What type of game should GW2 be?
Crom The Pale
I was playing GW last night and found a small(depending on your point of view) bug that made the game extremely fun to play. Anet found the bug, crashed the game and fixed it. It really was the most fun I've had in GW in almost 2years.....and a bug was responcible?
This, however, got me to thinking about what GW2 would be like. So I ask you all to let me know, of the choices below, what you want in GW2.
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
Now I'd really love Anets answer to these questions as it would let me know if GW2 is my type of game or something I would be better off avoiding.
However I'd like to know if others feel the same or if I am alone in liking certain aspects of GW above others.
This, however, got me to thinking about what GW2 would be like. So I ask you all to let me know, of the choices below, what you want in GW2.
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
Now I'd really love Anets answer to these questions as it would let me know if GW2 is my type of game or something I would be better off avoiding.
However I'd like to know if others feel the same or if I am alone in liking certain aspects of GW above others.
dark_prince2023
1 A)
2 I like lore but I also like to wonder around and do what I want so "A" and "B" split up along the map are good for me. Like you wonder around up to a certine point pass a main point in the game wonder around further.
3 I like both kind of but I do think money shouldn't be as important as it is now as I don't play the game enough to get the kind of cash that can buy my happieness. But I do think that you should get things for making it so far in the game or getting to certin lvs.
4 I dislike pvp and would like for it not to affect my pve game play.
5 Player advantages in pve and everyone equal in pvp.
6 I like a mixture of both ideas but I do need a map atleast to show where I've been so I can see how to get back. I'm a guy with no since of direction.
I like this forum and your questions where well thought out hope more people reply to this.
4 A)
2 I like lore but I also like to wonder around and do what I want so "A" and "B" split up along the map are good for me. Like you wonder around up to a certine point pass a main point in the game wonder around further.
3 I like both kind of but I do think money shouldn't be as important as it is now as I don't play the game enough to get the kind of cash that can buy my happieness. But I do think that you should get things for making it so far in the game or getting to certin lvs.
4 I dislike pvp and would like for it not to affect my pve game play.
5 Player advantages in pve and everyone equal in pvp.
6 I like a mixture of both ideas but I do need a map atleast to show where I've been so I can see how to get back. I'm a guy with no since of direction.
I like this forum and your questions where well thought out hope more people reply to this.
4 A)
Tijger
Whatever Arenanet wants to make it, I'll decide then if its worth my money.
thezed
1. A. I hate it when developers think "deep" means "complex" gameplay.
2. A combination of the two. There needs to be a "heroic epic" to set it apart form the hordes of other MMOs, but for those that dont want to go through the story, free roam should be possible.
3. Again, a combination.
4. I would hope for A but I'm sure there will be some connection between the PvE and PvP.
5. dark_prices idea would be ideal but, again, I think it will fall somewhere in between.
6. Not clear on what this one is asking but I think a combination of all kinds of play styles/quest styles would be best. Some dungeons, some boss kills, some scavenger hunt, even some escort and collection.
2. A combination of the two. There needs to be a "heroic epic" to set it apart form the hordes of other MMOs, but for those that dont want to go through the story, free roam should be possible.
3. Again, a combination.
4. I would hope for A but I'm sure there will be some connection between the PvE and PvP.
5. dark_prices idea would be ideal but, again, I think it will fall somewhere in between.
6. Not clear on what this one is asking but I think a combination of all kinds of play styles/quest styles would be best. Some dungeons, some boss kills, some scavenger hunt, even some escort and collection.
Lord Oranos
Quote:
Originally Posted by Crom The Pale
I was playing GW last night and found a small(depending on your point of view) bug that made the game extremely fun to play. Anet found the bug, crashed the game and fixed it. It really was the most fun I've had in GW in almost 2years.....and a bug was responcible?
This, however, got me to thinking about what GW2 would be like. So I ask you all to let me know, of the choices below, what you want in GW2. 1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve 2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. 3) A: Exploration rewards - hidden areas with free treasure B: Money buys happyness - locked chests needing purchased keys 4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. B: Integrated PvE and PvP - attempt another 2games in one approach. 5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. 6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. Now I'd really love Anets answer to these questions as it would let me know if GW2 is my type of game or something I would be better off avoiding. However I'd like to know if others feel the same or if I am alone in liking certain aspects of GW above others. |
2) A
3) A
4) B I hate the idea of having one skill stupidly powerful in pve. I'm willing to roll with the changes.
