Feb 21, 2005, 07:55 PM // 19:55
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#61
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Elite Guru
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I hope I wasn't the only one who found it impossible to explore hunting grounds with just henchmen once I reached the Shiverpeaks this event. Kryta was also beyond difficult. One of my favorite aspects since E3 was just checking out wilderness zones on my own, fighting monsters and uncovering the map. I don't always like to drag other players along with me when I do this since I go slow and search every corner. Sadly, I didn't stand a chance with either my E/Mo or W/Mo, even with the maximum amount of henchmen you can take and being on a reasonably higher level than the monsters. With human players, however, it's a breeze.
Someone in this thread suggested adjusting the difficulty or quantity of the monsters based on the party size. Changing the PvE areas to make the enemies dynamic like this would probably take a buttload of more work, and the devs have a lot more pressing things to do. If any changes are made, though, I hope character level and whether or not henchmen are in the party can be taken into consideration for adjusting PvE content to be more balanced. I don't want to level forever and then receive no experience once I'm strong enough to go where I want. :/
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Feb 21, 2005, 08:30 PM // 20:30
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#62
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Elite Guru
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Chat resets back to "all" when you enter into a different area. Please keep it on what is was in the previous area. So if I am chatting in team it was stay there.
Quests need directions because you can seriously wander around for ages.
Maybe a second map where they give you a layout of the land and the marks you make on it remain when you switch back to the little map. That might offer an interesting way of commanding a team or planning what routes to take.
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Feb 21, 2005, 08:53 PM // 20:53
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#63
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Pre-Searing Cadet
Join Date: Feb 2005
Location: CA, United States
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let me start by saying I didn't read many of the other posts in this thread, so forgive me if I repeat anything, but I would've commented on these ideas anyway had I known they had already been introduced. I would also like to point out that I absolutely love gw and have been playing almost every moment the game's been available since the wpe. I must admit, I was slightly disappointed during the january beta, but this weekend turned out to be much better. adding ascalon prior to the burning gives the plotline a lot more meat and makes the story much more appealing. it also makes the visuals for first-time players attractive enough to keep them coming back for more. that said, I'd like to move onto the few suggestions I can recall at the present moment. so, the top 10 thoughts I have following the february beta are:
1. I noticed that someone suggested that quests should be removed after they can't be done anymore, which is a good idea. it clutters the quest log and gets slightly annoying.
2. voice actors. it's getting to the point where watching cinematics is boring, and some of them don't even make sense at times, because they're missing sounds. a lot of them have pauses where a lion is supposed to roar or something and then someone asks "what was that?" but there's no sound to prompt the question. add voice actors for all the cinematics at least, maybe the npc's, too. and I did suggest this after last month's beta, but I didn't see a change, so I thought I'd repeat myself. I do know several people who'd be willing to voice act for you if you for a very low price (hell, probably for free) if you need them...
3. more pvp styles. I know the last fansite friday pointed out that next month's beta is going to be focusing primarily on the improvement of pvp in the game, but I still feel there needs to be a little more than the arena, the tombs, and guild battles. I was thinking allow spectators in all modes, for one thing, so that n00bs can learn what they're doing by watching rather than just jumping in and screwing it up for people, and so that guilds can watch and recruit people they think look good. as far as additional styles go, maybe a one-on-one feature or a giant free-for-all arena setting. I dunno, you're game developers, be creative!
4. emotes still come up on the chat thing. some of them make sense to do that, but the ones that say "so-and-so starts dancing" shouldn't be there, and they add to the mile of spam that goes on in town, too. I know you're working on this, but I feel it needs reiteration.
5. the ascalon missions. I don't know what it is, maybe the fact that they aren't visually appealing, but about the first 3 or 4 missions, starting with the great northern wall, get extremely redundant and boring. once you get to the snowy areas, things start to get more interesting, but to start things off, I'm bored and I often have to take a break from role-playing to get myself interested enough to go back and finish up. I dunno what you can do about this, but it's something I'm still noticing, even now that the plot has been more clearly defined and the game has, overall, become much more interesting to the role-playing player.
6. guild hall customization. I know the guild battle scenarios are being changed and stuff, which I really like. but I think it'd be really cool if guild leaders were given the opportunity to customize their guild hall, kinda like you can customize the interface. I know this would be a lot of work, and maybe not something you'd want to touch until after release, but it would be a great addition. maybe some lockers for members, mini-games like chess or checkers for members who are on and don't have anything to do, and maybe allow guilds to purchase additional defense/attack mechanisms for guild battle, too. of course, that could unbalance the battles, but it's a thought worth thinking about.
7. the whole trading thing and people yelling about wts/wtt/wtb offers in town. I don't need to say anything else here, and I know you're already working on it, but it definitely needs to be on the top 10. also, trade windows should be moveable, cause the gold offer from the person you're trading with gets slightly blocked by the options tab.
