Originally Posted by chris da warrior
The thing that will put me of guild wars 2 alltogether is if they make it so in areas where there are monsters there will be other people. I hope it stays with people just in towns unless in partys. I wont be playing if they change that, i hate games like it you can never find places to farm or w.e
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GW2 Suggestions Thread
Lonesamurai
Quote:
ensoriki
Spells can miss
Spells can Crit
All classes but Rit are affected by blind (ergo a Rit could use a sword and blind wouldn't effect him)
Removal of the Paragon.
Removal of Dervish
Change in game style
As years pass should the martial and supernatural techniques.
Sins should evolve past lead-off-dual
Party size change.
8 months of planning before making adding a new profession! (FOR EACH PROFESSION)
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time.
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events.
Specialist class (ergo you start out as something! instead of instantly born into that profession..its like a right of passage!)
ergo it should be something like this
Rogue, warrior, Sorcerer, Priest
Rogue = Assassin,Ranger,Shadow
Warrior = Samurai, Crusader, Revenant.
Sorcerer = Illusionist (mesmer),Necromancer,Elementalist
Priest = Monk,Ritualist,
Shadow = Really fast attacks low damage, all about speed.
Samurai= stronger out of the warriors
Revenant = Like an undead warrior really, Can life Steal
Crusader= The Tank,
I'd like Dervishes and Paragons to be more of NPC's
To be like.. The Dervishes and Paragons Finally gained ascension into the heavens etc.
Spells can Crit
All classes but Rit are affected by blind (ergo a Rit could use a sword and blind wouldn't effect him)
Removal of the Paragon.
Removal of Dervish
Change in game style
As years pass should the martial and supernatural techniques.
Sins should evolve past lead-off-dual
Party size change.
8 months of planning before making adding a new profession! (FOR EACH PROFESSION)
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time.
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events.
Specialist class (ergo you start out as something! instead of instantly born into that profession..its like a right of passage!)
ergo it should be something like this
Rogue, warrior, Sorcerer, Priest
Rogue = Assassin,Ranger,Shadow
Warrior = Samurai, Crusader, Revenant.
Sorcerer = Illusionist (mesmer),Necromancer,Elementalist
Priest = Monk,Ritualist,
Shadow = Really fast attacks low damage, all about speed.
Samurai= stronger out of the warriors
Revenant = Like an undead warrior really, Can life Steal
Crusader= The Tank,
I'd like Dervishes and Paragons to be more of NPC's
To be like.. The Dervishes and Paragons Finally gained ascension into the heavens etc.
Mineria
This is related to my suggestion adding more guild things: http://www.guildwarsguru.com/forum/s...135261&page=24
The Guild Materials Bank
As the name says, a bank where the guild can storage materials, but not the materials for armors and weapons.
The materials here are for building up the guilds hall/village.
Now since we have this bank we need something to put in it.
Gold Nugget Mine
This is a mine that only members of a guild can enter.
A mine can be entered with min. 1 and max. 8 players.
To get into a mine, it will be need to be found, and the Mine Guard NPC will need to be bribed to close an eye.
The amount of materials that can be gained depends on party size, so solo there will be a 8 time higher rate then with a full party.
When you enter a mine a timer will start off, since the bribed guard won't close an eye for ever.
So while you go and mine nuggets, monsters will start to enter the mine to get you out of it.
The longer someone is in the mine, the more monsters will come.
The trick is to leave the mine in good time, before the player/party gets overvelmed.
If a player dies in the mine, all nuggets will be dropped onto the ground and that player will be send to the guild hall.
If no one is there to pick them up they will be lost.
If players bail out in time, the gained nuggets will automaticly go from inventory to the material bank.
More
Stone Mine, Coal Mine, Lumber Forrest...
The Guild Materials Bank
As the name says, a bank where the guild can storage materials, but not the materials for armors and weapons.
The materials here are for building up the guilds hall/village.
Now since we have this bank we need something to put in it.
Gold Nugget Mine
This is a mine that only members of a guild can enter.
A mine can be entered with min. 1 and max. 8 players.
To get into a mine, it will be need to be found, and the Mine Guard NPC will need to be bribed to close an eye.
The amount of materials that can be gained depends on party size, so solo there will be a 8 time higher rate then with a full party.
When you enter a mine a timer will start off, since the bribed guard won't close an eye for ever.
So while you go and mine nuggets, monsters will start to enter the mine to get you out of it.
The longer someone is in the mine, the more monsters will come.
The trick is to leave the mine in good time, before the player/party gets overvelmed.
If a player dies in the mine, all nuggets will be dropped onto the ground and that player will be send to the guild hall.
If no one is there to pick them up they will be lost.
If players bail out in time, the gained nuggets will automaticly go from inventory to the material bank.
More
Stone Mine, Coal Mine, Lumber Forrest...
Mineria
Accessable from the guild hall, there could be a Cave Of Memories.
This place will show what members got in their HoM in Guild Wars.
Option of free choice included, so each player can decide if she/he wants to share this or not.
This place will show what members got in their HoM in Guild Wars.
Option of free choice included, so each player can decide if she/he wants to share this or not.
Bazompora
Quote:
Originally Posted by ensoriki
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time. I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events. |
Instead of the current system found in GW1, GW2 should have a global/persistent real-time history, where the main storyline changes for the all the players at the same time: the cumulative actions of individual players can influence the global story and even sole individuals can set an avalanching shift in motion; thus, contrasting GW1, the player's input should be worth something on the global scale.
To concretise, I could offer an example: imagine the persistent explorable areas being threatened by insect infestation, causing plant mobs <with interesting drops> to run low on population due to insect predation; now, this persistent infestation <with influence on all plant-farmers' income> could only be warded of for a long period (weeks or months), if all the insect queens are killed before a next generation of queens gets a chance to spawn. Such a thing would and should be possible, if enough players put their individual efforts in the global scale.
Mineria
Quote:
Originally Posted by Bazompora
Instead of the current system found in GW1, GW2 should have a global/persistent real-time history, where the main storyline changes for the all the players at the same time: the cumulative actions of individual players can influence the global story and even sole individuals can set an avalanching shift in motion; thus, contrasting GW1, the player's input should be worth something on the global scale.
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So if players affect this so it gets pushed forward, it means I need to be online 24/7 to get part of it.
No way!
Bazompora
Quote:
Originally Posted by Mineria
I play Guild Wars because I enjoy the story line.
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Quote:
Originally Posted by Mineria
if players affect this so it gets pushed forward, it means I need to be online 24/7 to get part of it.
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Now, put this kind of realistic dynamism into an MMO and you will get a living, evolving world that invites you to take part in it.