5) B
6) Neither.
Personally I would like to see Mission difficulty changers. NOT like hm. With more advanced A.I. with better skill bars as the difficulty goes higher.
Tahlia Tane
Guild Wars 2 will be awesome, plain and simple.
The fact that you can swim, climb and jump is just... great.
I'll especially love swimming.
ArenaNet can make such beautiful landscapes, it's heartbreaking to not be able to swim in that beautiful water or not be able to scale the walls and mountains of Tyria.
The fact that you can swim, climb and jump is just... great.
I'll especially love swimming.
ArenaNet can make such beautiful landscapes, it's heartbreaking to not be able to swim in that beautiful water or not be able to scale the walls and mountains of Tyria.
Sli Ander
Quote:
Originally Posted by Crom The Pale
I was playing GW last night and found a small(depending on your point of view) bug that made the game extremely fun to play. Anet found the bug, crashed the game and fixed it. It really was the most fun I've had in GW in almost 2years.....and a bug was responcible?
This, however, got me to thinking about what GW2 would be like. So I ask you all to let me know, of the choices below, what you want in GW2. 1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve 2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. 3) A: Exploration rewards - hidden areas with free treasure B: Money buys happyness - locked chests needing purchased keys 4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. B: Integrated PvE and PvP - attempt another 2games in one approach. 5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. 6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. |
2)A)I want the way GW mostly has it now. You can bypass the main storyline if you want to(and have the skill to fight past higher level areas), but there are stopping points where you have to do it. If I had to lean one way or the other it would be free roam.
3)both, variety is the spice of life
4) I don't know. It would depend on the consequences of seperating the two.
5)B. I like the fact that in GW, stats eventually mean little and skill will determine things in the end.
6)Both, once again I like variety. Plus, if its free roam anyway, you'd be able to choose if you wanted to go the puzzle route or the boss route. If you don't like one, choose the other dungeon/quest/etc.
But that's just my two cents
lyra_song
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
-Simple to learn, complex to master. Like GW is now.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
-A with an Optional B
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
-A with a little of B
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
B all the way.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
B
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
B with a little A along the way
B: Challengeing - complexe game play requiring long learning curve
-Simple to learn, complex to master. Like GW is now.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
-A with an Optional B
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
-A with a little of B
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
B all the way.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
B
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
B with a little A along the way
Sarevok Thordin
1) A
2) B (But make it so there is an incentive, like monetary rewards)
3) A, but don't let it be exploited with chest runs etc. Dungeons in GWEN have the right idea
4) B, I want to go into PvP knowing I'm working with what I used in PvE, only having to change style and mindset to fit PvP
5) B B B B B B B B B B B B B B B B B
6) Um, variation.......please
2) B (But make it so there is an incentive, like monetary rewards)
3) A, but don't let it be exploited with chest runs etc. Dungeons in GWEN have the right idea
4) B, I want to go into PvP knowing I'm working with what I used in PvE, only having to change style and mindset to fit PvP
5) B B B B B B B B B B B B B B B B B
6) Um, variation.......please
lucifer_uk
*Puts up flame wall*
Something taking the best parts of both WoW and GW1.
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
C: Mix of both, fun areas and complex areas.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
B Untill you pass the n00b areas and then A all the rest of the way.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
A as long as they were truely random and hidden.
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
B I like being able to flirt between the 2 with my PvE characters.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
BBBBBBBBBBBBBBB thats what makes gw more challenging.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
A and B. Have best of both worlds.
Something taking the best parts of both WoW and GW1.
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
C: Mix of both, fun areas and complex areas.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
B Untill you pass the n00b areas and then A all the rest of the way.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
A as long as they were truely random and hidden.
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
B I like being able to flirt between the 2 with my PvE characters.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
BBBBBBBBBBBBBBB thats what makes gw more challenging.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
A and B. Have best of both worlds.
Aera Lure
Not as much what I think GW2 should be, since those answers I would try to make more objective to consider GW precedent. Assuming a clean slate though, suppose I shall answer for what I would wish it to be.