8. rangers still suck. I don't care what anybody thinks, but the ranger is still clearly the weakest profession in the game. aside a few useful skills like frozen soil, he's meaningless. yeah, he gets pets, but those things are weak and almost completely purposeless aside the distraction factor. I said it last month, and I'm gonna say it again: let rangers charm monsters, too. maybe not all of them, maybe only non-hostile ones, like the snow ettins I found a couple months ago somewhere around ettin's back. and maybe they have to use an elite skill of "charm monster" to do it, but let them do it. it balances them more.
9. party system. give people a button to push when they're looking for a party that puts a flag over they're head or something. this way, people don't ask guys who like to just sit around and stuff. also, put a "ready" button for each member of the party so that the leader doesn't push go while people are loading skills or while johnny's gone to the kitchen to get funyuns and mountain dew.
10. guild recruits board. this is just something I'm coming up with off the top of my head, but I think it'd be advantageous for guilds and guildless people looking for guilds to implement a message board type thing in town that players can use to advertise their guild or themself. for example "I've got a level 15 mo/e and I heal like crazy. lookin for an active guild to get some good pvp action," or, "clan Fist of the Frozen Monkey needs new members!!! send a pm to Frozen Monkey or Jack the Ripper if you're interested."
I think I had some other ideas, but I don't remember what they are right now, so they must not be that important. give these some thought, and if you don't like 'em, fine. I'm just trying to do my part. I know this is the real reason you give us these beta weekends, and I want to give back to you, the developers. so, there's my top 10. take them as you will.
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Feb 21, 2005, 08:57 PM // 20:57
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#64
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Elite Guru
Join Date: Feb 2005
Location: Ottawa, the super awesome capital of Canada
Guild: iQ
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Well first thing I want to say is how you guys at ANet really improved the UI from the last BWE. I really liked the Menu bar at the bottom of the screen: it's really helpfull for new players or people too lazy to learn hotkeys (kind of like me).
Now for the suggestions. Like every one else I was also frustrated with the whole bag thing. It seems as though it really hurts any beginner player. I understand there needs to be some money sinks but the way I see it is that it won't really sink anything, it'll just act as a delay for inflation. In retail, once you'll have gotten all the equipement with one character, you'll only really care about having bags for that one guy since he'll be your farming character. So the entire bag-buying system will only serve as a 300 gold coin sink once per every account. Why not save the players the frustration and give them the bags like in the Jan BWE ? If ANet insists on the bag thing they should at least make the starter one a little bigger, just one more row would make it alot more enjoyable. The problem is that you always have one row filled with Expert Salvage Kit, Salvage Kit, Iron and Wood. This means that if you find cloth, granite, scales etc... your bag is almost half-filled. The extra row would be greatly appreciated.
Another suggestion I may have is the way travel is implemented in the game right now. Right now to be able to teleport to areas, you either have to walk there and do some PvE or complete missions. I agree that there needs to be some level of grind in a game like this but the problem arises when you want to create a new character. The entire process is to be started over again. Usually you can get your guildies to help you out but every one has their limit of patience especially when it your third or fourth build that you scratch and start over. I think that once one of your characters has accessed an outpost or city, it becomes available to all your characters on your account.
A third thing I noticed is that there are sometimes text bars that have text that isn't centered even though it should be. I forgot where I saw this and I guess I should taken a screenshot. This is more of an aesthetic thing but seeing how Guild Wars is so beautifull and pleasing to look at (even on medium-end machines like mine) it would be nice if this issue was adressed.
Anyhow, this may not mean much to you guys at ANet but Guild Wars is a fantastic game and the work you guys put in it really shows.
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Feb 21, 2005, 09:07 PM // 21:07
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#65
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Academy Page
Join Date: Feb 2005
Location: Canada, Ontario
Guild: Team Backspace
Profession: N/R
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My Two Cents
There have been a lot of good suggestions posted that I'd like to second, such as:
-The ability to remove quests from your active quests window.
-In town storage.
-Town maps.
-Some more variablility in character design would be "nice". Though I guess I can't really give any suggestions on how you would do that.
-Party member position on the world map would help if you got seperated.
-And several others.
My suggestions;
-I know there were green arrows early on in the game with some of the quests... but after the collapse of ascalon, I never saw any again... And I really missed them. I just had a really hard time finding my way around in general, and I wish there was a little more time put into helping players find their way to at least the general vicinity of the objective, next mission, or town. I mean, the direction you have to travel is all but linear, and I had no idea that I had to go to Surmia to continue the story, I just happened to stumble upon it after spending Saturday shopping and farming, because I figured I had played out the beta weekend.
-Now, being a dialup user when I'm at home, I get to endure slightly longer loading times than those using broadband...like myself, when I'm at school. Now I have no problem with the loading times, I just play a quick game of minesweeper with guildwars windowed. But on the otherhand, the broadband users tend to get a wee bit impatient if the loading time approaches or exceeds one minute, and sometimes they decide to restart the mission. This results in you spawning alone... Now I don't know whether they know I'm a dialup user and don't want to play with me, or if they just assume I've disconnected. I'm going to assume they're not going to segregate me, and that they just thought I wasn't ever going to join. In leu of that, I'd like to suggest some way of letting them know I'm on my way... and to not give up hope yet. Maybe a different coloured bar next to my name or something along those lines. I wouldn't want them to know that I am on dial up....because then I'm sure they wouldn't want to play with me... but it'd be nice to know if a party member was actually going to join or not.