Dean Harper
Quote:
Originally Posted by ensoriki
Spells can miss
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Quote:
Spells can Crit |
Quote:
All classes but Rit are affected by blind (ergo a Rit could use a sword and blind wouldn't effect him) |
Quote:
Removal of the Paragon. Removal of Dervish |
Quote:
Change in game style |
Quote:
As years pass should the martial and supernatural techniques. |
Quote:
Sins should evolve past lead-off-dual |
Quote:
Party size change. |
Quote:
8 months of planning before making adding a new profession! (FOR EACH PROFESSION) |
Quote:
Change that entire campaign thing. The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time. |
Quote:
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events. |
Quote:
Specialist class (ergo you start out as something! instead of instantly born into that profession..its like a right of passage!) |
Quote:
ergo it should be something like this Rogue, warrior, Sorcerer, Priest Rogue = Assassin,Ranger,Shadow Warrior = Samurai, Crusader, Revenant. Sorcerer = Illusionist (mesmer),Necromancer,Elementalist Priest = Monk,Ritualist, |
Quote:
1)Shadow = Really fast attacks low damage, all about speed. 2)Samurai= stronger out of the warriors 3)Revenant = Like an undead warrior really, Can life Steal 4)Crusader= The Tank, |
2) Warrior/Assassin
3) Necromancer
4) Warrior
1-4) WoW
Quote:
I'd like Dervishes and Paragons to be more of NPC's To be like.. The Dervishes and Paragons Finally gained ascension into the heavens etc. |
Cebe
Quote:
Originally Posted by Dean Harper
WoW anyone??? I like how GW has unique prof names that other MMOs instead call jsut Mage, or Rogue... Please dont make the professions named like this A-net PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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I love some of Guild Wars' reasonably unique names. Also, these profession names are in-keeping with the style of the game. The "professions" 'Rogue', 'Mage' and, to an extent, 'Priest' encompasses too many little "sub-professions" imo. I enjoy the Primary and Secondary professions we have at the moment. That is one thing I would like to see stay they way it is in GW:2.
ManiSan
Hello.
I dont know where i should post, but, since its too late anyway for guild wars, lets make it a suggestion for GW2.
In a few words : dont kill PvP.
Yeah, you did. Stand in HoH, and look at newbies. How many of them will play enought to be r1 ? One on 10 ?
Shame on the guy who got the idea to put ranks in HoH. Lets consider the effect in game (and why most ppl will try to play HoH, and go back to PvE):
At first, most teams are doing lame. They dont plan to win, they just farm victories. This break game for those that want to play it the way it was designed for.
And, second, its going amazingly hard to find a team.
So, what now ? What should you do in GW2 to avoid this ?
I had say, fire the guy who did that "mistake" (yeah.. the counter effects were OBVIOUS, so he must be dumb like hell). And, yeah, titles could be good, if reasonables. 4 ranks, with the last "easy" to achieve, should be enought. Doing this, players would be able to group (play) with ppl of their level (r0=totally noob,r1 have an idea about the job, 2 medium , 3 is a good player and 4: title maxed(again, a reasonnable max:1000 victories maybe))
Anyway. If one isnt good after 1000 games, he wont be better after 10k games.
By now, you can do something by allowing low ranks to show their r1 or 2.
I dont know where i should post, but, since its too late anyway for guild wars, lets make it a suggestion for GW2.
In a few words : dont kill PvP.
Yeah, you did. Stand in HoH, and look at newbies. How many of them will play enought to be r1 ? One on 10 ?
Shame on the guy who got the idea to put ranks in HoH. Lets consider the effect in game (and why most ppl will try to play HoH, and go back to PvE):
At first, most teams are doing lame. They dont plan to win, they just farm victories. This break game for those that want to play it the way it was designed for.
And, second, its going amazingly hard to find a team.
So, what now ? What should you do in GW2 to avoid this ?
I had say, fire the guy who did that "mistake" (yeah.. the counter effects were OBVIOUS, so he must be dumb like hell). And, yeah, titles could be good, if reasonables. 4 ranks, with the last "easy" to achieve, should be enought. Doing this, players would be able to group (play) with ppl of their level (r0=totally noob,r1 have an idea about the job, 2 medium , 3 is a good player and 4: title maxed(again, a reasonnable max:1000 victories maybe))
Anyway. If one isnt good after 1000 games, he wont be better after 10k games.
By now, you can do something by allowing low ranks to show their r1 or 2.
sdrawkcab
I think it would be cool if armor/wepons gets dirty and scratched/worn over time or after certain amount of fighting time and you can get it polished or somthing if you want it to look like new.
Bows should have strings.
would be cool if left hand was not restricted to offhand so you could have a sword and a axe but u would have to split skills and atributes accordingly.
I would like it if bags/pouches were visibale on the character
Bows should have strings.
would be cool if left hand was not restricted to offhand so you could have a sword and a axe but u would have to split skills and atributes accordingly.
I would like it if bags/pouches were visibale on the character
Thorinfire
I just want to Have Dwarves as a playable race.
I can live with a lot of changes for Guild Wars 2, but the one thing I always wanted was being able to play a Dwarf.
Please consider that for Guild Wars 2.
I can live with a lot of changes for Guild Wars 2, but the one thing I always wanted was being able to play a Dwarf.
Please consider that for Guild Wars 2.
System_Crush
Improved profession learning:
Currently you just do 2 quest then say: I want to ba a <Class> secondary.
That's kinda silly.
Players should start with a race, coming with several racial skills, such as a claw attack fro chars, and a poison bite for Krait.
I'd like to see the n00by area is extended a bit, as in you take on a solo quest for learning a profession.
During this quest you complete secondary goals to earn temporary skills,
"You train and learn new things"
Your skill bar can be filled with as many different profession's skills at the same time as you'd like.
You should be able to train with plenty of NPC's to learn a full 8 skill bar for your favorite profession, but more importantly the skills need to be defining for the roles that class will have(hence skills of each attribute is a different role).
Which will be a pain to balance, but will improve the GW experience.
The efficiency you (re)complete temporary skill goals, give you temporary attributes, to use the temporary skills with.
"You practice, your new skills"
There is a limit to how many attributes you can have that are over 3, so you can't have good skills all round.
In order to make the gained skills permanent, you have to do a hard final goal;
Depending on which skills you completed this goal with(how many times you used them, how effective they were, if you used them right(anything but them bing on your bar))
Decides which class you succeeded in training.
"Practical Exam"
From the class you preformed best with, it will assign you a class.
If you finished your practical exam, but did not favor skills of a certain profession, you failed your practical exam.
But you get infinite retries.
This could work both for the primary and secondary profession.
Assigning them on the basis of how you preformed in the final exam.
Maybe making you do 2 different exam one for primary one for secondary.
================================================== ======
Do not dump secondary professions!
No matter whatever the mob may be saying, Anet took a daring and original chance with the 2 class system.
Instead of some evolution system that assign a bunch of set skills to a single profession, those skills are all preset and can be balanced towards others in the skill tree.
Everyone knows the skill tree, and the combinations from it are limited.
With a 2 class system each character has access too ALL attributes and skills in the game.
You can only have those of 2 classes at the same time, but when planning what build to use, you factor in skills from all professions, as you could possible take all professions as a secondary.
It is far more diverse, even if it is a lot harder to balance.
================================================== =======
Playable scaly race!
I was pleased when I heard GW2 will have playable races other than human, not so mutch when I heard which.