B
Simple gameplay is just a loss and boredom waiting to happen. I prefer gameplay that takes a session or two to work through the basics so you can get going without too much trouble but has an underlying layer of complexity that keeps it interesting and challenging as you try to master it over time.
Towards this end as well, I am tired now of mouse-driven point and click MMORPGs. I'd like to see an action MMORPG interface where one could use a gamepad as well as a mouse. Strafing, movement, combat attacks could all be user driven, with a contextual menu that opens up to give access to the skills/spells that would be applicable to the moment. I doubt I'll play another MMO in the future that's of the more limited variety.
A
Isnt this what adventuring is? No more linear progression please. Have some branches and forking in the options. Let it be wide open. The story cinematics can be a bit smarter than implemented in GW should you arrive via one route or another. Failing that, it was simply better in Prophecies where you could go most anywhere anytime.
Also need more environment interaction. Should be able to wander off pathways a little bit more, over hills and behind things. When running, as well as mapping, I enjoyed finding some of the off the beaten path areas and routes. Would like some more of that in other areas that felt confined.
A
I lean towards A, but there is nothing wrong with locked chests also.
B
I lean towards B. Needs more care and maintenance, but I love the idea of being able to do both, otherwise I would just choose PvE. I'm character-driven, so once I start working on my 1-2 characters I tend to stay working on them. I really dont wish to develop another just to use for a different mode.
A
I lean towards A, but wouldnt phrase it as player advantages so much. I simply got bored after a couple years at level 20 with each expansion giving me the same weapon and armor stats more or less, just with different skins. Was novel for a while, and encouraged me to make many characters, but I'm likely to not do that again either. I want 1-2 characters that are investments, that I develop over time, areas or difficulty modes that are simply too far away or too difficult to go into for some time until you can work your way there. More of an endless scenario than a see everything in 20-60 hours and then just find ways to amuse yourself doing it over and over.
Everyone equalized somehow though for PvP would be ideal, a la Dark_Prince's comment.
B with some A
Cant have just the one or the other here, but need a mix.
Anyway, I ultimately leave it to Anet to develop and I'll see if I am interested in it at that time.
Quote:
1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve |
Simple gameplay is just a loss and boredom waiting to happen. I prefer gameplay that takes a session or two to work through the basics so you can get going without too much trouble but has an underlying layer of complexity that keeps it interesting and challenging as you try to master it over time.
Towards this end as well, I am tired now of mouse-driven point and click MMORPGs. I'd like to see an action MMORPG interface where one could use a gamepad as well as a mouse. Strafing, movement, combat attacks could all be user driven, with a contextual menu that opens up to give access to the skills/spells that would be applicable to the moment. I doubt I'll play another MMO in the future that's of the more limited variety.
Quote:
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. |
Isnt this what adventuring is? No more linear progression please. Have some branches and forking in the options. Let it be wide open. The story cinematics can be a bit smarter than implemented in GW should you arrive via one route or another. Failing that, it was simply better in Prophecies where you could go most anywhere anytime.
Also need more environment interaction. Should be able to wander off pathways a little bit more, over hills and behind things. When running, as well as mapping, I enjoyed finding some of the off the beaten path areas and routes. Would like some more of that in other areas that felt confined.
Quote:
3) A: Exploration rewards - hidden areas with free treasure B: Money buys happyness - locked chests needing purchased keys |
I lean towards A, but there is nothing wrong with locked chests also.
Quote:
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. B: Integrated PvE and PvP - attempt another 2games in one approach. |
I lean towards B. Needs more care and maintenance, but I love the idea of being able to do both, otherwise I would just choose PvE. I'm character-driven, so once I start working on my 1-2 characters I tend to stay working on them. I really dont wish to develop another just to use for a different mode.
Quote:
5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. |
I lean towards A, but wouldnt phrase it as player advantages so much. I simply got bored after a couple years at level 20 with each expansion giving me the same weapon and armor stats more or less, just with different skins. Was novel for a while, and encouraged me to make many characters, but I'm likely to not do that again either. I want 1-2 characters that are investments, that I develop over time, areas or difficulty modes that are simply too far away or too difficult to go into for some time until you can work your way there. More of an endless scenario than a see everything in 20-60 hours and then just find ways to amuse yourself doing it over and over.