Other than that problem up there, I was very impressed with Guildwars' functionality over the modem. Loading times were very satisfactory, and were better the longer you waited in the mission prep area.
And I thoroughly enjoyed my first beta weekend.
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Feb 21, 2005, 09:22 PM // 21:22
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#66
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Pre-Searing Cadet
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First off, let me say that there has never been a game that consistently, every five minutes, makes my jaw drop every time I come around a bend to see something new. The world is *beautiful*. I lost track of how many times I said 'Wow', especially in the pre-Searing catacombs, for example. I love the pre-Searing content! Once I got used to it, I also really liked questing for the second profession. It was extra experience, got me out and about (if I chose to try all the quests), and was generally good stuff. That said, a few suggestions.
1. DO NOT require players to go through PvP in the Academy to move on. Some of us hate PvP and want to be PvE ONLY. If you're going to do that, at least have Tydus warn us what it is.
2. 100 gp for bags? Price is...ok. But make bags available pre-Searing and able to be moved and sold to other people! Don't make them exclusive.
3. Make skill trainers available pre-Searing. Some of us would be happy to just stay pre-Searing with a character, but not all of our skills are available.
4. Adjust it so that mobs in a zone are at a level comparable to teams zoning in. That way, if you're level 3 coming out of the Academy, or level 8, those post-Searing monsters are at a comparable level to you. Instead of scaling it up through the missions, just have the computer match it to the average ability of the team.
5. While I understand increasing party size as the game goes on and increases in difficulty, it is VERY FRUSTRATING in the pre-Searing area to NOT be able to group with all of my friends. There were three of us, and it was really unfair for me to have to go off on my own while the two of them were a group, having fun. I cannot emphasize enough how frustrating it is to be told you'll always be able to group with all your friends because it's one seamless world, then be denied because of party sizes.
6. For some of us the pre-Searing content is perfect. Not too busy, not too stressful. If anything, some of us would like to stay there forever! So, please add more quests and content! We love just wandering around, seeing the sights, doing some quests, without the high-level pressure that comes around LA and later. Quests just get harder and more time-consuming. Some of us are so busy, it's nice to just pop on for an hour, do a little quest or explore a cave, and not worry about being killed by tons of high-level mobs.
7. More indoor zones would be nice. Inside buildings, even.
8. Areas without monsters or fewer monsters, so we can just wander and explore without constantly being bombarded.
9. Make Farmer Dirk a quest! That said, can there also be a grape-harvesting, wine-making quest with all those vineyards??
10. Add more quest content and RPG content throughout. I want to know more about these people, what they think and care about, what they thought of the Searing, or before it. I got lots of funny sayings and jokes in the pre-Searing content, it'd be nice to increase that. The missions and the bonus missions are fun, but time-consuming. Even explorable areas are often just hack-and-slash. How about catering more to the RPG-lovers and adding more quests and interaction? I get sick of just killing monsters all the time.
All in all, this is a great game and I love the changes I've seen, /especially/ the green arrows and stars to help with quest directions. Make that standard throughout (grr, Serenity Temple)! Keep up the great work and see you in March! THANK YOU for all the hard work and this fun game!
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Feb 21, 2005, 09:47 PM // 21:47
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#68
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Lion's Arch Merchant
Join Date: Feb 2005
Location: Blighty
Guild: Kansas City Hotsteppers [KCHS]
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A seperate "channel" for messages to do with trading/crafting that can be muted at will is a necessity. Just make it a carbon copy of the !All channel, can only be heard across that district. Having so much spam on the public channels made it entirely impossible for my roleplay group to do anything fun outside of instances. It's hard to have an in-character conversation when your speech is drowned out by WTS 4 UBER OMG OMG OMGALOL ROFFLÉ.
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Feb 21, 2005, 09:56 PM // 21:56
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#69
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Pre-Searing Cadet
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- Quests/content that deal with the impending doom of The Searing. I realize that The Searing is supposed to catch everyone by surprise but I think it would be cool if your character learned about it but was too late to do anything about it.
- Scale the Academy and more information about what is going on, much, much, much more information. I only did the Academy once but I was confused the entire time. I have not spent much time doing any of the PvP content yet so I am about as good a newbie as you are going to find. Maybe a short tutorial on groups, communicating and strategy? A warm up battle against regular NPC mobs? To be honest, I don't even know if we were fighting NPC's or PC's? Or even why we were fighting?
- Flesh out The Catacombs. The content doesn't quite seem to do justice to the scale and awesomeness of the environment. Add a boss or two, wandering monsters, more booby traps and maybe some kind of treasure? I did the Monk and Necromancer quests as well as just wandering through and I really like the area, I just wish there was more in it. I think the Catacombs would be an outstanding area to show off the capabilities of the scalable instance, there could be an entire day's worth of content there and I don't think I would get bored with it. Maybe a good place to expand my first point about the impending cataclysm.
