[font=comic sans ms,cursive]Reward the individual player for what they are doing rather than contribute scoring via server[/font]
Rewarding individual player for what they are doing, as in they are alone doing things in WvW or they are in a group and rewards are base on what they do?
Because if it was rewarding players for what they do alone, wouldn't that discourage player from forming a group in WvW?
LFG could use a chat panel that is solely for grouping/lfg
Reasoning: Since we can do /join pumpkin pie (for instant) a chat panel for grouping/LFG would be useful, this chat panel should be server wide, meaning players from all maps can read it. once someone do a /join pumpkin pie, I can see who's joining and pick from those who wishes to join me. This encourages ppl to form group, since those forming the group gets to pick who goes with them. Server wide LFG chat panel is also useful, sometime when you are playing, you just don't want to stand idle waiting for a group to form, I could be chopping trees or covering an area that is not yet done.
Getting teleported to the dungeon location from wherever your character is should be useful, put in the travel fees from where your character is to travel from, because sometime players are that (ie me) lazy. Something like: you are about to join your party in The Mist, travel fees is X silver, [yes]/[no]
How are skills that need both hands to target (ie using mouse / ground targeting skills) being balance against skills that players only needs one finger to activate? (this is not a suggestion, just a curious question) because I don't think they are balance at all, but if there's a reasoning behind why some skills need both hands to activate while others merely needed one, leaving them with more free fingers to navigate their characters. ... Consider me a noob, say my necromancer is using a staff with 4 ground targeting skills, and this other character have auto attack skill 1 and 4 other skills that they merely need to hit 2,3,4,5 while their right hand is free to make the character run around making my necromancer unable to target it effectively. how is this balance?
What happens when a single elementalist is face with a single foe? does their aoe also not work? on this single target? how do you balance that.
Because i don't think the problem with elementalist is aoe, its how quickly they/we can swap from one attunement to another from fire to water to earth to air making us/them having 20 skills to use when players who swap between 2 set of weapons only have 10 skills to use.
i'll add to this when i remember what i wanted to say, until then that's all for now, back to tyria
Regarding those monthly rewards that involve things like 100 dynamic events participated or 100 dungeons cleared, might we have a minimum requirement to complete the monthly, after that the counter continue counting, because I just realized, for players who play on a daily basis, those numbers don't stop at 100, so, how about after achieving the monthly goal, if you reach a second tier before the counter reset, players gets another rewards , better ones for achieving tier 2,3,4,5,6 depending on how much they play? (i hope that is clear, having difficulty explaning what i am thinking)