Everyone equalized somehow though for PvP would be ideal, a la Dark_Prince's comment.
Quote:
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. |
Cant have just the one or the other here, but need a mix.
Anyway, I ultimately leave it to Anet to develop and I'll see if I am interested in it at that time.
Bryant Again
1. A + B, games are getting stupider these days.
2. A
3. A
4. A
5. A. This is something that'll *really* keep people hooked. Agreed to have there be a set limit if you go into PvP, though.
6. A. Need more brains.
2. A
3. A
4. A
5. A. This is something that'll *really* keep people hooked. Agreed to have there be a set limit if you go into PvP, though.
6. A. Need more brains.
Roman
I would like GW2 to be an FPS game.
Superdarth
Quote:
Originally Posted by Crom The Pale
I was playing GW last night and found a small(depending on your point of view) bug that made the game extremely fun to play. Anet found the bug, crashed the game and fixed it. It really was the most fun I've had in GW in almost 2years.....and a bug was responcible?
This, however, got me to thinking about what GW2 would be like. So I ask you all to let me know, of the choices below, what you want in GW2. 1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve 2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. 3) A: Exploration rewards - hidden areas with free treasure B: Money buys happyness - locked chests needing purchased keys 4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. B: Integrated PvE and PvP - attempt another 2games in one approach. 5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. 6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. Now I'd really love Anets answer to these questions as it would let me know if GW2 is my type of game or something I would be better off avoiding. However I'd like to know if others feel the same or if I am alone in liking certain aspects of GW above others. |
2: B
3: A
4:A
5: A
6: A
Its not the way id like the perfect game to be but some things simply cannot be done.
RSGashapon
No grind of any kind and no PvP whatsoever.
*slips into fire-resistant clothes*
Bring it on...
*slips into fire-resistant clothes*
Bring it on...
topdragon147
Quote:
Originally Posted by RSGashapon
No grind of any kind and no PvP whatsoever.
*slips into fire-resistant clothes* Bring it on... |
HawkofStorms
For question 2, I too want a mix.
Make it so that doors restrict you. But make it so the content you get to explore is MASSIVE so that by the time you reach the door, you should have already opened (ie, like have 1 closed door seperating out an entire region like the echovald or the jade sea, but give you free reign in those regions when you get to them).
Make it so that doors restrict you. But make it so the content you get to explore is MASSIVE so that by the time you reach the door, you should have already opened (ie, like have 1 closed door seperating out an entire region like the echovald or the jade sea, but give you free reign in those regions when you get to them).
Lonesamurai
I know, how about we wait and see how ANet want the game to be...
Operative 14
Quote:
1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve |
A bit of simple tutorial area where it gets more challenging and complicated; both A and B i suppose .
Quote:
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. |
Quote:
3) A: Exploration rewards - hidden areas with free treasure B: Money buys happyness - locked chests needing purchased keys |
Quote:
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. B: Integrated PvE and PvP - attempt another 2games in one approach. |
Quote:
5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. |
Quote:
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. |
___
Basically I want Prophicies with a persistant world. Where if one of my friends is out killing skale near Lions Arch, I can just wander over there and see hows he's doing instead of waiting for him to meet me in LA so we can party up.
Vanquisher
Complete seperation between PvP and PvE is the only thing I care about. It needs to be there in order for skills and game mechanics to be fairly balanced.
Renegade26
First Person Shooter. Im so hilarical.
wetsparks
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
Got to have a mix of both, simple for those that won't play a lot but deep enough for people that really want to dig in, can.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
Make it kind of like Oblivion, the story is there, but it isn't central to what you are doing. Want to take a quest that puts you 100 miles out of the way? Go for it.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
Mix of both, lots of hidden treasures, that give out half way decent items, but the best stuff you have to have keys.
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
Got to go with B here, even though it is annoying that someone abusing the system in PvP will effect what I do in PvE, it makes me keep up with skills and keep changing my skill bar.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
Again mix of both (yes, a little repetitive). Have max for armor be say, 100AL, and have it be like traditional RPGs where the mods are varied and different so that not everyone has the same armor.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
To have A you would have to have random maps, and with technology the way it is that may be beyond the financial grasp of Arena Net. So it would have to be B but don't make them linear, have them each be a maze so that even if you have been there before you still don't remember all the turns to go right to the end.