- Some kind of training completion reward. This might be there already and I didn't get it? I think the flute would be cool. Put a long cool down timer on it and some cool ability like hypnotizing all adjacent monsters for x seconds. Some item that we take with us from Ascalon that is useful enough to keep with us into the rest of missions and quests.
- I kinda like the short cinematics at the end of the missions that I have played but I would really like to see The Searing done as a full-featured, mind-blowing, jaw agape masterpiece. Something I would rewind over and over again Massive destruction always makes for an incredible cinematic opportunity.
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Feb 21, 2005, 10:06 PM // 22:06
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#70
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Pre-Searing Cadet
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Few suggestions...
First time GW player, sorry if any repeats...
- Give more capabilities to the Friends UI such as: whisper, Go to, e-mail...
- Let Groups travel together
- Make a Hold skill for warrior that keeps a caster from casting
- Make some blood fly! Tunable of course...
Great game, really enjoyed the gameplay. Not too buggy, crashed once and got stuck in terrain a few times. Later builds were better.
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Feb 21, 2005, 10:27 PM // 22:27
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#71
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Ascalonian Squire
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Fix Cleave
It's not worth taking in it's current form. Make it un-elite, make it 3 adren, or take it back to 2 adren and make it 1-10ish dmg.
Make PvP less item dependant
I used a +energy gain/- crit chance sword this event; and it was sick the amount of energy I would get when using frenzy. I was basically adding a little more than 3 pips of energy regen to my character while I was hitting someone. It opened up whole new options for my W/E. A character should not be that dependant on an item.
Non Random 4vs4 PvP
Leave the random 4vs4 for people who want it, but add a seperate arena for 4vs4 organized teams. This would be nice for people that want to PvP with only friends but don't have 7 others online at the time.
Last edited by Cyrus the Mighty; Feb 23, 2005 at 02:55 AM // 02:55..
Reason: Added idea
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Feb 21, 2005, 10:36 PM // 22:36
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#72
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Pre-Searing Cadet
Join Date: Feb 2005
Location: Chicago
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Quote:
Originally Posted by Gaile Gray
The area is supposed to be a "soft landing" for new players. A "deathtrap" could disenchant a large number of players who look for a more gentle start. Your point is good, I'm just not sure if it will follow the purposes of the area. On the other hand, maybe a more-greatly increased edge would be a good thing, while going through the area.Didn't notice. Embarrassed I didn't notice. Duly noted. Well, that, or you have to run after him recklessly because he charges ahead. Methinks the royal family of Ascalon is just a shade inbred. But, I digress. Keep 'em coming, good comments.
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Here's a thought from a 42 year old noob with 20+ years of gaming experience...
Have all players start by being dropped off at the door to the city. Players have a choice of going down the dark path (experience - and dropped right into the path of riots and death) or the bright path (the city and noob-land). If someone goes down the dark path and dies in 10 minutes, they respawn in noob-land. If they pass "the test", then they move into the real game. "If you can take the stone from my hand Grasshopper..."
I played at E3 2004 and was impressed and it didn't take me long to figure it out. However, this was the first BWE that I played and it took me a few hours to "get it". It wasn't until late Saturday (i.e. 2AM CST) and Sunday night that game really started to ROCK! I stayed with it 'cause I knew it had to get better (but it was a little painful). But most people don't have this kinda patience and will think the game is for someone other than them.
It's obvious, but sometimes it must be said, the entry into Diablo was sooooooo seemless that everyone felt like they had been playing for years. Don't just duplicate - improve on that.
Just a thought (OK, just a 1/4 of a thought, but at my age, thoughts are good things - even small ones)
There should be some way for the system to randomly build parties if someone wanted to. If I heard one more time, "Looking for a monk/warrior" in public chat, I was going to toss a cookie. It would be great if you could change the status of your character to automatically be thrown into a 4 person party that the system would build based on character attributes (ala XBOX). For the people that don't live online and just want to jump in quickly, this might be a good option - not for everybody (and you need to be able to opt out), but for the random player that has only 45 minutes or so to play before the kids get up - it might be pretty slick.
Your Humble Servant,
Miles Teg
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Feb 21, 2005, 10:47 PM // 22:47
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#73
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Ascalonian Squire
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first off, i really enjoyed pre-searing ascalon.. the scenery was breathtaking and the addition of npcs made it more lively. i dig having to quest for your secondary profession too. as for my suggestions...
pre-searing ::
the quest structures are great, but the scripts need to be improved on to incorporate better story-telling and explaination.
adding portraits for key npcs will add more character/individuality to them.
the searing itself was rather.. anticlimatic... something of this scale needs to be more dramatic.. a proper video cinematic if possible.(i know this is unlikely due to the timeframe) furthermore, there was not much to prepare you for it. there should be more ominous signs. you enter the academy and suddenly the searing happens. they are unrelated. i suggest placing a mission after the academy to check out a certain disturbance, which puts you right there when it happens.
