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Old Feb 22, 2005, 10:40 PM // 22:40   #161
Ascalonian Squire
 
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Quote:
Originally Posted by Reaper2k3
As is yours.

1) bear capturing is evil, should be made easier or impossible
2) Getting to World of Warcrafty buying extra bags to hold stuff in
3) Nice putting the bags back into a single interface, but now its hard to use kits as you can't go across bags with them. Make kits and packs go across bags when you use them, ie: click to use kit, select bag, then use kit.
4) Despite the little green arrows showing where to go for quests, the area still isn't that friendly. People don't do all the quests and heck, don't even half the time do the secondary profession quest. Make it more n00bs friendly.
5) Argh money sink evil. 40 gold for a 5 use object but 10 gold for the ordinary salvage kit? why dont we just switch it to 10 gold for 5 use object 40 gold for 25 use object, make the expert one 50 or 60 then (or it could already be, I didnt look)
6) something i forget

Salvage kits, sell them back when you have one salvage left you get half your money back.
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Old Feb 22, 2005, 11:01 PM // 23:01   #162
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A fantastic game to say the least! I would like to say please don't delay the release of the game for the sake of appeasing these requests. I'm 56 now and I could die of old age before I get to play the released version. I could play the game for days as it stands now and even if no changes were made I'm happy with it. I'm a soloer by nature and I love that aspect of the game as much as i enjoy partying up. This was my 3rd beta and I say the game just keeps getting better and better.

Some suggestions/questions:
Reward some quests with other than experience, perhaps gold.

Explain salvaging in the tutorial. It first appears you can only salvage items labeled as "salvageable". I was all the way through the first beta before I realized I could salvage junk weapons. As a result I saved lots of inventory space and produced more crafting materials by carrying a salvage kit. I also didn't know I could salvage unequipable rare weapons instead of selling them for 2 gold ( I got a bow string doing that ).

When you click on a player to form your own party, shouldn't it say "recruit" instead of "join"? A little confusing at first as to who is joining and who is recruiting.

Shift + PrintScreen didn't work for me to uncapture the UI. In fact it didn't even take the screenshot.

When you select an enemy you automatically attack it. ( Whoops, I'm a level 4 and I just attacked a level 8 )

The quick weapon select bar overlapped the skill bar by one full skill signet in ( in 800x600 res. anyway ) Maybe this was something I could have fixed using the customized option?

Is there any way to view your characters total armor stats? I didn't find one.

I don't know what "value" means under an items description. Is it gold value? Aesthetic value? If it means gold, then why does something with a value of 2 sell for 1 gold?

When you drag and drop to sell to an outfitter, shouldn't the item disappear from your inventory before you hit the sell button? I mean, you just dragged it out, didn't you?

Things I wouldn't change:
The hidden stashes and chests...nice touch.

The bag/inventory system. I like the idea of limiting what you can carry and earning or buying more space as you progress, but that's just me.

The corpses being targetable.. I think that's there for the sake of the necros.

Pre-seared Ascalon. It may be too easy for some, but I figure that's why the academy is there-they can leave any time they want. I loved it so much, I stayed there exploring until almost level 9. I like hunting for hard to find settlements and towns Putting places like Barridin Estates off the beaten trail is great. The catacombs were fantastic.

Just a comment:
If 5 out of 6 in your party want to skip the cinematics and you want to see it, can't you feel the peer pressure?

In all a great game! I've already pre-ordered. Can't wait. It will be very interesting to see what comes out with expansion packs. I plan to buy them too.
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Old Feb 22, 2005, 11:06 PM // 23:06   #163
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I was inspired last night....

What do you guys think of an auctioneer? In the towns?

Concept: Town auctioneer...

You got an item for sale... you go to auctioneer and give it to him and set an asking price. You go away and check back later...

You are looking for something... You go to auctioneer and ask to buy items.
You look at list and click the one you want... The price is set by the seller and if you want it you make the bid. (this sends a page to the seller [like a guild page anywhere even while questing] and he either accepts it or rejects it) !accept !reject I don't know.
If accept the auctioneer give the item for the gold...
If reject the Item is retained by the auctioneer to be returned to seller

When the seller comes back he either picks up his gold or picks up his item left for sale.