While you continue to be original and innovating, opposed to compeditors.
With races that include giants, lion people, and hairless rat people(or whatever Asura are)
Which I appreciate.
You however shunned non-mammal races, many games do this because we as mammals have a idea of male and female that is not directly reflected in reptiles, amphibians, birds, fish and what not.
Please don't think the player base is composed of only sexually insecure people that will complain about missing parts.
I personally think reptile races are the coolest of all.
(and think any girls with tails are per definition sexy, which is also missing in the announced races)
Currently you just do 2 quest then say: I want to ba a <Class> secondary.
That's kinda silly.
Players should start with a race, coming with several racial skills, such as a claw attack fro chars, and a poison bite for Krait.
I'd like to see the n00by area is extended a bit, as in you take on a solo quest for learning a profession.
During this quest you complete secondary goals to earn temporary skills,
"You train and learn new things"
Your skill bar can be filled with as many different profession's skills at the same time as you'd like.
You should be able to train with plenty of NPC's to learn a full 8 skill bar for your favorite profession, but more importantly the skills need to be defining for the roles that class will have(hence skills of each attribute is a different role).
Which will be a pain to balance, but will improve the GW experience.
The efficiency you (re)complete temporary skill goals, give you temporary attributes, to use the temporary skills with.
"You practice, your new skills"
There is a limit to how many attributes you can have that are over 3, so you can't have good skills all round.
In order to make the gained skills permanent, you have to do a hard final goal;
Depending on which skills you completed this goal with(how many times you used them, how effective they were, if you used them right(anything but them bing on your bar))
Decides which class you succeeded in training.
"Practical Exam"
From the class you preformed best with, it will assign you a class.
If you finished your practical exam, but did not favor skills of a certain profession, you failed your practical exam.
But you get infinite retries.
This could work both for the primary and secondary profession.
Assigning them on the basis of how you preformed in the final exam.
Maybe making you do 2 different exam one for primary one for secondary.
================================================== ======
Do not dump secondary professions!
No matter whatever the mob may be saying, Anet took a daring and original chance with the 2 class system.
Instead of some evolution system that assign a bunch of set skills to a single profession, those skills are all preset and can be balanced towards others in the skill tree.
Everyone knows the skill tree, and the combinations from it are limited.
With a 2 class system each character has access too ALL attributes and skills in the game.
You can only have those of 2 classes at the same time, but when planning what build to use, you factor in skills from all professions, as you could possible take all professions as a secondary.
It is far more diverse, even if it is a lot harder to balance.
================================================== =======
Playable scaly race!
I was pleased when I heard GW2 will have playable races other than human, not so mutch when I heard which.
While you continue to be original and innovating, opposed to compeditors.
With races that include giants, lion people, and hairless rat people(or whatever Asura are)
Which I appreciate.
You however shunned non-mammal races, many games do this because we as mammals have a idea of male and female that is not directly reflected in reptiles, amphibians, birds, fish and what not.
Please don't think the player base is composed of only sexually insecure people that will complain about missing parts.
I personally think reptile races are the coolest of all.
(and think any girls with tails are per definition sexy, which is also missing in the announced races)
wetsparks
Quick two thoughts, I saw on the first page that some one suggested that the enemies are scaled to your team, for instanced areas that would be great. There was something similar in FF8 where the enemies level was determined by the level of party members. Something similar would be great so that you don't have to spam "glf monk, nuker" 500 times, you could go in with a smaller group and the enemies would be scaled to you.
My second thought (that brought me here), was that for rangers be able to choose how you hold your bow. As it is now female rangers hold their bow parallel to the ground while male ranger hold them perpendicular to the ground, being able to choose which would give slightly more customization to your characters.
My second thought (that brought me here), was that for rangers be able to choose how you hold your bow. As it is now female rangers hold their bow parallel to the ground while male ranger hold them perpendicular to the ground, being able to choose which would give slightly more customization to your characters.
lich Guy
my suggestion is more races and although i agree with the choices for all 5 (including Human).I really want a level cap that is 20 mainly if you are max lv it either shows people you used a bot or has no life outside of the internet and plz no spawn camping i like the idea of just your party having a private map. i would like it to where guild wars 2 is not like Wow.i would also like maybe one more profession that just plays the role of a buffer/debuffer. I would appericate most a lv 20 lv cap.
the pretender
dam i got out of wow the 2nd week it came out it got very boring then i when in to guild wars. but dam i got out of WOW to get Back into WOW again in GW2. so far from what Ive been reading is just going to be the ghost of wow, when wow dies. i love GW so much that i don't even play my PS3 but i guest in 2008-2009 i might be playing ps3 allot. But ill give GW2 a one day trial.
sorry if i offended GWDEV or anyone in this comment
i guest gaming industry is just like the music industry, u do every thing the fans ask (forgetting the hole plan of this game was great originality separating it from any other game) , that u lose originality! is very freaking sad
but like i said ill give GW2 a try but so far on what i read ist just WOW's ghost!
sorry if i offended GWDEV or anyone in this comment
i guest gaming industry is just like the music industry, u do every thing the fans ask (forgetting the hole plan of this game was great originality separating it from any other game) , that u lose originality! is very freaking sad
but like i said ill give GW2 a try but so far on what i read ist just WOW's ghost!
symbiote
How many of you know this site???
http://www.nikiwiki.com/Gw2/index.php?title=Main_Page
I think its a very good voting site for the upcomming GW2. Its just... there are not allot of voters jet.
So plz let me know what you think.
http://www.nikiwiki.com/Gw2/index.php?title=Main_Page
I think its a very good voting site for the upcomming GW2. Its just... there are not allot of voters jet.
So plz let me know what you think.
symbiote
Quote:
Originally Posted by the pretender
dam i got out of wow the 2nd week it came out it got very boring then i when in to guild wars. but dam i got out of WOW to get Back into WOW again in GW2. so far from what Ive been reading is just going to be the ghost of wow, when wow dies. i love GW so much that i don't even play my PS3 but i guest in 2008-2009 i might be playing ps3 allot. But ill give GW2 a one day trial.
sorry if i offended GWDEV or anyone in this comment i guest gaming industry is just like the music industry, u do every thing the fans ask (forgetting the hole plan of this game was great originality separating it from any other game) , that u lose originality! is very freaking sad but like i said ill give GW2 a try but so far on what i read ist just WOW's ghost! |
I think they are gonna take just a fragment of the better ideas and ad their twist to it...
So its NOT going to be a WoW Ghost/Clone... (Hate WoW ^_^)
Dont worry, I know when GW2 comes out and you see the beauty and all the new things that GW2 has to offer... you'll be playing it 24/7.
Bazompora
Quote:
Originally Posted by symbiote
How many of you know this site???
http://www.nikiwiki.com/Gw2/index.php?title=Main_Page I think its a very good voting site for the upcomming GW2. Its just... there are not allot of voters jet. So plz let me know what you think. |
symbiote
Quote:
Originally Posted by Bazompora
I've known about it quite some time, but I don't see it grow to a noteworthy size without Arenanet support or even count as long as they don't stamp it "official".