items ::
ID kit too expensive, considering how common unidentified weapons are. you're tempting the new player to blow 40 gold to identify his first 'magical weapon' .. and when he does chances are he's going to be sorely disappointed. lower the price or make rare items the only ones that need to be IDed. in which case i think it would be better to have the outfitter or weaponcrafter ID the item according to its value.
bags are also overpriced. 60 would be a good price. i mean, come on, it's just a bag.
dye is also another overpriced item. you should encourage players to dye their armor instead of saving it, or hoarding and selling it. then there'll be more variation between same class same armor characters. i think common dyes should be able to be bought at jsut a few gold. i would also like to see white dye (bleach?)
more descriptions on items please. for example, what is a lodestone used for? what are the common uses for cloth etc?
although i'm used to it now, i found it strange that everything sells for 1 gold when you first start out, whether its a sword, a shield or a piece of dull carapace. there's no thrill in finding items, unless they;re rare. i also find it strange that weapons can't be bought or crafted.
here's my suggestion - weapons are sold for more gold, while salvageable items produce more crafting material. weapon drops are a lot rarer, but normal weapons can be bought or crafted in town.
skills rings/charms ::
frankly, i don't like the idea of skill rings. it's not newbie friendly and its hard enough getting a charm. take away skill rings.. charms should be all you need. some of them can be bought at the trader, but at a higher price than currently. players should not be allowed to make charms. the rarer ones can be gambled, captured, or found(as drops).
stuff that's been mentioned before::
when salvaging items and the hammer cursor replaces the normal cursor, the pop up displaying stats should still be there. also, the expert kit should be a different colour or something.
make it so that when you click on a person's name in the chat window, it selects that player if he/she is in the same vicinity. makes it easier to find ppl to trade and party with in crowded areas.
1 vs 1 arena. this is a must.. having both random and selected PvP would be nice too.
weird glitch
i guess i should have posted this using the /bug command. the top part of my female warrior's hair disappears when i zoom out more than halfway so it looks like a giant bald patch. very unsightly.. it's the hairstyle with the two dangling ponytails. please fix this..
Last edited by rithien; Feb 21, 2005 at 11:03 PM // 23:03..
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Feb 21, 2005, 10:54 PM // 22:54
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#74
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Lion's Arch Merchant
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I've just skimmed through the posts so there may be repeats, but i guess that only adds emphasis to the argument eh?
- I don't mind the creatures being docile in the tutorial, infact you could even tie that in to the story and explain how the searing got them really riled up, making it dangerous to now go outside.
- I would really like the option of taking 'role-defining' skills as soon as you start. For example the Ranger is rather known as the jack-of-all-trades, yet they're restricted to just being a ranged damage dealer up to all the way till Yak's Bend where they can dabble being anti-caster with Tongue Biter. Instead of having trainers in the tutorial to teach you different skill lines, how about teaching you how to play certain themes instead? You can have a one trainer to teach damage dealing, one for disuption, healing, etc. and let the players decide which skills they want to focus on.
- On the topic of Tongue Biter, why on earth is that thing costing 25 energy? It only makes expertise compulsory again, and no other profession would touch that thing with a barge pole.
- A minor aesthetic request, but more options for natural hair colours for all models please, plus I second the poster who wanted the option of eye colours, despite how miniscule it sounds.
- Make getting the Res Sig compulsory or purchasable from later trainers, the whole team suffers if most didn't even know they could get a Res Sig.
- Give players the option to see what hexes and conditions are afflicting their team/enemies. When I play monk, I am often very energy strapped and so don't want to guess if it is worth curing a team member of a hex/condition with what could otherwise be only a minor annoyance (please correct me if I'm wrong if this is already included).
On a lighter note, GW is shaping up to be a fantastic game, and i can't wait for the next BWE.
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Feb 21, 2005, 11:01 PM // 23:01
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#75
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Pre-Searing Cadet
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GW Suggestions
Hey all! I didn't see where I could just post a new thread so I replied. Well anyway I liked most of the changes made. But It would be nice if the backpack was a little bigger than it was. I couldn't find a place to get bags. Or maybe I overlooked it I guess.
One huge thing that I would like to see changed is that no matter how high your level is that level 1 enemies would at least give you 1 exp. So that way if you just like running around killing stuff you can and still feel like you are accomplishing something. I'm a hardcore RPG'er and love leveling and stuff. And I don't much like the level cap. But I would at least like to see level 1 stuff giving at least 1 exp. even if you are level 100 or whatever the max level in the final game will be. That way it may take you longer to level....but at least you have a choice that way as to wether you want to spend hours killing stuff or go ahead and fight harder enemies.
Another thing that would be nice is a status page for pets. Like showing their current level and what exp. they need to gain the next level. Also there should be mountable pets. That would help out alot while exploring and stuff. Also maybe add stuff so you can customize your pet. And possibly have a stable or something where you can have up to 4 pets but only take one at a time with you. And it would be cool if pets could have skills also. Like you could choose one or maybe more for the pet to have equipped on it.
Armor would be cool to buy for your pets as well.
