-I hope Nightfall DOES NOT including any form of faction earning, continuation of luxon/kurzik feuding, elite missions, town ownership and minimal mission play.
-I hope that Nightfall uncovers a completely different gaming dynamic...
-I hope that all future expansions/stand-alone (w.e.) are BASED off of prophicies areas... (i.e. Kryta->Factions Crystal Desert->Nightfall Ascalon->Chapter 4, etc.)
-I hope that it's an open map, even though there were alot of complaints that characters in Prophicies could get a run to various places, I miss the challanges of the runs, I miss having that option, I miss having an open map!
-I hope it takes time to level a new character up!
-I hope there will be continued rit/a support!
I'm sure it's far too late to express these hopes and much of Nightfall is done, I really do hope it full-fills alot of my hopes!
Ideas about or hopes for Nightfall
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Rancour
Wilds Pathfinder
I'm a free spirit (that's not what the guild is called, I just am)
W/R
Joined Aug 2005
I'm hoping for a less cheesy, more original storyline. I think the two first stories were a LITTLE cliché'ish.
I agree with you on the open map thing; It's alot cooler and interesting and if people want to ruin the gaming experience by getting a run everywhere, I say let them. It doesn't ruin my fun.
I agree with you on the open map thing; It's alot cooler and interesting and if people want to ruin the gaming experience by getting a run everywhere, I say let them. It doesn't ruin my fun.
Earning rewards for completing tasks is fine, but it shouldnt promote goal-oriented-play, which does nothing but create grind. I love the Elite Missions, but hate how they are implimented.
Yes, each new expansion must have new game dynamics for me to consider playing it.
Based off of existing areas? Err.... Yes, we wouldnt want any new content, would we?
Yeah, some restrictions on running is fine (prophecies was just ridiculious) but you must also keep in mind that the majority of prophecies was directed to 19 and unders, while most of factions is geared towards 20's. I hope this trend continues, I see little need to have large areas with many design hours put towards them which are rarely used but once by a player (ie, Kryta and Maguuma and Ascalon and...).
I see no reason to create a barrier between a new character who has completed the tutorial aspect of the game, and level 20.
And yes, Rt's and A's need as much continued support as core classes.
Yes, each new expansion must have new game dynamics for me to consider playing it.
Based off of existing areas? Err.... Yes, we wouldnt want any new content, would we?
Yeah, some restrictions on running is fine (prophecies was just ridiculious) but you must also keep in mind that the majority of prophecies was directed to 19 and unders, while most of factions is geared towards 20's. I hope this trend continues, I see little need to have large areas with many design hours put towards them which are rarely used but once by a player (ie, Kryta and Maguuma and Ascalon and...).
I see no reason to create a barrier between a new character who has completed the tutorial aspect of the game, and level 20.
And yes, Rt's and A's need as much continued support as core classes.
Quote:
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Originally Posted by ubermancer
Earning rewards for completing tasks is fine, but it shouldnt promote goal-oriented-play, which does nothing but create grind. I love the Elite Missions, but hate how they are implimented.
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Quote:
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Originally Posted by ubermancer
Yes, each new expansion must have new game dynamics for me to consider playing it.
Based off of existing areas? Err.... Yes, we wouldnt want any new content, would we? |
I didn't mean replicate the crystal desert
... I simply liked how they linked factions to prophecies.Quote:
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Originally Posted by ubermancer
Yeah, some restrictions on running is fine (prophecies was just ridiculious) but you must also keep in mind that the majority of prophecies was directed to 19 and unders, while most of factions is geared towards 20's. I hope this trend continues, I see little need to have large areas with many design hours put towards them which are rarely used but once by a player (ie, Kryta and Maguuma and Ascalon and...).
|
Quote:
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Originally Posted by ubermancer
I see no reason to create a barrier between a new character who has completed the tutorial aspect of the game, and level 20.
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This quicker leveling is killing the new professions like asassins, people just don't have enough time to work out the kinks in the builds or learn how to actually use them effectively. You don't see it as much with rit's, because they are more subtle support characters.
L
What I hope to see:
- A developed, well thought storyline, unlike the 2 we have.
- Non-Linear progression, like the Crystal Desert missions, which you are free to choose in which order you do them. The linear progression is rather boring in comparision.
- The gates in Factions were very limiting. Once a gate opens, it should open for all chars in the same account. Forcing people to play all the missions for every char only decreases the number of PVE chars we see.
- Slower PVE leveling than Factions. Part of the fun of pve is developing your character- like a true RPG. In Factions, getting to lvl 20 was rushed. If you want to get to lvl 20 in a hurry- make a PVP char.
