Alright, well this is directed at GW2. As an avid player of gw/rpg's in general, I felt it necessary to throw out there some ideas for the mechanics of GW2 I would personally like to see, and to offer solutions to problems many people are having with the idea of GW2 and the direction it's taking.
Now, when I first heard about GW2, I was in shock and disbelief. It was a bit of a mixed feeling. Ya'know the one, like seeing your mother-in-law backing for the edge of a cliff in your brand new car.
I thought "no way, it's too soon", then I got into a furious debate with a guildy of mine over the 'lost of time' issue many of you are familiar with.
But then I stepped back and looked at information on GW2 and realized that this could be the start of something great. I mean, this is Anet where talking about, of course they'll come through for us. (well, I hope so at least.)
Just before I start, I'm aware these may not be totally original. But I don't really have the patience to scroll through several pages of ideas for GW1 to find if there is anything on GW2 worth reading.
Ok, on to the thought tank.
Now this seems to be the main gripe people are having with GW2. And that is the high/no level cap. Having played games like Maple Story, I know where you are guys are coming from, trust me. Grinding is tedious, end of story.
However, high/no level cap does NOT equal endless grinding.
I like to think of it as an opportunity for some really ingenious game play.
Here's my idea for this. As you know, the low level cap is much loved by some, while a high level cap is much loved by others. How bout combining the best from both?
I loved the idea that I could get my character fully developed by level 20, which only took me a couple of days. (hopefully) I had the same max health, power, and opportunities that everyone else had. So then it barreled down to skill alone.
This is a keeper, however the high levels don't necessarily have to get rid of this aspect. If within your first 20 levels, you acquired the bulk of your strength and ability's, as in the 450 (ish) max health, and 200 attribute points. (also via two skill quests as always)
And every level there after return greatly diminish rewards that maxes out at a still relatively low point, that varies with profession.
As an example, you gain 200 of your attribute points by level 20, but continue to gain them afterwards, as say, 3 per level till you reach level 30, then 1 per level until the cap is reached at 250 attribute points. So at about level 50, you'll be maxed out stats wise. But does this mean you'll own anyone who is lower level then you? Of course NOT!
Due to the cumulative attribute system, 50 extra point might get some of your attributes up 1 or 2 levels. Sure your skills will be a little powerful, but not by much. The right build will still drop you like a lead zeppelin.
Another idea for the higher levels, is for the max health/energy to increase slightly, depending on your profession. Again maxing out at a relative level so not to become too strong.
Example, your warrior will continue to gain 5 max health per level to a max of 600 max health. And 1 energy per three levels, to a max of 30. (both on the basis of standard max health/energy regardless of equipment.)
Again, so by around level 50 or so, you'll be maxed out.
Does this make you godlike? Again, NO!
You'll be tougher and have more options available to you, but at the end of the day a skilled person at level 20 can still come out on top.
There only noticeable difference between level 20 and 50, is kinda like the difference between a level 17 and 20, or between a regular monster and the boss version of that monster. With the right build, both a easily beatable.
And for my last idea regarding higher levels. Cosmetic. As you level up, it would be nice to continue gaining some kind of reward. Whats better that looks? If your level 100, you should LOOK level 100. Look like one bad mother of a boss. As you would essentially be.
So I suggest that as you gain levels, more noticeably on the higher levels, that you gain points much like attribute points, that can be spent and refunded endlessly, but with no cap. These SFX points can be spent adding various special effects to your characters body/equipment/area as your see fit, and you acquire more special effects as you explore and unlock them onto your account.
Such thing could include, say you have an earth ele at level 50 or so, you can choose to add an effect to your upper torso that makes shards of rock and crystal hover around by your shoulder(s). And over a period of time it looks like you've got vale hovering rock and crystals around your body. Or a fire ele could have jets of flame spew from their shoulders as they cast a spell. Or maybe changing the appearance of your weapon to something with a really nice skin. I'm sure you get the idea.
This way, you can continue to explore and gain levels, even if its only making you look really cool and nothing else.
