PVP, but available for PvE, depending on the reasons for the mechanic.

I'll echo interest in giving the non-fire elementalists an early helping hand. The same goes for all classes, though. Perhaps the first skill gift by the first trainer can come with an option for playstyle?
"You have done well in removing the skale from their river perch, but tell me, what elemental path interests you most?
> I wish to rain fire from the heavens to defeat my foes
> I desire to petrify my enemies in a frosty grip of ice
> Crushing my enemies with the colossal weight of earth is my vision
> I seek great winds and lighting, buffeting and tearing the flesh from my foes
> The elements are grand, but I hope to harness the visceral energies of magic directly."
The choice would provide them with a starting skill set and perhaps appropriate starter weapon. Some skills can exist in mutliple sets, of course, but every attribute should provide benefit to those who wish to raise it immediately.

The attribute system wasn't explained to me, I stumbled on it while investigating the menu. It might be nice to include a tutorial on that in some way. Perhaps having the initial trainer take a player through the steps, and maybe make the choice above based on what attribute she chooses to raise a point?

Quests and Items
There seems to be a few quest items floating around in the PSA that don't tie to quests that I could find. Simmering Scales from the Skale (I had two), and Gwen's chunk of tapestry. I could have missed the quests of course, but I ended up in PSA with both of these.

Perhaps quest items could be given a special inventory space? With crafting materials, loot, and toolkits, I found the space to be at a premium, even before I had to carry around an uncleansed horn, bear pelt, fancy feather, shiny pearl, etc. Maybe these can be listed in a 'key item' list that doesn't take up bag room.

Vault access would be nice for PSA characters. If nothing else, to have a place to store the iron ingots and such that I pick up (and sell to save space).

When identifying and salvaging, the pointer should be able to open bags instead of having to move everything to the main backpack.

The final talk with Tydus to enter the Academy doesn't have a exclamation mark over his head. I almost forgot who I was to talk to by the time I finished all my other quests.

The pig roundup quest near the Abbey is difficult to find, as the farmer doesn't have an exclamation point over his head.

The first stage of the Academy is a great idea. It does, however, need a notice about what's going on. My first time there, I was wandering around while the counter ticked down, not knowing what was happening. Then, the door opened, and I saw players rushing at me. I don't see any consequence whether you win or lose, but it would be nice to get a message from the game saying something to the effect of "Welcome to training, recruit. We like to start things off with a bang here at the Academy, so your first test will pit your skills against other new recruits. You'll be facing them in a head to head battle in moments, so prepare yourself!"

My first time into the Academy, in addition to not expecting what I got, pitted my poor, lone E/N5 against two rangers and their wolves. I died four times without being able to put up even the slightest fight. I've never experienced what I would call 'Sanctioned Ganking' until this particular event, and although I laughed the whole time I struggled to stay alive, I would imagine a similar experience could sour the event for many players. I believe a more aggressive team-balancing solution is needed here. Maybe fill in team number imbalances with appropriate level mercenaries, class choice of the player (s) with the small number.
My second time into the fray, with a W/N7, I was well prepared and expecting a fight. Plus, I was assigned an E/Mo who was a great help. We outmatched the other team (Ranger and Warrior duo I think) but the fight was much better. Because I know the experience can be a good one, I don't recommend removing or weakening the event in any way, only make sure the player is well informed and placed (somewhat) fairly with a team.

My first time through the Academy, I was dumped in Old Ascalon, and wasn't able to find my way to a city zone before I had to quit for the night. My second time through, I was placed in Ascalon City. I'm not sure what chooses where you end up (perhaps the fact that I won the second time?) but I think players should be guaranteed to be placed in Ascalon City.

General
I had a number of crashing issues throughout the weekend (My computer I think). I would like to suggest that a link death timer be provided for such situations so a player who goes LD doesn't log out instantly, and instead stays around for a half minute or so. That way the player doesn't have to start a mission over, abandon his team totally, or have to travel the potentially long distance to where they experienced the problem. Player choice whether to log out instantly on LD or stick around could be implemented as an option. (In case players don't want to be standing corpses in a pvp match . Of course, should the same account reconnect, they should reposess the linkdead character without returning to a town.

Like many others, I'd like to remove many of the terrain blockages throughout many zones. I bugged the really silly ones that I ran into, but there were many more that stick out as being rediculous and frustrating. A three foot drop is only a barrier to the physically challenged, and my judging by how far my warrior can run before she is even slightly winded, I wouldn't place her in that category. There is of course a reasonable cliff height at which placing a barrier is reasonable if falling is a concern. I understand that AI and such might be a barrier to this, but I'm more than willing to put up with barrier-ignoring NPCs (a-la EQ) if it reduces my need to double back and walk around the tiny ditch. If the real concern is that you wished to make the world look bigger by doing this, shame on you.

Gwen, as it turns out, is actually a 20 foot wide demon who has donned a cute-girl illusion. She trapped me against walls, ditches, fences, rocks, and monsters regularly, just standing there and twirling. Sometimes it required a relog/map teleport to get out. Her collision radius is ginormous.

Jumping. I miss it. I really do. If anything, just allow a running-jump version of the jump emote that I can bind to a key, that provides nothing but the illusion that the character is jumping.

Emotes. Targeted would be nice. More standard ones such as /hug which don't require any animation are a big part of these. And of course the general purpose /emote, /me, whatever.

Aggro range. Can we get this toned down a tad? particularly when you're running through a level 1/2 area with a level 7 warrior. The enemies aren't even close to a challenge, but you can't run by them without attracting a horde. And then, of course, you get stuck between a bush and the Gwen Demon and have to face 40 level 1 goobers. Also, it would be nice if they gave up chasing a little sooner.

Last edited by Keza; Apr 18, 2005 at 07:15 PM // 19:15..
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Old Apr 18, 2005, 07:20 PM // 19:20   #60
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Probably been mentioned a time or 2 and I just haven't seen it...but I'd like it if groups stayed together when entering towns like Ascalon city. I dont understand why the group needs to be broken up when its time to head back to turn in missions, sell loot, etc...while its not difficult to find out what district folks are in, it's annoying none the less.

I'd like the group member icons on the compass to be a different color than blue so that its easier to spot them.

The ability to untarget a person or object would be nice if you are done examining/dealing with it/them.

A /follow mode would be nice so that the leader heading to a mission target can "lead" the party there.

Last edited by Zato; Apr 18, 2005 at 07:25 PM // 19:25.. Reason: added more
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