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Rikimaru
This probably isn't all that likely to have anything similar to it added since it's such a drastic change, but I think this would make combat a lot more fun and active:
Add a third stat bar like health and energy called "Composure", or something like that.
It's a percentage (0-100%) representing the character's footing/stability, and the current percent directly represents an innate chance to dodge attacks (50% Composure, 50% chance to dodge, 100% Composure, 100% chance to dodge etc).
Your composure is normally 100%, and it takes about 2-3 seconds for it to recharge all the way from 0 to 100%.
Performing certain actions drops your maximum composure to a certain amount depending on the action, only during the action, but it still has to recharge once the action is over.
Having certain things done to you can drain you composure percent by a certain amount.
If your composure reaches 0%, you can't do anything 'till it recharges to 100%, because you've lost balance and need to regain your footing (remember, it only takes a few seconds to recharge). You also can't lose composure during that time from enemies, but you can't dodge either.
If your composure drops below a certain percent based on your equipped weapon and off-hand, you lose the chance to dodge.
Some examples of what they could be:
Weapon & Shield: 75% and under (Don't worry, I'm sure they'll have a lot of blocking skills available)
One handed weapon and no shield: 15% and under
Two handed weapon: 45% and under
Dual melee weapons: 20% and under
(Keep in mind that even though you're capable of dodging all the way down to those percentages, the chance to dodge is still equal to the percent of composure you have)
Now some examples of what certain actions would reduce the max composure to while you perform them:
Attacking: 80%
Casting: 25%
Walking: 80%
Running: 20%
Jumping: 15% (Extremely hard to dodge while jumping)
Climbing: 15% (Extremely hard to dodge while climbing)
Swimming: 35% (moving or not, even while attacking if you can underwater)
Now what I mean by reducing the maximum composure, is that if it's above that much when you perform the action, it'll drop it down to that amount, and it can't regenerate above that amount until after the action is finished.
Now some things that can be done to you to subtract from/damage your composure:
Successful dodge from composure: -15%
Successful hit against you: -25%
Successful hit from offensive spell: -35%
And then various skills can have effects that reduce composure by certain amounts.
Getting hit by these is how your composure actually reaches 0, causing you to lose balance and have to recover.
Against a single opponent, you can maintain your composure easily, but by fighting multiple enemies, it quickly becomes harder and harder to keep it up, even against 2 you'll start to slowly lose it.
If it takes 3 seconds to go from 0 to 100% composure, that'd be 33% composure gained per second.
If an attack skill is dodged, the attacker doesn't lose any energy and the reset doesn't trigger. If it was an adrenal attack, not only is no adrenaline lost from a missed attack skill, but they still gain a strike from any of their attacks that are dodged.
Your chance to dodge should also be negated if the hit was from from behind you.
If someone uses a multi-strike attack skill, and any of the attacks hit, even if some missed, it still counts as a fully successful hit for the cost/reset.
Most melee attacks kills could also have certain reduced chances to dodge them.
Blocking would still be done by skills, but the dodging is done innately with composure. If an attack skill is blocked, it would still lose the cost and suffer from the skill's reset, just as it is now.
There could be skills that manipulate your composure too, like a warrior stance that prevents you from losing composure when someone attacks you, or a ranger stance that keeps your composure at a higher maximum amount even while performing actions.
It'd be really great if a dodge played an animation of some kind.
Add a third stat bar like health and energy called "Composure", or something like that.
It's a percentage (0-100%) representing the character's footing/stability, and the current percent directly represents an innate chance to dodge attacks (50% Composure, 50% chance to dodge, 100% Composure, 100% chance to dodge etc).
Your composure is normally 100%, and it takes about 2-3 seconds for it to recharge all the way from 0 to 100%.
Performing certain actions drops your maximum composure to a certain amount depending on the action, only during the action, but it still has to recharge once the action is over.
Having certain things done to you can drain you composure percent by a certain amount.
If your composure reaches 0%, you can't do anything 'till it recharges to 100%, because you've lost balance and need to regain your footing (remember, it only takes a few seconds to recharge). You also can't lose composure during that time from enemies, but you can't dodge either.
If your composure drops below a certain percent based on your equipped weapon and off-hand, you lose the chance to dodge.
Some examples of what they could be:
Weapon & Shield: 75% and under (Don't worry, I'm sure they'll have a lot of blocking skills available)
One handed weapon and no shield: 15% and under
Two handed weapon: 45% and under
Dual melee weapons: 20% and under
(Keep in mind that even though you're capable of dodging all the way down to those percentages, the chance to dodge is still equal to the percent of composure you have)
Now some examples of what certain actions would reduce the max composure to while you perform them:
Attacking: 80%
Casting: 25%
Walking: 80%
Running: 20%
Jumping: 15% (Extremely hard to dodge while jumping)
Climbing: 15% (Extremely hard to dodge while climbing)
Swimming: 35% (moving or not, even while attacking if you can underwater)
Now what I mean by reducing the maximum composure, is that if it's above that much when you perform the action, it'll drop it down to that amount, and it can't regenerate above that amount until after the action is finished.
Now some things that can be done to you to subtract from/damage your composure:
Successful dodge from composure: -15%
Successful hit against you: -25%
Successful hit from offensive spell: -35%
And then various skills can have effects that reduce composure by certain amounts.
Getting hit by these is how your composure actually reaches 0, causing you to lose balance and have to recover.
Against a single opponent, you can maintain your composure easily, but by fighting multiple enemies, it quickly becomes harder and harder to keep it up, even against 2 you'll start to slowly lose it.
If it takes 3 seconds to go from 0 to 100% composure, that'd be 33% composure gained per second.
If an attack skill is dodged, the attacker doesn't lose any energy and the reset doesn't trigger. If it was an adrenal attack, not only is no adrenaline lost from a missed attack skill, but they still gain a strike from any of their attacks that are dodged.
Your chance to dodge should also be negated if the hit was from from behind you.
If someone uses a multi-strike attack skill, and any of the attacks hit, even if some missed, it still counts as a fully successful hit for the cost/reset.
Most melee attacks kills could also have certain reduced chances to dodge them.
Blocking would still be done by skills, but the dodging is done innately with composure. If an attack skill is blocked, it would still lose the cost and suffer from the skill's reset, just as it is now.
There could be skills that manipulate your composure too, like a warrior stance that prevents you from losing composure when someone attacks you, or a ranger stance that keeps your composure at a higher maximum amount even while performing actions.
It'd be really great if a dodge played an animation of some kind.
Bazompora
Quote:
Originally Posted by Rikimaru
This probably isn't all that likely to have anything similar to it added since it's such a drastic change, but I think this would make combat a lot more fun and active:
Add a third stat bar like health and energy called "Composure", or something like that. It's a percentage (0-100%) representing the character's footing/stability, and the current percent directly represents an innate chance to dodge attacks (50% Composure, 50% chance to dodge, 100% Composure, 100% chance to dodge etc). |
symbiote
Two-Handed Berserkers Swords
Think about it...