Ok on to another thing that I'm sure alot of you would like to see added. SWIMMING!!!! It would be so cool if we could swim and fight sharks and stuff. Or maybe look for treasure under the water and stuff. Anyway I think swimming would be a nice feature to have.
Anyway those are a few suggestions that I have. I'm sure I could think of more but that'll do for now I guess.
L8R!
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Feb 21, 2005, 11:19 PM // 23:19
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#76
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Pre-Searing Cadet
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I'm not much of a forum person, this will probably be my only post ever. But I love Guild Wars enough for it to convince me to post about this
The bag system I can accept, but make the starting space a bit larger and when you get extra bags just add onto the current inventory, having to switch between bags to find out where the heck you put your +Marksmanship hunting mask is a pain.
This one I'd wanted to send in previously, but there wasn't room to type it all.(make the max characters for chat much larger, I can't type nearly enough) This is assuming the start at level 20 ability will be taken out before release. Guild Wars is supposed to be an anti-grind game, but if you want to start a new character, you still have to level it up from 1-20, which takes much less time than other mmorpgs. But it is still a pretty heavy time investment if you just want to test different builds. The Pvp-Made builds help with some of it, but they just don't have the skill variations or all of the character combinations to really let you find out yourself.
Say your first character is a ele/monk. You level it up and work on all the skills, etc. But if you want to start a new character, you have to go through that whole grind again. The storyline is fun going through it the first time, but going through it over and over and over to level people up really adds a grind feeling to the game. How would it be so you could make another character, but if it includes one of the classes you've already levelled up, you could start at level 10. Such as a Ele/Ra instead, or Ra/Ele. Or if you wanted to switch it around and just do a Monk/Elementalist you could start at 20 because it had two classes you had already levelled to 20. As you level up more characters you can create more that start at 20 so you don't have to grind nearly as much, though you still have to go after the skills and equipment. It would also need to be saved so you can delete a level 20 and it still counts as being levelled, with the limited number of character slots there available.
As you level up more, the next being perhaps a mesmer/warr, you could then do elementalist/warrior, mesmer/monk combinations starting at 20 because of your other level 20 character. That is just my thought though, I played EQ(I fully believe the WPE seeded my doubt of playing EQ or other mmorpgs like it anymore, a month or two later I quit for good, with no regrets) for several years and know thoroughly of the undertaking it is to make a new character
It would also be nice for missions that you've completed be available to other characters once they reach a level that would be considered reasonable for the mission, so you can't take the character straight to the mission as a level 1 and get powered to 20 on level 25 monsters, but it might become available at level 18 if you have already completed it on another character.
I also fully support the ideas of a account-wide stash, getting friends to help you transfer items is just not something that should be required. Not putting a stash in only disconviences you and the people you have to ask to help you transfer.
Oh yeah, pet commands! Maybe as you get higher levels of beastmastery you can get more advanced commands, but simple ones are really needed, Fwuffy running into Behemoths and getting mauled by the masses of non-ranged enemies near it isn't fun
Sorry about the messiness of the post, as I said I'm really not a forum kinda guy. I also apologize if this has been listed already, I skimmed the thread and didn't see anything, but just in case.
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Feb 21, 2005, 11:28 PM // 23:28
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#77
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Ascalonian Squire
Join Date: Feb 2005
Location: Magog, Qc .. Canada
Guild: SCUM
Profession: N/Me
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Selecting a target in a pvp match is very difficult and too time consuming in a fast paced game as this. I don't know this is suggestion has been implemented or not but here goes..
Create a hotkey, that once activated a player could input the first few letters of a targets name then press enter and this target would be selected. This is faster and more reliable than clicking on screen imho.
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Feb 21, 2005, 11:34 PM // 23:34
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#78
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Wilds Pathfinder
Join Date: Feb 2005
Guild: Divine Guardians of the Soul (Soul)
Profession: Mo/E
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My Idear
Well, i havent played the game since the E for everyone, and i found it to be incredibly different, not to mention alot of the area's that you could "walk" through things, have been quite fixed up, although there are still some area's that i noticed needed work... i /bugged some of the area's i found this problem in, but normaly i was on my way running to the next town, and didnt want to die out there alone...
I dont really remember how the old inventory was, but i like the way it is now, people are complaining about the bag costs... but in a far away town you can buy the bags for 100 gold a piece... i dont know, guess you have to like taking screenshots to find these "middle of nowhere" kind of places.
Many people were stating that monks are a must and all, and that they are "super great", but eh... lots of the times a team with just one monk (or none) and a mix of all other classes would stomp out the competition with little-no trouble... Lots of the Mesmer and necro skills would tear down anyone ^.^, i chose to make a warrior necro, and it turned out wonderfull. had alot of fun in this weekend.
I second the idea for having a 1v1 area... even though you'd probably see Alot of wamo's there, heh... but it would be Fun, to try and test different combinations to see how things are, and how well skills actually mix.
I think they should add more explanation on where to find the things the collectors are looking for, since all they say is "if you find this, ill give you this" sort of thing. But its no biggy.