However, one last thing id like to point out. Even though you CAN gain higher levels, doesn't the you MUST gain higher levels in order to play the game, access certain areas, or use certain equipment. You should, as always, be able to access everything by the level 20 mark. As for power, for the love of god, shouldn't increase any further after level 20 other than ever so slightly stronger skills. So equipment needless to say (but I'll say it anyway.), should be attribute based, and not level based. Played way to many games like that, and I always hated it.
Well, enough of levels, I've got plenty more ideas I wish to touch on.
(believe it or not, but I can't stop my torrent of ideas.)
Next is skills and attributes. I for one, love the skill deployment system. By far the most effective one I've used to date. But there is always room for improvement.
I've always managed quite well with the 8 skill slots, and found that I usually never needed more, but often had to sacrifice something. It would be nice to have more room to play with, even if it came at a cost.
Such as 8 initial skill slots, with an additional skill slot at level 10 and 20 for a max of ten skill slots. This would allow for for even more complex builds and heated game play.
Or perhaps more. Say 15 total skill slots that you acquire as you level up. But, any skill slot you use after the 8th, incurs some kind of penalty dependent on the type of skill in that slot. Such as lower max health, less armor, less energy, etc. So then it comes down to a trade off, like runes do for us already. Do I need more power? Or do I need more health?
So on, and so forth.....
Another possibility is to do with the current attribute system. I seriously love this system, its easy to navigate and used. Pure genius. (brown nosing.)
But it would be real nice to get more in depth with the attributes and alter some of the mechanics of them. Like a sub-attribute within each attribute, that dictates things like range, power, radius of attack/spell, duration and negative effects.
Say like with healing signet for the warrior, you may prefer to gain less health in return for a diminished negative effect. Or you might want your fire ele to hit more enemy's rather than large amount of damage. Or vice versa.
This way the game becomes a little less of just what skills you use, but also of how you use them. Then two people running the same build against each other will be decided by whom utilizes their respective build more efficiently, and not just who has the fastest reaction time.
Now for the next idea set. Game mechanics. This is going to be a big one.
From what I've heard so far, it seem like Anet might implement a Z axis. Where you can now swim, jump, slide and roll. My thoughts...... HELLS YES!
I would like nothing more than to jump down slopes in a desperate bid to out maneuver my pursuers, or to dive behind a bolder to avoid that fireball flying towards me, or even so much as to go for a nice leisurely swim in the moon light.
But what about combat? I think that a z axis and that kind of maneuverability should play a large role in combat tactics, rather than solely on individual builds. Because its not really that exciting standing around all the time launching spells or arrows at your enemy.
How bout attacks\spells on-the-fly? Example, your a ranger, your target is on the move, you don't have the range or time to stand about and shoot at them. Whats that answer? Run and shoot at the same time. So you can be running along side your enemy shooting them while jumping over slopes and dodging through trees. Now that would be fun.
But this shouldn't come without a cost. And that cost should be accuracy. Shooting/casting on a target that is moving while moving, that can't be easy, so your bound to screw up one way or another. Most likely just plain miss. But its better than being out of range.
Of course you be far more accurate standing still, it would be good to have the option of fighting on the run.
Another idea that ties into that last one is a more in depth environmental impact on the combat itself. So players are able to change and exploit the surrounding environment to suit themselves and give them the edge they need to win some battles. So then it becomes more knowledge based battles, rather than just reactions and instincts.
That way a player than knows the area better is able to take advantage of that knowledge when they might be otherwise at a disadvantage.
For example, your ranger is being followed by several warriors, odds which you can't defeat directly. But you know that there is a step ledge ahead, so you nimbly jump up this ledge leaving these warriors unable to reach you as they are unable to jump up such a step ledge like you were able to.
This puts you in a prime position to pick some warriors off as the try to find a way up, find a cover position or simply retreat.
Where this can also take a more direct approach by enhancing you ability's while your in a given environment. Such as a water ele fighting in/on/around vase amounts of water, like a lake or river. Or a necromancer fighting in a graveyard or catacombs where souls and corpses are plentiful.
So it really becomes more a tactical battle, rather than a big ol slugfest.
Yet another idea that ties into these last two. Which is force of impact.