B: Challengeing - complexe game play requiring long learning curve
Got to have a mix of both, simple for those that won't play a lot but deep enough for people that really want to dig in, can.
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
Make it kind of like Oblivion, the story is there, but it isn't central to what you are doing. Want to take a quest that puts you 100 miles out of the way? Go for it.
3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys
Mix of both, lots of hidden treasures, that give out half way decent items, but the best stuff you have to have keys.
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.
Got to go with B here, even though it is annoying that someone abusing the system in PvP will effect what I do in PvE, it makes me keep up with skills and keep changing my skill bar.
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
Again mix of both (yes, a little repetitive). Have max for armor be say, 100AL, and have it be like traditional RPGs where the mods are varied and different so that not everyone has the same armor.
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
To have A you would have to have random maps, and with technology the way it is that may be beyond the financial grasp of Arena Net. So it would have to be B but don't make them linear, have them each be a maze so that even if you have been there before you still don't remember all the turns to go right to the end.
Jaythen Tyradel
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1) A: Fun - simple game play B: Challengeing - complexe game play requiring long learning curve |
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2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault. B: Linear Storyline progression - complete the primary quest to open next door. |
As another player stated, linear through the beginning training area (noob if yo u will), but after that..
Option A! Go Join Hero's in epic battle!
Option B! Go be a journeyman wandering to various towns and outposts eventually taking on the main storyline challenge if it crosses your path later on.
Option C! Go evil
Not new, but an option to ignore the plights of the innocent and harken to the shadier characters of the game.
option D! Do nothing. You like your home town. You want to defend (or rule if evil) your hometown. Let others go off and save the world defeating the "Great evil". Your calling in life is to this town and my destiny lies here with the towns prosperity or demise. Think perma-pre's.
Or even along your journeys you come across a new town and decide to settle down there to protect or exploit its citizens.
(side note idea: join that towns "faction" if you will ..good or evil..complete quests or just do acts of kindness/evil to the NPC population to raise faction till you are admired or reviled in that town; You will not "own" the town like in Factions, but the faction earned by players choosing to be evil or good sways the balance of that town. Evil faction ruling? Hero's are chased off and attacked while villains stomp on lower food chain underlings and demand cheap prices from merchants. Good faction ruling? Villains are chased off and the citizens might come to your aid for quests or your protection.)
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3) A: Exploration rewards - hidden areas with free treasure B: Money buys happiness - locked chests needing purchased keys |
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4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other. |
I lean towards A.
Yet I hope B is something doable.
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5) A: Player advantages - no set limit on max weapon dmg or armor B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg. |
I will lean towards B.
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6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon. |
I like the idea of bosses moving around the dungeon. Why stay in one place? Why hide behind all those doors if you know someone is coming in to get you? Why not surprise the intruders by taking them on where they least expect it? Why not have the boss caught unprepared? The boss is in the middle of a ritual/taking on another team of heros/hibernating/using the tyrian loo/ or just strolling his dungeon with his pet attack penguin.
fRag_Doll
Here's an idea, it might be a little 'out there' but bear with me.
How about, in Guild Wars 2, we have............guild wars.
I'm talking about mass scale war between guilds, like the ones referenced in the Manuscripts. You know, the guld wars that the game is named after?
How about, in Guild Wars 2, we have............guild wars.
I'm talking about mass scale war between guilds, like the ones referenced in the Manuscripts. You know, the guld wars that the game is named after?
Kakumei
This is such a ridiculously biased "poll".
Regardless, I'm evidently one of the only people left who still has faith in Arena.Net as a company. I trust that, at the very least, they're going to try to make an enjoyable game that has the spirit of the original Guild Wars in it, though I'd be an idiot if I said I didn't expect a lot of core changes.
For the time being, until more information is released, I'm content to wait and see.
Regardless, I'm evidently one of the only people left who still has faith in Arena.Net as a company. I trust that, at the very least, they're going to try to make an enjoyable game that has the spirit of the original Guild Wars in it, though I'd be an idiot if I said I didn't expect a lot of core changes.
For the time being, until more information is released, I'm content to wait and see.