When starting a new character i have to agree that i didnt like it, i think it should be "revamped" for more fun, maybe slightly harder creatures, and a higher team limit... the limit of two got to me, cause i dont like being alone, but not many people wanted to party in there...
Edit:: Oh yea, my biggest issue i forgotten somehow..! There MUST, and i dont know how much i have to express this, but there MUST be a seperate trading area, i cant talk in towns at all, from all the spam, it was really annoying trying to scroll up my message log to find out what someone Just said.
Last edited by Perishiko ReLLiK; Feb 21, 2005 at 11:38 PM // 23:38..
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Feb 21, 2005, 11:52 PM // 23:52
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#79
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Pre-Searing Cadet
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Hi there, my first post here is about to unfold, but fear not, for I am not here to destroy anything but to help in every possible way. So here I go, I should warn:
1. In my humble oppinion, and because I like simple things such like those I want to ask for, the game needs more actions like /dance or /sit so that the towns/villages look more vital and will be able to radiate the life its citizens lack. If they can't live, we will do it for them. For instance, you could add actions like "talk", "discuss", "apologise", "meditate" or that sort of things. I think they could give more vitality to the game and whatnot, plus more fun I think :P
2. And now, for something completely similar... more item information, But I mean futher detail on certain objects like the (Profession) Skill Ring. I had to wait two WBE to use my Monk Skill Ring because I didn't know what the hell was it used for and how to use it. Furthermore, I saw some items with no description, but I believe that's because we're still in Beta-days.
3. It might be a bug, but I found that some of the configuration selected is not reminded when you restart the game. I mean, I had to disable the chat-filters everytime I turned on the game :)
4. That's a hell of a crazy idea that would be very hard to put in practice, but still I have the ambition of fighting for it to come true. I really really really REALLY want to go wherever I want even if I could fall intro an abyss. It's quite molesting to have to take a round because you can't jump out of a little high-levelled land. I don't know how to clearly express this, because I have no words for it, forgive my lack of expression when it comes to such terms. I am Spanish and I can't choose the best words for it. Back on topic: why does one have to look for some slope in order to get to higher ground (or the other way round) when you could jump (up or down) and reach quicker your aim? I whish I could reach the top of the highest mountains and have the vision of the eagles upon a certain area.
5. Another of my futile and quite useless (but nice to see, I must add) requests. I'd like to see more character customisation, but not only in the initial character creation, but also in-game applyable changes such as dying the hair or the clothes (I don't know if it's already disposable, I'm not too much into dyes, I never minded them) or get tattoos, pendants and similars.
6. More PvP areas. Yes, that would mean remaking all the done job and focusing onto another vision of the game, but still it would satisfy me. I would like to go exploring, killing enemies and avoiding other players which could turn hostile to me or not, that would be socially interesting for the inner communications between users.
7. The issue of the bags, but it has been talked and criticized to death, so I won't be stepping in that terrain too.
8. I also find the game is not that focused on Guilds. During the first betas, people were so psyched about this that Guild related messages were shown in the chat box, mainly. But I haven't felt the need of joining a guild since my first beta weekend, and that's the greatness this game should be famous for. Let's hope we will eventually end up enjoying guilds to the maximum, but until then we will have to wait.
9. Again, Prince Rurik. There are times he goes too quick for a group and he goes away without waiting, which could eventually be the cause of his death, but, on the other hand, he sometimes stans up right there for too long as if the group members were still fighting when they're really waiting for him, instead. There should be some kind of mechanism like a dialog box of him asking whether the group should continue with the march or not, but nothing too disturbing, because it could be bad for those who are still fighting.
10. Another interesting things most games have but this does not: the ability to jump. Not the /jump action, but a key which could make the player jump so that he could avoid poisonous waters, or just for the sake of gaming. I think we could find one hundred uses of jumping ^_^
11. I also I'm convicted that some vehicles should exist in the game, such as ships to reach those islands I've never gotten to, Yaks in the snowy areas, chariots or animals. As I stated above, that would be interesting, because the teleport thing it's not very "romantic" in a medieval ambientation. Sure you can get to the places walking, that's what I always try to do, but some vehicles could help easing the work :P
12. Interaction with animals could also be cool. Not only rangers with their pets, but also the other classes could interact with the area's animals, even those which are not clickable, such as the pigs in that farm in the jungle area or the Yaks in the Yaks Bend. I don't know a lot about this, but feeding them, playing with them, talking to them, caressing them or even training them for a certain skill (if they had one) would be like having a Tamagotchi in game (ok, I was kidding about the Tamagotchi thing, but still my request is serious).
13. As the aforementioned ability of jumping, I ask for the ability to swim, too. I just fell in love with the beaches and its crystal waters. We should be aware of the sharks, but, notwithstanding harmful animals, swimming would be another relaxing thing that could make the game more playable. A fatigue bar or a breath bad if you're diving would be a great addition too if you want swimming and diving to be more real.
14. And now, after lots of things that could be interesting but won't probably end up being in the game, I ask for a quite helpful thing. Morale rises should also come if you or your party beat a big boss, a large army of Charrs (just to name one of the species) or you get rather-unachievable events (like a ultra-rare item, or something like that).