-More unique pvp gameplay: Prophecies brought RA/TA which were short yet enjoyable, and the Heros Acent which requires too much time, and is out of my league.
Factions added some unique pvp gameplay, and I hope to see more in Nightfall.
-I loved Dwayna Vs Grenths, its pointless and relaxing fun, without the tension of trying to find the 'UberBuild'. I do hope to see something along the same lines.
-And last of all: An Obesity scale when creating chars
- A developed, well thought storyline, unlike the 2 we have.
- Non-Linear progression, like the Crystal Desert missions, which you are free to choose in which order you do them. The linear progression is rather boring in comparision.
- The gates in Factions were very limiting. Once a gate opens, it should open for all chars in the same account. Forcing people to play all the missions for every char only decreases the number of PVE chars we see.
- Slower PVE leveling than Factions. Part of the fun of pve is developing your character- like a true RPG. In Factions, getting to lvl 20 was rushed. If you want to get to lvl 20 in a hurry- make a PVP char.
-More unique pvp gameplay: Prophecies brought RA/TA which were short yet enjoyable, and the Heros Acent which requires too much time, and is out of my league.
Factions added some unique pvp gameplay, and I hope to see more in Nightfall.
-I loved Dwayna Vs Grenths, its pointless and relaxing fun, without the tension of trying to find the 'UberBuild'. I do hope to see something along the same lines.
-And last of all: An Obesity scale when creating chars
M
I hope there isnt some person named Shiro Tagachi in NightFall cuz hes jus a big fat newby, o and Whitemantle, Mursaat, Char, all fat newbys ^^, i like the desert play but I wish the male dervish doesnt always wear the skirt/robe kind of armour, I know there deadly in combat and elusive but still I want PANTS
Quote:
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Originally Posted by Monkatize Me Captn
I wish the male dervish doesnt always wear the skirt/robe kind of armour, I know there deadly in combat and elusive but still I want PANTS
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Someone stole their Elementalist sister's Aeromancer skirt...
Also, wide open areas with widely spaced mobs. I HATED Kaineng City because it was all narrow corridors with mobs every five feet. Echovald is even worse in places...
Quote:
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Originally Posted by gabrial heart
-I hope Nightfall DOES NOT including any form of faction earning, continuation of luxon/kurzik feuding, elite missions, town ownership and minimal mission play.
-I hope that Nightfall uncovers a completely different gaming dynamic... -I hope that all future expansions/stand-alone (w.e.) are BASED off of prophicies areas... (i.e. Kryta->Factions Crystal Desert->Nightfall Ascalon->Chapter 4, etc.) -I hope that it's an open map, even though there were alot of complaints that characters in Prophicies could get a run to various places, I miss the challanges of the runs, I miss having that option, I miss having an open map! -I hope it takes time to level a new character up! -I hope there will be continued rit/a support! I'm sure it's far too late to express these hopes and much of Nightfall is done, I really do hope it full-fills alot of my hopes! |
amen...
I
Quote:
|
Originally Posted by gabrial heart
-I hope that it's an open map, even though there were alot of complaints that characters in Prophicies could get a run to various places, I miss the challanges of the runs, I miss having that option, I miss having an open map!
-I hope it takes time to level a new character up! |
i hope for a long leveling like in prophicies factions was rushed and rushed you just not fun finished it anyway though.....never ever wont to do that again!

I hope Nightfall is more like Factions and less like Prophecies.
- Mixed-group mobs, as opposed to Prophecies' huge herds of mesmers and stampedes of warriors.
- Fixed boss locations making skill caps less of a roulette.
- Access to virtually every non-elite skill from the early skill trainers, allowing us to run non-archetypal builds right from the start.
- Mission-based PVP (like Fort Aspenwood) that rewards hybrid PVP/PVE strategies and builds.
And I hope Nightfall is more like Prophecies and less like Factions.
- Voice-overs that are more pleasing to the human ear than two cats fighting on a blackboard.
- Enough empty space that you're not overwhelmed with claustrophobia.
- Half-decent Elementalist skills!
...
I also hope ANet listens to the community.
- Work hard at not fragmenting or alienating the player base.
- Improve the interface tools for buying and selling items, and for assembling pick-up groups.
- Invest a bit more in the story aspects and production.
- Don't make it too easy - more and more people will now have played through both campaigns and sufficiently competent that just raising the level of the mobs a bit won't satisfy them challenge-wise.
And I hope ANet doesn't listen to the community!
- Don't continue supporting Assassins and Ritualists. You can't survive too many more releases if you commit yourself to that sort of exponential growth. Thow 'em a bone of some sorts in six months time, if only for the PR value.
- If something needs nerfing, nerf it. A "flatter" power curve accross skills and classes promotes diversity and experimentation, and these are good things.