It would be very nice to have your warrior wield a huge two-handed sword.
(Two-Handed = like hoding a hammer in GW1 or a baseball bet)
It could be an rare item... but alsow you would need a certan amount of strenght and skill to wield a berserkers sword.
Maybe it would just be a wepon for the warrior class and other brute, tank classes (strong bild classes)
Alsow... I think it would be nice to have unique weapons for each class, a unique weapon (not in looks) could only be wielded by the specific class.
Of course... there would be some positives and negatives, for example attacks would take longer to execute but you would deal more damage to the foe. Alsow when holding your sword you would be slightly slower in movement... like in de monster hunter video. Thats why I support the idea of backstrapping your weapon on tour back like in the monster hunter video.
Here are 2 videos for my example of berserkers sword;
(Monster Hunter: http://www.youtube.com/watch?v=0bxIseQkHlU )= Watch how he holds the sword and moves slower.
(Berserk : http://www.youtube.com/watch?v=8c-9JdUHYB0 ) = This is a very nice example how a berserkers sword could look like.
(Thenx to YuTube/Monster Hunter/Berserk)
I hope i could make my idea clear and I hope you like it....
Think about it...
It would be very nice to have your warrior wield a huge two-handed sword.
(Two-Handed = like hoding a hammer in GW1 or a baseball bet)
It could be an rare item... but alsow you would need a certan amount of strenght and skill to wield a berserkers sword.
Maybe it would just be a wepon for the warrior class and other brute, tank classes (strong bild classes)
Alsow... I think it would be nice to have unique weapons for each class, a unique weapon (not in looks) could only be wielded by the specific class.
Of course... there would be some positives and negatives, for example attacks would take longer to execute but you would deal more damage to the foe. Alsow when holding your sword you would be slightly slower in movement... like in de monster hunter video. Thats why I support the idea of backstrapping your weapon on tour back like in the monster hunter video.
Here are 2 videos for my example of berserkers sword;
(Monster Hunter: http://www.youtube.com/watch?v=0bxIseQkHlU )= Watch how he holds the sword and moves slower.
(Berserk : http://www.youtube.com/watch?v=8c-9JdUHYB0 ) = This is a very nice example how a berserkers sword could look like.
(Thenx to YuTube/Monster Hunter/Berserk)
I hope i could make my idea clear and I hope you like it....
symbiote
Guild Banners & Banner Carriers
The Idea;
It would be usefull and nice to include the option to carry your guild bannaer (strapt on your back).
(Think of the old japanese samurai warriors.)
Creation;
The banners could be created like the guild capes, ofcourse your banner would have the same logo as you have on your cape (guild logo), but you could choose a different bannerform.
The use of it;
It could be usefull in GvG and alsow fun in PvE and PvP. F.E. With GvG each unit could have one banner carrier.
It would alsow add to the costumasation of your guild. It would work great in combination with mounts, you could have the banner strapt on your mount.
It would NOT be possible for everyone to carry banners of their guild...(ofcourse)...
Number of banners per Guid;
Maybe it could be desided by the guildowner who would carry a guild banner or if we had ranks, like a general or commander, he/she culd carry the guild banner. The other part is to deside how many banners a guild should have, an idea is to deside by the number of members a guild has, like one banner per (20 or 30 or ..) members.
I think it would look very nice to represent your guild with your own guild banner.
I hope I made my self clear and could bring my idea into words. I think you'll get what I mean.
The Idea;
It would be usefull and nice to include the option to carry your guild bannaer (strapt on your back).
(Think of the old japanese samurai warriors.)
Creation;
The banners could be created like the guild capes, ofcourse your banner would have the same logo as you have on your cape (guild logo), but you could choose a different bannerform.
The use of it;
It could be usefull in GvG and alsow fun in PvE and PvP. F.E. With GvG each unit could have one banner carrier.
It would alsow add to the costumasation of your guild. It would work great in combination with mounts, you could have the banner strapt on your mount.
It would NOT be possible for everyone to carry banners of their guild...(ofcourse)...
Number of banners per Guid;
Maybe it could be desided by the guildowner who would carry a guild banner or if we had ranks, like a general or commander, he/she culd carry the guild banner. The other part is to deside how many banners a guild should have, an idea is to deside by the number of members a guild has, like one banner per (20 or 30 or ..) members.
I think it would look very nice to represent your guild with your own guild banner.
I hope I made my self clear and could bring my idea into words. I think you'll get what I mean.
symbiote
MiniPet Battle
Let your mini pets battle it out, and you can bet some gold on it (Just for fun or battle for items)
XD
Let your mini pets battle it out, and you can bet some gold on it (Just for fun or battle for items)
XD
symbiote
Full body Cloak
Why not bring cloaks with a hoody in to the game, maby the same as the guild capes but with cloaks.
The cloak could have your guild colors and emblem.
If not...then longer capes and more costumisable.
Why not bring cloaks with a hoody in to the game, maby the same as the guild capes but with cloaks.
The cloak could have your guild colors and emblem.
If not...then longer capes and more costumisable.
symbiote
Blood and Bleading
Like the title says... I think it would be a good idea to include blood in the game.
OF COURSE there would be an option to turn the blood and bleeding off for the younger players (a filter).
Think about it... you are fighting with huge sharp swords, knifes, axes and other sharp objects...or you get hit by an pearcing attack... jet you dont lose a single drop of blood.
Ok... I know you got your armor strapt on but still some parts of your body are not always protected for 100% by your armor (exept some warrior armors)... but still you have pearcing attacks and so on, so warriors can bleed too.
It would add allot to the game and to your character. It could be used in GvG, PvP and PvE.
The other idea is to give characters wounds and scars (maby burns to from magical attacks). F.E. If you dont take care of your wounds quickly and properly, your character would get scared. But if you treat your wounds after, lets say a mission, than you wouldnt get any scars.
Not every creature in the GW universe bleeds the same (blood color), beasts and creatures can bleed differently than humans/players. F.E. Insectlike creatures bleed green/yellow/brown fluids or beasts/creatures who use spiritual and magical attacks can bleed glowing white/blue/purple fluids.
Like the title says... I think it would be a good idea to include blood in the game.
OF COURSE there would be an option to turn the blood and bleeding off for the younger players (a filter).
Think about it... you are fighting with huge sharp swords, knifes, axes and other sharp objects...or you get hit by an pearcing attack... jet you dont lose a single drop of blood.
Ok... I know you got your armor strapt on but still some parts of your body are not always protected for 100% by your armor (exept some warrior armors)... but still you have pearcing attacks and so on, so warriors can bleed too.
It would add allot to the game and to your character. It could be used in GvG, PvP and PvE.
The other idea is to give characters wounds and scars (maby burns to from magical attacks). F.E. If you dont take care of your wounds quickly and properly, your character would get scared. But if you treat your wounds after, lets say a mission, than you wouldnt get any scars.
Not every creature in the GW universe bleeds the same (blood color), beasts and creatures can bleed differently than humans/players. F.E. Insectlike creatures bleed green/yellow/brown fluids or beasts/creatures who use spiritual and magical attacks can bleed glowing white/blue/purple fluids.
symbiote
Sorry if Im posting ideas that have already been posted... I was M.I.A. for a while.
