Lion's Arch Merchant
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Loot and Salvage Tendencies
To fix a bit of the problem of drop rates, the generally excessive trade spam, and give people a much better chance at their desired unlockables, I think a more decisive tendency towards classes and attributes, as well as true rewards is necessary within Guild Wars, especially to eliminate the need to spend time sitting in town looking for trades, but also the level of grind that can easily be associated with items, afterall, running into battle without the best equipment and largest array of skills, puts many at a disadvantage. I can say that I have most of what I wish on my character currently, but I actually have more runes for necromancers unlocked than I do for a warrior, or even secondary elementalist if I chose to play a primary in PvP.
Class/Attribute Based Tendencies -
One of the more annoying things is to pick up...a scroll, when there is an obvious earth mage here and you happen to have nothing in it. That is just the basic example, but this extends to my unlocking...necromancer runes, majors even, with a smaller supply of warriors, or as I said, elementalists which I might like to be. Then, I hate getting cloth salvage items when I know others could probably use it more, while they stock on iron. Not to mention the few I salvage and getting wood planks from an axe...
Because of the way the system could potentially work, this wouldn't be a completely sided area, meaning that just because you kill a mass of executioners, the one warrior won't end with 95% of the breastplates, instead it will read who's general turn it is on the loot, not having wholly round robin but a percentage system, allowing people who can use the items to get more and saving usable items for others for later, and their attribute placement, and assign loot available from the monster based on that more often. That means, if you are a hammer mastery heavy warrior, with no other warriors even in the group, you have a higher advantage for gaining hammers rather than cloth based salvage items, if a number of hammers are dropping that is, it won't predispose the loot tables to give hammers.
This would especially apply for upgrades and unlockables, which would actually predispose loot tables to help you unlock necessary items, and thereby gain them for your character as well. If you are high in hammer mastery, it will feed you more and more of the upgrades you need, as well as giving a secondary focus on whole class and secondary class and attributes, since unlocking all of the items for what you already are seems rather useless, gives you your second class to fall back on, especially useful since we can switch secondary professions.
Unlock or Not to Unlock -
I think it would be nice for the economy to recieve a little box to choose to unlock an item you've identified, though each unlockable can only be done once obviously for a person. So, if you have no desire to be a warrior any time in the future, and identify an axe with an ebon axe haft and axe mastery grip, you can decide not to, and sell it off as still locked (some notable description for this), and when a person gains the item, they have the chance to unlock it for themselves, then it won't be doable at another time. This will of course help with any hiccups in the above systems, as well as making alot more upgrade items worth while. As it stands, I sell off numerous upgrades to merchants for 25g each, because I have em and don't want them filling my inventory.
True Quest Rewards -
I don't believe I've ever used a reward from a quest in this game, I've had better since before a quest or else never needed to use most of em. As we move on to later quests, this is especially apparent for upgrades, runes,a nd materials, I mean most of us have perfect weapons an hour after entering Lion's Arch, the rest from quests are merely for sale. Not to mention, I'd like to see direct wins from missions, I know alot of people don't feel as much like bothering with quests, I spend my time running through the more interactive and battle heavy quest, otherwise known as...missions of course.
I'd like to have a little item selection come up for these to choose a few items, some may be hard quests to get a rune of your choice, or just a high item you want, even upgrades, maybe just crafting materials, or flat out money if you need nothing.
Further Skill Quests -
Perhaps include more skill quests for those of us who have switched secondary professions, there are about three or four starting ones for around 8-10 skills that are simple to do, but if we've completed enough of em early on, we are kind of hampered by the fact that we can no longer gain skills we may want. And, I'm up to 360g per skill, if I want to spend less I would have to signet of capture everything, and expend more than all of my skill points to find enough, this would merely be a simpler means of gaining them.
Salvage Options -
I suggested this elsewhere a while back, and merely want to bring it up again, I don't care about getting the same rune of minor axe mastery from another item, I'd rather get five steel ingots. Please, when we salvage or expert salvage items, allow us a window of options, obviously runes, upgrades, and rare materials are available only via expert salvages, but give us this selection. Some of us may want glittering dust from a few items, others just to get large amounts of iron instead of steel, I think the option should be available, not indicating yield size as I've said before, just the general selections.
Further Bonus Rewards -
Bonuses become rather useless, it is hard to drag people over to them, and might as well not finish them early since it is 1000 experience later on. Perhaps the inclusion of that lost skill point, as well as even additional rewards such as a few hard to reach skills, or merely upgrade and rune selection as I indicated above for other missions.
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By and large I believe these are the simplest methods to allow people a bypass of that grind which was designed to be cut, but there is nothing special around this unlocking system, people have to work hard in order to create anything feasible for a very large part of the game, PvP characters and going right to the arenas.
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