- Don't, for the love of all that's sacred, increase the level cap! The game can't survive that sort of wrench to it's core design, and the people calling for it are only interested in getting more plusses on their 'toon. Remind 'em that there's really no difference between two level 20s fighting and two level 30s fighting...
- Don't divorce PVP and PVE entirely. The continuum is necessary to your long-term appeal, to the coherence of the community, and probably to the guts of the game mechanics. Plus the hybrid stuff you came up with in Factions is genuinely a lot of fun.
- Don't make it too hard. Like it or not, the player base is going to split further with each new release, and at a pinch everything in the core plot has to be completeable by an assassin or a monk plus seven henchies.
- Mixed-group mobs, as opposed to Prophecies' huge herds of mesmers and stampedes of warriors.
- Fixed boss locations making skill caps less of a roulette.
- Access to virtually every non-elite skill from the early skill trainers, allowing us to run non-archetypal builds right from the start.
- Mission-based PVP (like Fort Aspenwood) that rewards hybrid PVP/PVE strategies and builds.
And I hope Nightfall is more like Prophecies and less like Factions.
- Voice-overs that are more pleasing to the human ear than two cats fighting on a blackboard.
- Enough empty space that you're not overwhelmed with claustrophobia.
- Half-decent Elementalist skills!
...
I also hope ANet listens to the community.
- Work hard at not fragmenting or alienating the player base.
- Improve the interface tools for buying and selling items, and for assembling pick-up groups.
- Invest a bit more in the story aspects and production.
- Don't make it too easy - more and more people will now have played through both campaigns and sufficiently competent that just raising the level of the mobs a bit won't satisfy them challenge-wise.
And I hope ANet doesn't listen to the community!
- Don't continue supporting Assassins and Ritualists. You can't survive too many more releases if you commit yourself to that sort of exponential growth. Thow 'em a bone of some sorts in six months time, if only for the PR value.
- If something needs nerfing, nerf it. A "flatter" power curve accross skills and classes promotes diversity and experimentation, and these are good things.
- Don't, for the love of all that's sacred, increase the level cap! The game can't survive that sort of wrench to it's core design, and the people calling for it are only interested in getting more plusses on their 'toon. Remind 'em that there's really no difference between two level 20s fighting and two level 30s fighting...
- Don't divorce PVP and PVE entirely. The continuum is necessary to your long-term appeal, to the coherence of the community, and probably to the guts of the game mechanics. Plus the hybrid stuff you came up with in Factions is genuinely a lot of fun.
- Don't make it too hard. Like it or not, the player base is going to split further with each new release, and at a pinch everything in the core plot has to be completeable by an assassin or a monk plus seven henchies.
G
My List
- White Dye
- Beauty Merchant (Hair Cuts, Hair Dyes, Etc Etc...)
- Mouths moving in Cinematics
- Auction House
- Better PvE (Like Prophecies)
- Animate Bone Minions (Make it match its icon)
- Animate Vampiric Horrors (Change the way they look)
- More lush spell/weapon effects.
- More social aspects.
- Quivers
- More Guild Emblems
- More cape styles
Thats it for now..
- White Dye
- Beauty Merchant (Hair Cuts, Hair Dyes, Etc Etc...)
- Mouths moving in Cinematics
- Auction House
- Better PvE (Like Prophecies)
- Animate Bone Minions (Make it match its icon)
- Animate Vampiric Horrors (Change the way they look)
- More lush spell/weapon effects.
- More social aspects.
- Quivers
- More Guild Emblems
- More cape styles
Thats it for now..
s
I would like to see
*Leveling in between factions and prophecies. Prophecies was too slow, but
then factions was too fast.
*A npc that lets you change hair color and such, but for a price.
*Mouths moving when people talk.
*A lot of missions like prophecies had.
*A lot of optional, extra stuff to do, like factions had. (something like the factions missions and stuff).
*New guild halls like they added for factions.
*New cape designs like they added for factions.
*Make the henchies smarter and less pathetic so you can accually do ALL missions with them (not just the first half of the missions).
*Storage for festival/event items.
*Some kind of assassin and rit support. Maybe not too much, but at least a armor set or something, otherwise we will probably see no assassins or rits in nightfall. IF there is no support for them in nightfall, and they do the same for chapter 4, then we will probably see very few "chapter specific" classes and mostly just see the "core" classes with " chapter specific" class secondaries, which won't be as fun and diverse.
*White dye.
*Bosses being in more set places like they are in factions.
*More open areas like in prophecies. I didn't like the kainenge area, mostly because there were so many allyways. and partially because almost all of it looked the same (exept for the acual cities in the area and the missions at the end).