15. More interaction with the scenario would also be helpful, such as hiding behind rocks, climbing up trees, cutting away the Entangling Roots' stems, drinking water (or, as I said before, swimming), and so on. Getting items from plants, for example, would also be a great thing to do :P
16. Food, be it to feed the character for health recovering or just for the animation and the feeling of eating (it could also remind you of doing so, if you are in the thirteenth hour of playing since the last break). You could also feed your pet.
17. Dungeons! Where art thou? All good Role Playing Games have dungeons, endless and dark dungeons, or, on the contrary, little ones but with great traps and big motherfuxX0ring bosses. Lots of treasures, gold, deaths, experience, and loot.
18. And last, but not least, another achievable thing: Being able to select the people from the chat, apart from just messaging him/her. I sometimes find myself lost among dozens of people and I want someone to meet me to trade, and I only can tell him/her "come to the bonfire/crafter/skill master/gate/etc".
Well, I think I ask too much, but... aren't dreams free so that we all can enjoy them? They might also come true for free, too.
Sorry for the impatience, for the long post, for the gramatical errors and misspellings and for the things I ask that would be too difficult to put on the game. See you on the next WBE and in the release date!
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Feb 21, 2005, 11:57 PM // 23:57
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#80
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Pre-Searing Cadet
Join Date: Feb 2005
Location: just south of DC in VA.
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Had fun playing this weekend and found a few things I’d like to see different or added…
- I disagree with some of the complaints about the bag system. I think its set up decently as it is, but offer bags at all outfitters. Make it so you can buy a 10 or 15 slot bag from a vender for 100 gold and can have more then 1. The game is progressive, you are working towards a goal, the larger bag is a goal so 500 gold is a reasonable mark to reach.
- Make the NPC's different colors in town on the compass, make NPC's that you buy/sell/craft with red or a different color so they are visible in the sea of blue dots moving around. Would be nice to have a black ring or a dif color ring around the blue dot for players in guild with you (such as when you have a player selected).
- in the area map (P) make it more interactive like the compass is in playing area's, to show party member locations with the dots and show NPC's after moving near them, like a fog of war (like the M map does).
- As already stated, a better warning about the academy changing the entire play environment and not being able to return if you missed something. Had friends I played with have this issue of going early and from the complaints in post searing ascalon, others had the same feelings on it.
- Quest log is disorganized, should have the option of "deleting" quest, such as if you didn’t finish it and moved on to post searing ascalon or decided you don’t want to do it for one reason or another. Can always return to the NPC to start the quest again.
- Friend system to show who is logged on, would be nice if when they logged on or off it gave a little message to you saying they are on or off with character name/level they are on/off with and possibly showing town they are nearest to or area they are in if you look at friend menu (only if both people have the other on the friend list, to avoid stalking and such).
- a Note system would be nice, if nothing else for you to leave us notes about game changes or a help section for new players to understand salvage/id kits..etc. Might be too much of a hassle if it was an open note section, maybe allow private "notes" to send to people on your friend list, make them pop up like guild info does when the person logs on.
- I understand the idea behind the gold and bag systems, to keep interest and not inflate/flood the economy too fast or at all. but should make gold more available, some items could be worth more on average or certain outfitters could offer more money for certain items that are sold, could leave these outfitters in the playing area, then its a quest or an ordeal to do. Make it something to work for.
- Larger party in pre searing, at least 3, 2 is just too small. Made it a hassle to help friends who were trying to learn the game. Larger parties here would be good for the game, more people working together early to do the quests and move on to post searing game.
- Storage in guild hall, make a chest that can be clicked by everyone to get into, but only shows "your" chest, personal storage is needed, and would encourage people to join guilds and not just party with groups. Could also have a chest in guild hall as a drop box of sorts, members can leave items for other members to take.
- A trading town to go to, or a trading tab in town, its beta and the spam of people selling/trading items is up there already....
- A stats section would be nice, highest level characters or info for you to look at about quests completed and overall damage you do, etc. Could reset the highest level character list once a month, would encourage players to start new characters and keep game alive.
- Make it so you do not have to wait for the entire party to cancel or watch a cut scene, let people quit individually, and show the person watching it in grey like he is downloading content or hasn’t "join the area" yet.
- Option to turn off parts of chat, such as the emotes, so we don’t get spammed by them. Have option to make !All not overlap guild/party/whisper in towns.
- Pet commands; ability to click the pet, like clicking Gwen, to make them stop. Pets running off and starting a fight with a horde of stuff while you are talking in guild or whisper is very annoying. Possibly make a setting so after level 10 beast mastery you can select the pet in the party window and click the charr for it to attack, instead of it being random.
Great game and fun to play I can’t wait until it’s released. I played quite a bit this weekend, besides yesterday, but it was my birthday, so I was dragged out with friends. I didn’t have many actual game issues, besides falling through stairs occasionally and 3d rendering blocks showing when I played in window mode with aim and other programs running; stopped when I went to full mode. I hope both are fixed, but I am sure they will be.
(1st post)
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