This allows for NPC selling your items without having to stay in the town to get rid of it. And let you get back to the FUN part of guildwars which is the running around killing stuff..

Ingram of Haz

PS: I'm still pushing for the Guild Armories though. I liked that idea better.
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Old Feb 23, 2005, 12:10 AM // 00:10   #164
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Okay, here's my ideas for the game.

1) Mounts - We'd love mounts. It would help transportation from area to area and everybody knows it, mounts are awsome. There should be a mount shop in some towns or you could tame one. You'd probably have to get off the mount in order to keep balance whenever you attack. In town you could buy a mount and when you go outside your mount would be waiting for you, similar to the pets.

2) Pets - Also more pets for the ranger would be nice, Stalkers and Striders are fine and I believe there's a few others, but a wide array of pets would really give some variety instead of seeing a whole bunch of stalkers.

3) Ability to Name Pets - It's realy annoying to see a bunch of Stalkers and have no idea which one is yours when you're playing with more than one ranger. In order to differenciate between party members and pets in the party health gauges, the pet's name could simply be followed by "(pet)."

4) Identification Costs - It costs WAY too much to identify stuff, most of which is entirly usless to identify. I'm sure there's enough people agreeing on this and hope to see some change in it by next beta.

5) Animate Dead Time - It takes a long time to do and no matter what level you are, how many attributes you put in death magic, it always stays the same. Perhaps the time taken to use this could be variable and decrease as you go along. Or there could be another spell similar to it titled fast animation that always raises the same level bone horror as animate dead, but goes faster and takes more energy to cast. On a side note, Additional skills that animate different types of bone horrors like ones that could possibly be faster than others and have faster degeneration, bone horrors that cast hexes instead of attacking physically, or (and this may be going a little too far) a horror that's sould perpose is to raise other bone horrors.

6) Hot Keys - Maybe you could type in the commands you want and then the abbreviation for them. This would make actions such as pointing, roaring, bowing, and yes, dancing faster and more natural as responses. Not highest on the priorty list, but it would be nice

Okay, those are my ideas for now, tell me what you guys think.
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Old Feb 23, 2005, 12:21 AM // 00:21   #165
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/follow
I think I may have mentioned this, or someone else has.
Anyway, /follow (or a hotkey for it, or a button) would be nice. I realize now that you can select a target and hit space (I did not know this while playing the BETA, but learned it from browsing these forums).. but there should be a follow option that continues, even once the person has stopped moving. So, if a person has to pause and check their map, then continue running - your character will continue to follow. Good for when people go BRB/AFK for a few moments (to use the bathroom, grab a snack, pick their nose, whatever lol ), or when one person is just leading a group of people around.
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Old Feb 23, 2005, 12:26 AM // 00:26   #166
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Guild practice, maybe some sort of 1v1 challenges, maybe some 2v2 or 4v4 or something smaller could make it easier for some clans to get into GvG (give them all their own ladder or whatever).

Its hard to tell what kind of player your recruiting for your guild because its difficult to try them out.
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Old Feb 23, 2005, 12:31 AM // 00:31   #167
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Default Yeah, Good Ideas.

I like the ideas these last two guys after me said. I also have one more of my own.

Tatoos - Tatoos could just be another way to customize your character. There could also be magical tatoos that increase certain stats or help attributes.
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Old Feb 23, 2005, 12:36 AM // 00:36   #168
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I think the game and players would benefit from having a personal journal in which you can make entries of information or item locations you have discovered.Also an interactive map that you can place pins on (with descriptions of the location it represents) that appear when you put your cursor over it would be a definent benefit.I play NWN and these benefits stated above are in the game and are a great addition. (also good for making a hitlist in game)
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Old Feb 23, 2005, 12:54 AM // 00:54   #169
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Thumbs up

i thought the game was great! this was my first time playing! my suggestions are- in the very beggining when you found your secondary proffesion, i was looking for the secondary warrior profession, and i looked for and hour and i could not find him! so i gave up and went into the academy, thinking id get another chance, but i didnt so i had to restart so i think either the guy should be made eaisyer to find or have more descriptive instructions