*Skill trainers have new skills later on in the game like they did in prophecies, but, once you have been to that skill trainer (or maybe the city that skill trainer is in), then their skills are avalible for purchase at all skill trainers in nightfall. I liked how you got new skills as you went on in prophecies, but I didn't like having to go to just about every city in the game to get the skill you are looking for (unless you got to fire islands, then the skill trainer DID have all the other skill trainers skills, which I liked, but it would be nice to have something like that as you go along, not just at the end of the game).
*DON'T EVER INCREASE THE LVL CAP
*Gates like the ones in Factions, but they are only down the first time you play through the game. Once one of your characters have gone somewhere, then ALL of them can go to that place without having to worry about stupid gates. There are some very anoying missions in factions that I would like to skip since I have alredy done it because I happen to like the next mission, but I can't.
*Have a reward for finishing the game so more people try to finish it. I liked how you got greens as a reward for factions.
*Have it IMPOSSIBLE to get run from a place with non-max armor to a place with max armor. Sorta like how you did it in factions.
That is all I can think of for now, but I know there is more...
*Edit*
Oh yah, make it possible to get money by accually playing the game in A FUN WAY(maybe make missions like Fort Aspenwood, so it is fun and can easily be replayed over and over without getting boring, but it gives out some amount of gold?). Really, the only way I see to make a lot of money, currently is:
*Farming-Too repetitive and boring.
*Buy low, sell high-Also boring and often rips off nooblets, so I would never do it.
*E-Bay-Can get you banned, even though it *might* be the fastest way and the way most worth it timewise (I don't know because I have never done it and, I don't ever plan on doing it just because I don't want to risk getting my account banned).
Plus if it is easier to make gold, hardly anyone will want to buy gold on e-bay and then no one will try to sell it on e-bay.
*Leveling in between factions and prophecies. Prophecies was too slow, but
then factions was too fast.
*A npc that lets you change hair color and such, but for a price.
*Mouths moving when people talk.
*A lot of missions like prophecies had.
*A lot of optional, extra stuff to do, like factions had. (something like the factions missions and stuff).
*New guild halls like they added for factions.
*New cape designs like they added for factions.
*Make the henchies smarter and less pathetic so you can accually do ALL missions with them (not just the first half of the missions).
*Storage for festival/event items.
*Some kind of assassin and rit support. Maybe not too much, but at least a armor set or something, otherwise we will probably see no assassins or rits in nightfall. IF there is no support for them in nightfall, and they do the same for chapter 4, then we will probably see very few "chapter specific" classes and mostly just see the "core" classes with " chapter specific" class secondaries, which won't be as fun and diverse.
*White dye.
*Bosses being in more set places like they are in factions.
*More open areas like in prophecies. I didn't like the kainenge area, mostly because there were so many allyways. and partially because almost all of it looked the same (exept for the acual cities in the area and the missions at the end).
*Skill trainers have new skills later on in the game like they did in prophecies, but, once you have been to that skill trainer (or maybe the city that skill trainer is in), then their skills are avalible for purchase at all skill trainers in nightfall. I liked how you got new skills as you went on in prophecies, but I didn't like having to go to just about every city in the game to get the skill you are looking for (unless you got to fire islands, then the skill trainer DID have all the other skill trainers skills, which I liked, but it would be nice to have something like that as you go along, not just at the end of the game).
*DON'T EVER INCREASE THE LVL CAP
*Gates like the ones in Factions, but they are only down the first time you play through the game. Once one of your characters have gone somewhere, then ALL of them can go to that place without having to worry about stupid gates. There are some very anoying missions in factions that I would like to skip since I have alredy done it because I happen to like the next mission, but I can't.
*Have a reward for finishing the game so more people try to finish it. I liked how you got greens as a reward for factions.
*Have it IMPOSSIBLE to get run from a place with non-max armor to a place with max armor. Sorta like how you did it in factions.
That is all I can think of for now, but I know there is more...

*Edit*
Oh yah, make it possible to get money by accually playing the game in A FUN WAY(maybe make missions like Fort Aspenwood, so it is fun and can easily be replayed over and over without getting boring, but it gives out some amount of gold?). Really, the only way I see to make a lot of money, currently is:
*Farming-Too repetitive and boring.
*Buy low, sell high-Also boring and often rips off nooblets, so I would never do it.
*E-Bay-Can get you banned, even though it *might* be the fastest way and the way most worth it timewise (I don't know because I have never done it and, I don't ever plan on doing it just because I don't want to risk getting my account banned).
Plus if it is easier to make gold, hardly anyone will want to buy gold on e-bay and then no one will try to sell it on e-bay.