Plz share your toughts and let me know what you think abour my ideas...
Thenx.
Plz share your toughts and let me know what you think abour my ideas...
Thenx.
symbiote
Finishing Moves
The Idea;
Lets say you are fighting a powerfull foe... and he has just 50 hp left and you need to hit him one more time to finish him/it off.
Why not implement a finishing move for it...
For example, if you play with a warrior and you play with a sword... your character could slice the foe in two or stab him and let him glide of your blade slowly or slice off the head of the foe... Or if you play with a hammer, your character could stomp the foe to the ground and deliver the final blow crushing the foes head.
Of course... it would be unnecessary to have your character perform them all the time on every foe... but it wouldnt hurt once every 10th foe or a stronger foe.
There could even be a finishing combo with more than one character, to finish off your foe with style. For example; an elementist could freeze the foe and a warrior could deliver the final blow and break him in to little peaces.
Why;
It would bring allot to the interaction with foes and players and it would give more connection and feel to gameplay, instead of your character swinging his/her weapon at the foe and numbers appearing obove the foes head showing you how much dmg you deal, and just dying and falling to the ground after the HP bar runs out... Every profession could have his signature moves, like in the CG Movies.
This idea is only for PvE...
I hope I could make my idea clear...
The Idea;
Lets say you are fighting a powerfull foe... and he has just 50 hp left and you need to hit him one more time to finish him/it off.
Why not implement a finishing move for it...
For example, if you play with a warrior and you play with a sword... your character could slice the foe in two or stab him and let him glide of your blade slowly or slice off the head of the foe... Or if you play with a hammer, your character could stomp the foe to the ground and deliver the final blow crushing the foes head.
Of course... it would be unnecessary to have your character perform them all the time on every foe... but it wouldnt hurt once every 10th foe or a stronger foe.
There could even be a finishing combo with more than one character, to finish off your foe with style. For example; an elementist could freeze the foe and a warrior could deliver the final blow and break him in to little peaces.
Why;
It would bring allot to the interaction with foes and players and it would give more connection and feel to gameplay, instead of your character swinging his/her weapon at the foe and numbers appearing obove the foes head showing you how much dmg you deal, and just dying and falling to the ground after the HP bar runs out... Every profession could have his signature moves, like in the CG Movies.
This idea is only for PvE...
I hope I could make my idea clear...
symbiote
Enemies dont disappear / Equippment Enemies
When you kill a foe in GW it will die and stay there untill you leave that erea... and then it will disappear.
In GW2 the killed foe should stay there where it was killed. Since GW2 probabply will be next gen, it would be no problem to do that.
(think here like a bloody battlefield full of fallen enemies)
Alsow... if the foe you are fighting has a rare weapon they should fight with that rare weapon, for example; a charr with a rare bow or rare staff...after killing that foe it would drop that weapon.
The same idea goes for items, the enemy should be equpped with them instead of popping out of the foe after you killed it.
One more thing... when picking up items from fallen foes, instead of having one anmation for everything you pick up, why not have different ones depending on the killed foe(more interaction with foes/dead bodies from foes). For example... if you kill a foe that can be used for crafting materials (lether), why not take out your knife or dagger and cut it out of them. (Think here like the game Monster Hunter)
Here is a link of a video from the game Monster Hunter for my example; http://www.youtube.com/watch?v=7YTxSfENu4c
(After killing the first monster look how he draws his second weapon (knife) to cut meat from the monster) (Kudos to YouTube for the video)
When you kill a foe in GW it will die and stay there untill you leave that erea... and then it will disappear.
In GW2 the killed foe should stay there where it was killed. Since GW2 probabply will be next gen, it would be no problem to do that.
(think here like a bloody battlefield full of fallen enemies)
Alsow... if the foe you are fighting has a rare weapon they should fight with that rare weapon, for example; a charr with a rare bow or rare staff...after killing that foe it would drop that weapon.
The same idea goes for items, the enemy should be equpped with them instead of popping out of the foe after you killed it.
One more thing... when picking up items from fallen foes, instead of having one anmation for everything you pick up, why not have different ones depending on the killed foe(more interaction with foes/dead bodies from foes). For example... if you kill a foe that can be used for crafting materials (lether), why not take out your knife or dagger and cut it out of them. (Think here like the game Monster Hunter)
Here is a link of a video from the game Monster Hunter for my example; http://www.youtube.com/watch?v=7YTxSfENu4c
(After killing the first monster look how he draws his second weapon (knife) to cut meat from the monster) (Kudos to YouTube for the video)
symbiote
Pets / Pets as Mounts / Pet Armor
Why not have you rase a pet from a small animal/egg to a big powerfull beast???
Instead of just finding and taming it.
It could be a minigame in itself... until your pet grows up. (Think here like feeding, taming, training and taking care of your pet)
Possible pet/mounts could be like a huge reptile creature, huge insectlike creature, huge catlike creature/panther/tiger...etc. and other big beasts to mount beasts...
I dont like the idea of horses and flying mounts... Maybe only flying pets that cant be mounted...and maybe a horseLIKE creature... but no horses XD
You could alsow craft/buy defferent armor for your pet...
Why not have you rase a pet from a small animal/egg to a big powerfull beast???
Instead of just finding and taming it.
It could be a minigame in itself... until your pet grows up. (Think here like feeding, taming, training and taking care of your pet)
Possible pet/mounts could be like a huge reptile creature, huge insectlike creature, huge catlike creature/panther/tiger...etc. and other big beasts to mount beasts...
I dont like the idea of horses and flying mounts... Maybe only flying pets that cant be mounted...and maybe a horseLIKE creature... but no horses XD
You could alsow craft/buy defferent armor for your pet...
symbiote
More visible items on your character/pet/mount
Storage (Bags);
Why not have a lether bag strapped around your back or one or two small bags on the side of your belt...or even a small backpack for the female characters (think here like lara croft)
Weapons / Items;
Why not have your wepon / shield strapped on your back or on your belt. It would be nice to have the option to put your weapon away (not disappearing) but putting in on your back or waste. There could even be (lether) cases for holding your weapon on your back, that you had to craft/buy.
Alsow... why not have your second and/or third (depending on the weapon size) wepon visible on your character, instead of what we have now with F1,F2,F3,F4 buttons.
For example; Your character is wielding a (1)sword and a (2)shield... you could have a (3)two-handed weapon Hammer/Staff, and even another (4)shieldon your back and another (5)sword/knife/dagger on your waste.
So you could easily have up to 5 different weapons/items on your character...
OF COURSE the number of visible items on your character would be limited maybe to 3 or max 4. Otherwise your character would look like a mule XD. But at least 3 would be doable.
Alsow jewlery... that would be nice to see on your character. Jewlery could alsow be used as powerups for your character, like a enhanced necklace or ring.