When you get hit by a car, do you really stand still and take a huge amount of damage? Nooo! You get sent flying several meters and hit the ground twisting and bouncing all over the place. The same should be said of a fireball hitting you square in the face.
This would give the game a little more realism, and make it more dynamic. Then players could really feel the pressure as every time they try to get back up, another chunk of rock hits them in the side and send them sliding for another dirt nap.
This also could be use with the environment as you could be swinging that sword, forcing your enemy back to the edge a cliff, regardless whether your doing much damage to them or not, a long drop like that would surly kill them.
Sounds like something out of that movie '300', but hey, it would be awesome.
So every almost every damaging attack or spell should have an additional physical toll on your enemy/character. While of course there are ways of preventing this, it would certainly give combat another dimension.
Now onto another aspect of game mechanics entirely. (Yes I'm still on this topic, deal with it.)
Yet another innovative aspect of gw, and quite contraversal at that, is the instance system. Where you are split from the rest of the world in your own group to tackle a zone without fear of having your loot stolen nor camping for bosses. As GW2 might suggest, this may very well change. I for one welcome the change so I can join in parties and/or fights on-the-fly. However, this is with the prevision that I don't keep getting jerks stealing my drops/kills or so much as going around killing innocent players that are just trying to get by.
Of course I seriously doubt this will happen. Anet is smarter than that. Right?
My suggestion is taking the best from both instance and non-instance game play and making a hybrid of the two. (big surprise there)
By using the split district system already in place (no, not continental districts), one could browse through the available districts in a town or outpost and get feedback on how many people are in it, and the activity
within surrounding zones as to what level of combat is going on outside. As such, districts should have varying size capacity from large intentional gatherings of hundreds or thousands, to only around 40-50, or to a private district that only you and your team members can enter, should you want no outside help/interference.
As such, the surrounding zones should respond appropriately as population boons/dwindles. By increasing/decreasing the rate and type of monsters that enter the zone. So if there was 100+ players in a zone, there would be equal or more monsters and increasingly stronger monsters re spawning to counter this number or players. So when you go outside, its like war, battle going on left, right and center. Then many other tactics come into play as your team and other teams fight for superiority of the zone against the monsters. Maybe even to an extent that guilds can own a zone for a limited period of time, and can increase or decrease the number of enemy's to either make the zone a huge battlefield, or and patrolled road on your way to your next destination.
However, the player should always reserve the right of going into an area totally alone if he or she feels they can manage it. As they may just want to play through the story with npc's without even looking at another person.
However, this shouldn't stop people from any country meeting anybody else in the world without restriction.
As to cover the obvious problem with kill stealing, and so forth. Well, id say stick with the assigned drop system already in place. If two teams or more work together to kill several enemy's, the drops should go to each person as if they were one large group. Gold should drop evenly between the teams then be split between each member accordingly.
As for bosses and such, it's simple enough to go into your own private district and fight it there.
Not much more to say about this.
Other than it might make a new position for scavengers to go a pick up unwanted drops.
The next instance idea is a little far fetched, but sounds really cool.
Imagen going through a beautiful forest and coming across a clearing with a waterfall and small lake beside it. Wouldn't be nice to build a house here you think, and take a snapshot.
Well? Why not? How about being about to take a 3-D screen shot of an area and being able to make it into your own, personal district/outpost. Where you can store you loot, and customize it with buildings and structures you find as you explore the world. And even fill it with npc's, such as merchants or guards to protect it against random raids from monsters you would normally find around that area.
Perhaps you could even hire/buy/capture/raise your own monsters and create you own little dungeon with traps and obstacle to challenge other players in a shot at your loot.
Or maybe so much as making your own little township, with npc's living there digital lives, and working for you while your questing. As such they could mine minerals that you could use or sell, or do business with townships from other players in order to make money, etc. (sounds a bit like sims really)
But it would be nice to have your own little place you could put your feet up an rest, as well as store loot, or to even run a little npc business such as raise various monsters to sell to other players.