also, my guild was in the middle of the first page on the ladder and dropped down to the top of the 3rd page :/ so i am thinking of tactics for the map, but in the new FF you said there will be randomly chosen maps, witch takes away alot of the tactics and strategy part

and my last suggestion is i think that you should have another chat option to chat with other guilds, so like for new applcants that arnt members can join or if you have a bunch of friends on another guild, its a pain to add all them to your friends list
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Old Feb 23, 2005, 01:08 AM // 01:08   #170
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Well, I unfortunately do not have near enough time to read everything here, but to point out and hopefully quell some of the anger towards the bag system.

Quote:
Originally Posted by Xapti
Agreed "100%". Expanders aren't bad as long as they aren't too expensive, but this bag system is jst as horrible as the last event's.
I have seen bags for 100 gold, I didnt think that was pricey at all, I mean sell two dyes and you can have enough for that...

Quote:
Originally Posted by Xapti
I could not salvage or dye or upgrade or identify items unless both items were in the same container...
You can actually either press the hotkey given to each 'container' thing, or when you open up your inventory, click the bar that has the name of the container on it ( i.e. Backpack or bag) and then drag. TAH DAH! They separate! You can do this for all of them, and actually have every container open at the same time without having your inventory screen up (the screen with your character in it).

Quote:
Originally Posted by Xapti
It was a pain to continually re-arrange items and place them in their proper bags to be organized, because things that are picked up just go in the default first slot (not that this can really be fixed, but it wouldn't be a problem if the old inventory system was used)
I actually think that provided me more organization then the old inventory. I would put all my crafting items in one bag, dyes and runes and rings in another bag, rares and stuff on the belt, and then weapons in the backpack. I felt really organized just by doing that and I could find stuff without even having to think where I put it.

Quote:
Originally Posted by Xapti
Items in inventory should be dragable over other items to swap their locations.
They are within containers. I believe they are between containers too, but I cant remember for sure.
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Old Feb 23, 2005, 01:09 AM // 01:09   #171
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This post is pretty long, I did my best to skim. Hoping I'm not repeating anyone here, but this was one suggestion I had.

Levels 1-10 the arena is fun because it's a way to gain experience if you enjoy PVP.

At level 20 however, the arena is fun for a few hours but becomes pointless and boring after a while. Now I know most of you would just say, "OK noob, if it's so boring go do the tournament or do guild vs guild."

That is definitely an alternative, but I know when I was playing in the arena my team and I had some runs of over 40 straight wins. After about 15 we starting saying, "Man, this is just too easy...I hope we get a challenge." By win 30 we were saying, "Holy crap, 30 wins a row?? We should be getting paid for this LOL." Now, wouldn't the arena be a whole lot more fun if you got some kind of a reward? I can assure you that it wouldn't have been boring nearly as fast for me or my team if we had earned something (even something as little as a gold or two).

Gold, a ranking system, even something that just tracked your stats in the arena (wins / losses, damage done / taken, saves / combacks, etc.) would make it more worthwhile. The tournament is fun, but more often than not you get grouped with a bunch of idiots that don't know how to play the game. Guild vs Guild is also fun, but only if my 7 other good players come on and play with me. I am just looking for a way to have fun by myself or with a friend .

I also think it would be a lot of fun to have an arena type of match where you can select your team mates. Not all of us are lucky enough to have 8 solid players on 24/7 that we have developed good teamwork with. I know for me, I have 3 friends that are always on with me and we are always trying to get on the same arena team. Sometimes 2 of us get lucky and get on the same team, and we have a whole lot of fun, and generally win 30-50 matches in a row.

The combination of a 4v4 organized team battle and a reward system for consistantly winning in the arena would really make the game a whole lot more enjoyable, atleast for myself.

As for what the reward is, here are some suggestions:

1) Gold. Everyone needs gold. Set up a system where winning more matches nets you more gold. Something like 1 win = 1 gold, but 5 wins = 10 or 15 gold. It doesn't have to be a lot, just something to make it feel like there is a point to playing after your 30th win a row.