If you support my idea of using your pets alsow as mounts than this could work for you as well;
There should be alsow some visible idems on your pet/mount... like a small inventory since your pet need to attack and be able to move... and not act as a mule . For example; you could have additional bags on your mount an maybe 2 more items like an additional weapon and shield (on the sides of your saddle)
Why?
It would look very nice and bring a more realistic feel for your character/pet and the whole GW2 world. And since most likely GW2 will be in next gen... it would be no problem to do this.
I hope that I could make my idea clear... Plz let me know what you think.
Storage (Bags);
Why not have a lether bag strapped around your back or one or two small bags on the side of your belt...or even a small backpack for the female characters (think here like lara croft)
Weapons / Items;
Why not have your wepon / shield strapped on your back or on your belt. It would be nice to have the option to put your weapon away (not disappearing) but putting in on your back or waste. There could even be (lether) cases for holding your weapon on your back, that you had to craft/buy.
Alsow... why not have your second and/or third (depending on the weapon size) wepon visible on your character, instead of what we have now with F1,F2,F3,F4 buttons.
For example; Your character is wielding a (1)sword and a (2)shield... you could have a (3)two-handed weapon Hammer/Staff, and even another (4)shieldon your back and another (5)sword/knife/dagger on your waste.
So you could easily have up to 5 different weapons/items on your character...
OF COURSE the number of visible items on your character would be limited maybe to 3 or max 4. Otherwise your character would look like a mule XD. But at least 3 would be doable.
Alsow jewlery... that would be nice to see on your character. Jewlery could alsow be used as powerups for your character, like a enhanced necklace or ring.
If you support my idea of using your pets alsow as mounts than this could work for you as well;
There should be alsow some visible idems on your pet/mount... like a small inventory since your pet need to attack and be able to move... and not act as a mule . For example; you could have additional bags on your mount an maybe 2 more items like an additional weapon and shield (on the sides of your saddle)
Why?
It would look very nice and bring a more realistic feel for your character/pet and the whole GW2 world. And since most likely GW2 will be in next gen... it would be no problem to do this.
I hope that I could make my idea clear... Plz let me know what you think.
symbiote
I have posted these ideas alsow on this NikiWiki
I just hope that some of the better ideas, that is supported by the mijority of our community, come through and I just the right ppl see, read and do something with it... I realy do.....
I just dont know if this is going to happen...
Plz let me know what you think about it...Thenx.
I just hope that some of the better ideas, that is supported by the mijority of our community, come through and I just the right ppl see, read and do something with it... I realy do.....
I just dont know if this is going to happen...
Plz let me know what you think about it...Thenx.
ne33us
Hi, my wish list for GW2
Read first, keep an open mind, flame me with an oxygen torch
1) Game Play
I like, "Normal Mode" (NM), I love "Hard Mode" (HM), I wish for a
"PvPvE Mode" (Human mode, or whatever).
The thought is that when someone enters an Explorable Area (or
mission if possible) in "PvPvE Mode" he/she would be able :
- to fight AI foes and human players
- to get drops from other human players (copies of their equiped
weapons)
- to own an explorable area (or more) by achiving some goals as
part of my guilds' effort for GW2 domination. While owning an
area AI foes should be allies etc etc.
The thought is to move from 8vs8 GvGs to any size by any size and any
number of guilds fights (ok maybe some "balance" limits are in order here).
Victory conditions might be similar to Alliance Battles, but this time it's
all about widespread Guild Battles (or "Guild Wars" the way some people
think of that title)
Ok, it might should stupid, impossible to balance, undoable, etc, etc, but
it's a thought.
2) Strategy and heroes
I love heroes, I want to control 7 heroes in PvE but if that's not possible,
I would like to set flags for each henchman too and if possible (again) to
be able to arrange all my party in the fighting area in a predefined schema
like "in triangle", "in circle", "in square", "in turtle", "in golf ball",
well anything but the "stay in one spot and take all the AoE damage of foes"
like it is now .
3) Storage
Well as many of the GW players, I don't like having 5 PvP characters treated
as "mules"
Being able to store FULL bags would increase the current storage from
4x20=80 items to 4x20x10 = 800 items (10 fulls bags in each storage slot)
Ok, ok, maybe that's too much, maybe only storage "III" & "IV" would be
able to act like that.
And maybe dyes should be treated the way material are.
4) ....
Read first, keep an open mind, flame me with an oxygen torch
1) Game Play
I like, "Normal Mode" (NM), I love "Hard Mode" (HM), I wish for a
"PvPvE Mode" (Human mode, or whatever).
The thought is that when someone enters an Explorable Area (or
mission if possible) in "PvPvE Mode" he/she would be able :
- to fight AI foes and human players
- to get drops from other human players (copies of their equiped
weapons)
- to own an explorable area (or more) by achiving some goals as
part of my guilds' effort for GW2 domination. While owning an
area AI foes should be allies etc etc.
The thought is to move from 8vs8 GvGs to any size by any size and any
number of guilds fights (ok maybe some "balance" limits are in order here).
Victory conditions might be similar to Alliance Battles, but this time it's
all about widespread Guild Battles (or "Guild Wars" the way some people
think of that title)
Ok, it might should stupid, impossible to balance, undoable, etc, etc, but
it's a thought.
2) Strategy and heroes
I love heroes, I want to control 7 heroes in PvE but if that's not possible,
I would like to set flags for each henchman too and if possible (again) to
be able to arrange all my party in the fighting area in a predefined schema
like "in triangle", "in circle", "in square", "in turtle", "in golf ball",
well anything but the "stay in one spot and take all the AoE damage of foes"
like it is now .
3) Storage
Well as many of the GW players, I don't like having 5 PvP characters treated
as "mules"
Being able to store FULL bags would increase the current storage from
4x20=80 items to 4x20x10 = 800 items (10 fulls bags in each storage slot)
Ok, ok, maybe that's too much, maybe only storage "III" & "IV" would be
able to act like that.
And maybe dyes should be treated the way material are.
4) ....
03tellis
I was going to make my own game but im not anymore so ill post my ideas here:
Give each player the chance to buy a plot of land, which they can build a house, invite others over, and build buildings, such as storage, or a baracks.
Players can Hire their own heroes like in nightfall, then train them and equip them, using your own money. They gain experiance just like players, but cannot become as powerful
For character development, all skills have levels from 1 to 20 the same as the characters level, and to improve the skills it costs gold, but the level cannot go above the characters current level. Also works for base stats, though there are class limits.
Get pets better, and get armour for them, can buy and sell pets.
With hired heroes, you can build up an army and do strategy battles v other players, or missions.
Dungeon challlenges and, if you build a dungeon entrance on your land you can make your own, with monsters and traps, and challenge your friends to beat it.
Not a mining or forging skill, but maybe a weapon improving skill, gives any weapon + 1 damage but uses up valuable and rare items, like "ruthless stone"
Start as normal guy of your race, then choose profession as you begin, first mission is you with no profession, then you get trained, like a tutorial, at the baracks, killing foxes, then you can choose a profession, which unlocks alot more skills ect.
