03 Nov 2006 at 13:59 - 68
Well, I have several ideas regarding most of the topics I have read here, and some that I have not seen brought up just yet (although I did skip a significant portion of the posts, so sorry if I repeat something that has already been said).
First, would be the problem with updating the older chapters. My solution to this would be to create another team, although smaller than those for the game production's themselves, that will work solely on updating previous chapters and adding new content to keep the fanbase from feeling that everything is loosing its flavor and/or getting far to repetitive/old.
Their job would be to add new features, such as the god realms, new item skins, and perhapse explorable areas, to the older chapters, to cover skill updates/balances, and to take new features from more recent chapters, that are currently chapter-exclusive, and implement them into the older chapters (inscriptions, for example).
Second, would be the concern about having a chapter every 6 months. Some people think this is fine, others think the time should be 1 year, for various reasons. I say that the time between chapters should in fact be increased, but NOT to 1 year per chapter. This ammount of time will, for even casual players, begin to feal dragged out. My ideal time-frame for chapter release would have to be 8-9 months.
Reasons - this gives people time to fully experiance the game without it being dragged out for to long of a time, and give the developers more time to place finishing touches on new (and preferbly more in-depth, although Nightfall is exelent) releases, while hopefully not loosing revenue.
Third would be my idea for a solution to the problem of having to many classes by adding additional chapters (I do NOT believe they should create a new trilogy/series for Guild Wars - keep it all one massive world please), would be to re-use already existing classes in future chapters. Example would be for chapter 5, instead of adding yet 2 more new classes, or not adding any classes, would be to have, say, assassin and dervish available.
Unfortuantly, that does not solve the problem with additional skills becoming repetitive and overwhelming, but it at least gets through part of the problem of connecting every future chapter to Prophecies.
Fourth and last, some of my ideas for improving gameplay, and additional ideas for future chapters.
Change Hall of Heroes back to 8-player, and more importantly, although not by much, allow ONLY ONE HERO PER PLAYER, and only in PvP arena's where henchmen are allowed.
Remove town-control from Factions entirely. This feature sevearly hampers access to areas of the game for the casual player, and greatly promotes "grinding" for faction. This (in my oppinion, and I am shure that of many others) was a horrible idea. In its place, add some other benefit for increasing faction for your guild/aliance. Perhaps something such as a greater ability to customise your character.
To promote GvG even further (this is what the game was made for, was it not), offer a new reward to those guilds that reach the top16 (or maby top32) to design a guild emblem, if they wish, that is exclusive for their guild. Of course, it would probably have to follow the same rules as all the other "design-an-emblem" contests that have been hosted. The details would be for NCSoft/ArenaNet to work out.
Remove locked gates, and instead implement something similar to the story/exploration used in Nightfall to both Factions and Prophecies. Make the Prophecies mission maps explorable areas as well, similar to Nightfall, and populate the explorable aspect of Factions mission maps with creatures.
Possable skill and class ideas for future chapters:
Shapeshifter: the design for this class should be obvious - the ability to change into other creatures, and use skills associated with what you shift into.
Rogue: the assassin was an exelent class in my oppinion, but does not promote stealth the way many people wished it would. Create a class that uses stealth-orrented skills to accomplish their goal. Perhaps even include an ability to locate ranger traps, disarm traps, and use traps themselves.
Summoner: this class would be similar to a beastmaster ranger, exept that they would have all their attribute's orrented around their "pets". These creatures should work similar to a ranger's pet in attack skills, and that they are always there when the skill is equipped. They should, however, work similar to a necromancer's minions to determine the level of the creature possessed by using the attribute levels. The primary difference between the necromancer or ranger, however, would be the limit on how many creatures you can have - one creature per skill.
Example: it would be possable to have 8 creatures helping you at all times, but you will have no other skills available to improve them, so their relative power would be based solely off your atribute levels, or alternativly, you could possess 1-2 creatures, with several support/attack skills for them, and effectivly have them all much more powerful than if you were using 8.
Sacrafice skills: a new idea for sacrafice-skills of the necromancer, is to have skills that require the health sacrafice WITHOUT costing energy in addition. Also, it should be possable to implement sacrafice skills with a fixed health cost, instead of a percentage (similar to Illusion of Weakness)
Hexes: perhaps include "maintained hexes" - hexes, that once cast, reduce the pips of energy regeneration while in effect, and remain in effect untill the caster dismisses, are removed, or the target leaves range, working similar to maintained enchantments. Such maintained skills could also possably include shouts and stances as well.
Maintained spells: Spells that are maintained currently always reduce your energy regeneration by 1pip for each one you maintain. Why not broaden this by including more powerful maintained spells that "cost" 2pips of energy regeneration, or even 3? Also, it could be expanded to loosing a fixed amount of energy, such as "while this spell is maintained, you loose x energy each second", or maby even include spells that are maintained through health degeneration or exaustion (1 energy point becomes exausted each second you maintain it). I am quite shure there are many more possabilities I have not listed here.
Edit Also perhapse include a hex that, while in effect, causes the target to maintain all the enchantments they have in effect.
Storage: the material storage was an exelent idea. This should be taken farther. Rune storage, dye storage, ect. Also, why not increase the cap on how much materials of a given type you can store as another gold sink? [for (previous cost + 50) gold, increase the max amount of materials you can store by 50 (150 (50+100) gold for 300 storage, 300 (50+100+150) gold for 350 storage, ect.]
And Finaly
Commonly asked for additions:
-Increased storage space
-Guild storage
-Auction system
-all others I cannot think of currently for some reason...
For those of you who acualy read through my long-a** post, I would like to see if you like these suggestions or not, and if not, WHY. Please do not respond declaring me or my ideas as retarded, noob, ect. without explaining why.
And yes, there are many more ideas where that came from, I'm just tired at the moment and cannot think of them.