2) Skill points. From what I hear, after winning enough in the tournament you get a skill point. Make some kind of rediculous goal here like 25 wins in a row gets you fame, and x fame gets you a skill point.

3) Random drop. After each victory everyone in the group gets a random drop. Consecutive wins increase the chance of getting a rare item. For example, after winning your 30th game in a row, the odds of you getting a skill ring or a rare sword would be significantly higher than your first win.

4) Special skills. The only reasoned I played DAoC for almost 3 years instead of a few months was the PVP reward system. A good reward system is crucial for pvp to be worthwhile and work in the long term. In DAoC they had realm points, killing players got you realm points. The better (higher ranked) players got you more realm points. X realm points got you a new realm rank and realm skill point. With x realm skill points you could get a special skill that made you more effective in battle. If this game had skills you could only earn via the arena or tournament it would be awesome. The ladder for guild vs guild is a great alternative to a reward, but it doesn't account for the tournament and arena.

You could also design some kind of an organized single or double elimination tournament. The idea being that say 8 or 16 groups of people all put in an enterance fee and the 1st, 2nd, and 3rd place teams recieved a prize based off the enterance fee. Single elimination would be the easiest, and would just run like the playoffs in any professional sport.

I'm sure most of you think it's a stupid idea, but I thought it would be fun .

Last edited by RealityDesign; Feb 23, 2005 at 01:20 AM // 01:20..
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Old Feb 23, 2005, 01:12 AM // 01:12   #172
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Quote:
Originally Posted by Tur713
I like the ideas these last two guys after me said. I also have one more of my own.

Tatoos - Tatoos could just be another way to customize your character. There could also be magical tatoos that increase certain stats or help attributes.
Monks have Tatoos which basically act like any other type of 'armor'. Purely athesetic marks would be interesting though; maybe at least good enough for a gold drop (keep the amount of gold amongst the players less).
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Old Feb 23, 2005, 01:26 AM // 01:26   #173
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Quote:
Originally Posted by Whyte Devil
One suggestion I'd make is for the level 20 characters you can make during the betas to either have or have access to all skills so that we can experiment with certain skill combos. I had an idea for a variant of the illusionary warrior that I see everywhere and was trying to find out how a few of the things worked that I had questions about but it was a huge pain to find/acquire all the skills needed. This is assuming that the only reason for level 20's is to experiment with potential builds. Maybe nobody else had that problem but at least 4 of my desired skills were sold at very out of the way locations if they were at all and I don't have the 200 gold to buy a skill ring and charm from somebody.
yeah, I guess I wouldnt mind that for Beta, I didnt have trouble getting to the Skill Trainers, but that is because I used the maps and was usually able to run to most of the places without to much trouble. I got two characters to all of the Skill Trainers in Kryta without a problem or much time spent.

As for some skills not being available, that was really annoying having the only way of getting a skill was to gamble for it. I wouldn't be suprised if I spent a good.....1000-2000 gold just gambling for a skill I wanted.....to no avail, I have yet to get it .
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Old Feb 23, 2005, 02:06 AM // 02:06   #174
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Quote:
Originally Posted by PawnBoy
I know a lot of people have been suggesting a seperate trading area, or a trading chat filter...or something along those lines. I'd just like to remind them that (As long as my memory serves me) there is an auction system in the works. Now if anyone has any experience with any modern MMO's they probably know that this will probably solve virtually any trading problems that we had in the last beta weekend. Anyone who wants to sell, just puts their stuff on auction and waits for the first person come along and buy it....no heckling, or "I'm over by the fire". As long as I recall right, that they are planning on putting an auction system in, I don't think we should bother reccommending any trading changes. I believe that will solve our problems. If I'm wrong.... Then I suggest they put an auction system in.
I really like this idea. I played Ultima Online on a POL server (user created server) for a while and they had an auctioneer. The way it worked is you went to the auctioneer, and placed your item up for auction. You'd list the starting price and were able to choose length of time you wanted it to be on auction. 1hr up to 7 days I think was the default there.