People with land can hold their own mini tornement, where a match table is set up and each pair has a week to do their fight whenever they want, or they are forefitted, the host can ban anyone, and set prizes.
Can do missions for criminals, with high risk and reward, alternate stories, deciding who to help, which changes your options for your next missions.
Can be good or evil, or neutral
Can use any weapon regardless of class, but it does not work as well.
Special weapons with only one in game, which top players can fight for.
@ home you can display your best items or weapons in display cases, then invite guild heads round to impress them.
Guilds can own land in a similar way, and build up their own shared army, which any of them can command, or borrow from, if the guild head aggrees.
Theyre probably not good, but i tried
Give each player the chance to buy a plot of land, which they can build a house, invite others over, and build buildings, such as storage, or a baracks.
Players can Hire their own heroes like in nightfall, then train them and equip them, using your own money. They gain experiance just like players, but cannot become as powerful
For character development, all skills have levels from 1 to 20 the same as the characters level, and to improve the skills it costs gold, but the level cannot go above the characters current level. Also works for base stats, though there are class limits.
Get pets better, and get armour for them, can buy and sell pets.
With hired heroes, you can build up an army and do strategy battles v other players, or missions.
Dungeon challlenges and, if you build a dungeon entrance on your land you can make your own, with monsters and traps, and challenge your friends to beat it.
Not a mining or forging skill, but maybe a weapon improving skill, gives any weapon + 1 damage but uses up valuable and rare items, like "ruthless stone"
Start as normal guy of your race, then choose profession as you begin, first mission is you with no profession, then you get trained, like a tutorial, at the baracks, killing foxes, then you can choose a profession, which unlocks alot more skills ect.
People with land can hold their own mini tornement, where a match table is set up and each pair has a week to do their fight whenever they want, or they are forefitted, the host can ban anyone, and set prizes.
Can do missions for criminals, with high risk and reward, alternate stories, deciding who to help, which changes your options for your next missions.
Can be good or evil, or neutral
Can use any weapon regardless of class, but it does not work as well.
Special weapons with only one in game, which top players can fight for.
@ home you can display your best items or weapons in display cases, then invite guild heads round to impress them.
Guilds can own land in a similar way, and build up their own shared army, which any of them can command, or borrow from, if the guild head aggrees.
Theyre probably not good, but i tried
zamial
The ability to challenge anyone, anywhere to a 1 vs 1 dual with no outside influence. You could set it up as a 2 part challenge:
To the death: just as it sounds
Scrimmage: just as it sounds
Any players can scrimmage at any level vs. any level.
Only players of near equal level can dual to the death.
Challenges are issued as To the death and accepted in either Scrimmage or To the death if levels are close enough.
There can even be a title involved with # of To the death scrims won.
The 2nd part to this is not to display level or class above the players head.
To the death: just as it sounds
Scrimmage: just as it sounds
Any players can scrimmage at any level vs. any level.
Only players of near equal level can dual to the death.
Challenges are issued as To the death and accepted in either Scrimmage or To the death if levels are close enough.
There can even be a title involved with # of To the death scrims won.
The 2nd part to this is not to display level or class above the players head.
03tellis
Where can i post my idea for a new game, which could be made, but i cant do it.
03tellis
Can trade heroes and soldiers
Can get weaker soldiers for strategy stuff, but alot of them
When you firse choose a profession its still limited, you must advance on your chosen career: (either or, sacrifice damage for healing)
Monk->priest(specialises in healing)->high priest
----------------------------------->paragon
------->inquisitor(holy damage)->demi god
------------------------------->dervish
Warrior->Knight(heavy)-> Chosen
------------------------> Titan
-------->assassin(light)-> Ninja
------------------------>mesmer
Mage ->High mage->Elamentalist
------------------->Mesmer
------->Dark mage->Necromancer
------------------->Ritualist
Guardian-->bowman-> Ranger(nature magic, animals, stealth)
--------------------> Archer(more powerful)
---------->defender-> Faithful(good)
--------------------->Bloodlust(evil)
Can get weaker soldiers for strategy stuff, but alot of them
When you firse choose a profession its still limited, you must advance on your chosen career: (either or, sacrifice damage for healing)
Monk->priest(specialises in healing)->high priest
----------------------------------->paragon
------->inquisitor(holy damage)->demi god
------------------------------->dervish
Warrior->Knight(heavy)-> Chosen
------------------------> Titan
-------->assassin(light)-> Ninja
------------------------>mesmer
Mage ->High mage->Elamentalist
------------------->Mesmer
------->Dark mage->Necromancer
------------------->Ritualist
Guardian-->bowman-> Ranger(nature magic, animals, stealth)
--------------------> Archer(more powerful)
---------->defender-> Faithful(good)
--------------------->Bloodlust(evil)
symbiote
Quote:
Originally Posted by 03tellis
Theyre probably not good, but i tried
|
Good luck with trying to make your own game ... Good try!
ebil
I don't know how people can want there to be mroe proffessions, they have already got 10 they dont need to diversify the game even more and unbalance it even more,id like them to keep the proffessions as they are.
But whaat i would like to have would be a deeper game experience... i would like the game to be more interactive, it would be nice for instance if you clicked on a chair in your guild hall or local charr pub that you actually sit on the chair rather than sitting through the chair on the floor. It would be nice if they built a more diversifying system for character maing so no character would truly be the same, with sliders for skin colour for instance, and a "SIMS" like character maker.
as i said i would certainly like more depth i the game, and a more responsive atmosphere, so when they make a jump key and you jump over a fence you trip and lose 100hp or something and then the fence breaks, so a few workers from the village come and fix it, which means the pub doesnt get as much bussiness because the people are camping out fora few nights away from the pub, so the barkeeper starves... and chain reactions like that, that make you feel sorry that you have had a phycotic fit and made bloodstains on the wall, because a monster cast a hex on you.
Also as posted by 03tellis it would be nice if they developed a way in which over time you could advance your character into a very specific style of play, not in this way divedrsifying it but intensifying it, also they should make it possible to over time change your primary proffession meaning that you dont have to start again every time you want to try out a new class....
But whaat i would like to have would be a deeper game experience... i would like the game to be more interactive, it would be nice for instance if you clicked on a chair in your guild hall or local charr pub that you actually sit on the chair rather than sitting through the chair on the floor. It would be nice if they built a more diversifying system for character maing so no character would truly be the same, with sliders for skin colour for instance, and a "SIMS" like character maker.
as i said i would certainly like more depth i the game, and a more responsive atmosphere, so when they make a jump key and you jump over a fence you trip and lose 100hp or something and then the fence breaks, so a few workers from the village come and fix it, which means the pub doesnt get as much bussiness because the people are camping out fora few nights away from the pub, so the barkeeper starves... and chain reactions like that, that make you feel sorry that you have had a phycotic fit and made bloodstains on the wall, because a monster cast a hex on you.
Also as posted by 03tellis it would be nice if they developed a way in which over time you could advance your character into a very specific style of play, not in this way divedrsifying it but intensifying it, also they should make it possible to over time change your primary proffession meaning that you dont have to start again every time you want to try out a new class....