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	<updated>2026-10-18T04:19:35Z</updated>
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	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/External_Chat_Interface&amp;diff=14498</id>
		<title>ArenaNet:Guild Wars 2 suggestions/External Chat Interface</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/External_Chat_Interface&amp;diff=14498"/>
		<updated>2009-04-08T22:11:48Z</updated>

		<summary type="html">&lt;p&gt;24.34.253.159: /* External Chat Interface (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===External Chat Interface ([[ArenaNet talk:Guild Wars 2 suggestions/External Chat Interface|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Have functionality to be able to chat to the in-game world via the browser. A similar concept is in place for other MMO's (such as FFXII), and allows communication with your community in-game even if you (physically) are not in a place that allows you to start the game client or where it is impractical (say, in a coffee shop using your laptop, or in a library terminal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Allows people to keep in touch with their friends without needing to start up the full game client&lt;br /&gt;
* Fosters a closer community&lt;br /&gt;
* Allows people to converse with in-game friends while doing something else&lt;br /&gt;
* Lets GM's monitor the in game chat more as they can have multiple chat windows up for the various towns etc.&lt;br /&gt;
* Could be used for Real Life developer / Player parties where they launch a external chat window on a big screen at a event or something.&lt;br /&gt;
*Are you refering to something similar to Skype because if you are, I totally agree.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Enabling in-game communication might serve to fragment the player community by allowing players to manage/interact with ingame assets while not actually being ingame&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Communication suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>24.34.253.159</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Larger_Party_Sizes&amp;diff=15114</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Larger Party Sizes</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Larger_Party_Sizes&amp;diff=15114"/>
		<updated>2009-01-09T00:22:58Z</updated>

		<summary type="html">&lt;p&gt;24.34.253.159: /* Larger Party Sizes(Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Larger Party Sizes([[ArenaNet talk:Guild Wars 2 suggestions/Larger Party Sizes|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Ok, so the general party size is 8, and you play through about half the game with 8 maximum members in your party. This doesn't seem right, because the game should increase in dificulty as you progress, as should the party size. Now, depending on how long the game is and its difficulty curve, the party size should steadily increase.&lt;br /&gt;
&lt;br /&gt;
There should be big Uber dungeons and bosses that require 20-30 people to bash through, and have like a massive chest, like in GW:EN, when the Uber boss is slain that everyone can open and get something Uber or not-so Uber.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Many people enjoy playing in large groups. For instance, many people enjoy Alliance Battles (12-person group), or the two-team missions in Factions (Vizunah, Unwaking).&lt;br /&gt;
* Larger party size introduces novel challenge. Carefully designed missions like Urgoz's Warren and The Deep (12-person parties) require a whole new level of strategy and planning. &lt;br /&gt;
* There would be enormous guild and alliance comraderie in playing and completing a mission with a large party size, whether it's a carefully designed mission or not -- the sense of working together as a team, and the shared experience of it.&lt;br /&gt;
* The opportunity to meet and socialize with many more people while playing.&lt;br /&gt;
&lt;br /&gt;
; Why it may not work out&lt;br /&gt;
*20-30?!? That's as many people as in an outpost or city....even more! &lt;br /&gt;
*The better missions take developer time to design -- like Urgoz and The Deep -- where every team role is important, and people feel less like a number.&lt;br /&gt;
* Large parties become increasingly unwieldy. Team chat goes crazy, etc.&lt;br /&gt;
* The larger the party, the more complex the mission, the ''smaller'' the number of people that such missions would cater to, and the more difficult to PUG. Eventually, you'd have to belong to a well-organized alliance with high-ranking players. ANet doesn't have the money to be in the WoW position where you're generating a lot of new content for a very small percentage of the gaming population.&lt;br /&gt;
&lt;br /&gt;
This could work better if you had Subgroups within Parties. Some way of dividing the groups  but still see the entire party that way healers would know who they are to heal, or some kind of markers, could click the avatar On or Off to add to your sub-group. -Xeridian Darkmoon&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>24.34.253.159</name></author>
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