After the item was on the auctioneer, other users could come and bid on it. They also made it so that if a user bid on an item, you didn't have to wait two weeks for them to get the money they bid. The way this was done is you placed money into a Auction account so to speak. (ie. User deposits 100 Gold onto the auctioneer, he/she then could bid up to 100 gold on items listed on the auctioneer and no more unless more money was deposited on the auctioneer)

I'd love to see this incorporated along with a chat filter or customizable chat panes (like SWG) so that you could filer out what you do and don't want to hear. This would cut down on spam a lot and also make a nice place to sell/buy things.

Last edited by Julia Darkheart; Feb 23, 2005 at 02:08 AM // 02:08.. Reason: POL Server, Not ROL.. wheres my spell check? Haha
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Old Feb 23, 2005, 02:20 AM // 02:20   #175
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Default Account Based Map

It'd be nice that if the Explorable Map is account based, that way if a person wants the map to be fully showing they don't have to explore it for each character.

BUT, limit quick city traveling to Characters so people can't just completely skip over huge portions of the game.
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Old Feb 23, 2005, 02:38 AM // 02:38   #176
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Then what would be the point? The reason people want a fully explored map per account is so that they can fast travel. I say allow fulyl explored map with cities and the like, but make it have an on off switch so it will be optional for those who say they don't want it.
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Old Feb 23, 2005, 03:08 AM // 03:08   #177
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Quote:
Saving Skill Set-Ups
As mentioned here, maybe a way to save the skill set-ups (up to five or ten). So as an elementaist, I could make a whole set-up of just fire, then another set-up of just air.. so depending on the mission/mood I'm in, I can switch to these set-ups without having to individually place each skill in. Saves on time. Not anything big though.


I like this suggestion A Lot!!!





Quote:
A chain of skills could also be set up (for example, hitting a macro would have my character cast "Phantom Pain" and right afterwards, "Conjure Phantasm")

Sacred does this through their Combo Skills and it is Very Cool! You have to find a Master to make the combo skill for you, but that is just another interesting quest...
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Old Feb 23, 2005, 04:06 AM // 04:06   #178
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Default noob suggestions

The February event was my first experience playing GW. If the entry point (time before the searing) is supposed to be a tutorial, there should be training on use of the interface, as well as game play. Of course, for experienced players that are starting their 2nd character, they should be able to toggle this off.

As for quests, I have two suggestions. One, after the searing, the quests left over from the tutorial should be wiped out. I don't think Thom is still looking for a new cape after that disaster. Also, for the quests after the searing, there could be an option (per quest) that would allow you to turn on the direction assistance tool. There could be a penalty of say 50% experience for the quest for using that aid.

in game: Zarrod Stormbringer - Elementalist
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Old Feb 23, 2005, 05:37 AM // 05:37   #179
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zersenser, The Beginner NPC is a great idea. but if it was going to be implemented into the game id really like it if there was choice to talk to him. example: your new an npc approuches you and surgests if you would like some basic knowledge of the game to get you started: yes or no. if player chooses yes, sub catagouries should appear, example:

- fighting,
- moving around the world
- trading
- quests
- magic
- Advance stuff
- misc stuff

The player then click on which of the topics they dont understand or are not firmillar with. each one should include a deminstration, and chance for you to act our the deminstration. though help Bots, need to be clear explain things easily for everyone to understand.

And yeah if you chose no. the npc would leave saying if you ever need help you can find me here: (here meaning 1 place in the first town you start off, and 1 place after the war in the broken up arcalon city.)

But its a really helpful idea to any new player, especally if they not going to produce a manuel with the game.
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Old Feb 23, 2005, 05:58 AM // 05:58   #180
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To start off I have been playing GW since the WPE and have loved every second of it. From the beautifull landscapes to the phenominal game play that keeps me on the edge of my chair all night long (and its a comfortable chair )

I have quite a few suggestions but since most of them have been covered quite extensively I am only going to post on those that havent.

As both twin raven and sir teg have stated some way to auto assign you to a group that is ready to do the current mission at hand. Something like how the battle arena is/was setup near LA. This would most definatly help rid some of the hassles associated with getting a group together as well as encourage group play.

I truely love the direction this game has been taking and plan to be with it for every expansion. Keep up the marvelous work!
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