This would put a somewhat friendlier twist on the game, so that it's not all about killing things, but investing, building, and raising/growing things instead. Kinda like a business. It would make players invest more time into working with other people, rather than just npc's. If that makes any sense.
Finally, the last topic/idea I want to write/talk about. That is character design. As an anime artist for many years, I've had quite a bit of experience in designing attractive looking characters. As far as gw characters go, some look quite nice, such as the elementists, to absolutely horrid looking, like the female monks. (shudder)
Maybe a few pointers from an animes perspective could make the characters a lot more attractive.
And I'm not saying the gw characters should look like these 15 year old girls with a DD size rack, enormous eyes that scare little children, or a superman ripoff, not that at all. What I'm says is that it couldn't hurt to have some aspects of the character design look a little exaggerated.
Such as my much beloved body part (no, not that you perv), hair.
Thats right, I love to see great big, lavish looking hair styles that deify gravity. Even if nothing else changed, I would be happy as long as my characters had beautiful hair. I can't remember how many character I've scraped simply due to me hating the way they looked. Thats why for the better part of the game I stayed away from female monks (well, monks in general), completely because I thought they were UGLY! I mean hit in the face by a shovel, for the better part of their life, ugly.
The hair styles were seriously lacking, and even for most of the other professions, there was a serious lack of colour.
Hmmm, lets see, we've got 5 shades of brown, and 3 shades of black, what will I pick? ......Man this is really a difficult decision, there just so much to choose from.
Yeah, real customization there. Look, please for the sake of what left of my sanity, take a tip from photoshop programs and use a pallet of colours that you can simply point and click the desired colour from the entire spectrum, including hue and contrast. You'll be so glad you did. And so will I.
As for the style, for hair, bigger is better. Its a game, and a fantasy game at that. No one cares if its not possible to have a 5.5ft girl with 4ft long, purple braids. We simply care if it looks cool. Players should have the option to have totally out there hair styles that deify gravity of any shape, size, length and colour.
Therefore, it would be grand if us players could design hair styles for our characters while creating them, or even later in game.
So if a player want to, they could make a character have long spiky, light blue hair that went down their back, or short jaggard hair that covered half their face, etc.
This would be achievable by have a template to start with, then adding or removing strands of pre-designed locks of hair, which can be individually manipulated, to make the longer/shorter, wider/thiner, or rotate them 360 degrees, then attach them to wherever they see fit. The player can also select/make/save clumps of hair so to cut down on too much detail work. Then finally, the play can save these hair templates to be used when the want too, or swap with other players.
I know it sounds like a nightmare programing wise, but if lock of hair had is own code as to its movement, then the hairstyle as a whole would look and feel very dynamic and realistic, regardless weather it is or not.
As for the rest of the body, meh, its good as.
But armor could take another lesson from anime. Not that it doesn't look totally awesome as is, but it would be nice to have excessively large or layered armor. Like have a massive ribbon on the back of a ele, with lots of little ribbons and ornaments that serve no real purpose but to look cute.
Or a chunky shoulder pad and arm of a warriors armor, even though no person could ever lift that much weight. For something like this, a little exaggeration can make something that is nice to look at, to totally jaw dropping.
And my last tidbit for this, is accessory's. I would be great if not everything that you can make your character wear have a purpose. Just simply having something to accessories, and have as something unique to you.
Such as having your character wear glasses, or wear earrings, tattoos, etc.
You'll be surprise how these little memento's can mean a lot to people.
I guess this could give people a greater attachment to their characters, as they might see some of themselves in this character they've made.
Or maybe I'm just a hopeless romantic.
Well, thats all I can come up with at this point. Getting tired now, that took awhile.
If anyone wants me to clarify anything, or discuss anything, I'm more than happy if you drop me a pm. I'll probably bring up some more ideas sometime. As i can really stop myself when it comes to this sort of thing.
I seriously think too much.
Anyway, try not to take any of this too seriously. Its just my opinions and ideas. (not that I know weather anyone else came up with the same ideas mind you.)
But hell, it would be nice if got some sort of recognition by Anet for something like this. Even if it was just partial implementation in GW2. That would make year.
Even still, cheers Anet. Keep up the good work.