
A lot of your suggestions are used in FPS's. You're entitled to your ideas, I just don't think that it's really the direction GW2 is going to go.
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Originally Posted by Bazompora
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Originally Posted by pamelf
Lol, why do I get the feeling you're a CS player? Not a bad thing. Just an observation.
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Originally Posted by Alaris
Fear of death is nice, but if it gets in the way of having fun, then it no longer is.
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Originally Posted by Bazompora
Afterlife (not for "structured PvP", such as GvG, HA, TA & RA): when players are NOT resurrected by a Resurrection Shrine, another player or an NPC, they are sent to a persistent afterlife world (UW, HoH or RoT, depending of their past actions |
instanced, no PvP allowed
immediate respawn
instant transportation to and from
instanced, no PvP allowed (= instanced areas)
persistent, no PvP allowed (= casual areas)
persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line
immediate respawn (casual areas & instanced areas)
sent to afterlife (hardcore areas)
instant transportation to and from (storyline outposts)
no instant transportation to and from (outposts in hardcore areas)|
Originally Posted by Bazompora
Thus, only areas without Resurrection Shrines could cause you to go to afterlife, provided that no one else resurrects you. Players should receive a warning when they're entering such area.
For the record, my suggestions are aimed to provide everyone with a set of areas in his/her preferred gameplay; Some people would rather see GW2 be some kind of GW1.5, because they fear: GW2 =/= GW1 thus GW2 >< GW1 but their fear is wrong: GW2 formula will rather be in the nature of: GW1 + (new elements)1 = GW2 and that's where I hope the devs won't give in to the neophobia that rules on the fora. Right now, GW1's gameplay elements only caters to casual gamers: explorable areas instanced, no PvP allowed death immediate respawn outposts instant transportation to and from My suggestions for GW2 are aimed towards a model that provides satisfaction towards both types of gamers depending of the area: explorable areas instanced, no PvP allowed (= instanced areas) persistent, no PvP allowed (= casual areas) persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line death immediate respawn (casual areas & instanced areas) sent to afterlife (hardcore areas) outposts instant transportation to and from (storyline outposts) no instant transportation to and from (outposts in hardcore areas) The devs know the current GW1 pleases only one half of the MMORPG player types ... let GW2 be GW2=GW1+(new gameplay)1 and not GW1.5 . |
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Originally Posted by Zaxxon
-I've read that henchmen and heroes are going away, replaced by 'solo-friendly' areas and one sidekick/player. Please reconsider, if this is the case. Solo-friendly doesn't just mean 'you can venture out on your own and survive'. The ability to be the only human, yet have a full group, is key. Especially the Hero system--this allows those who play at oddball hours, or who just prefer playing alone, to feel as though they're in a real party. I understand that this may not be feasible due to the other changes taking place for GW2 (persistence, etc), but just understand that you're making a fundamental change which is bound to tee a lot of players off.
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