GW2 Suggestions Thread
warcrap
oh and give us the ability to right click somebody in a town and fight then real quick like right in town without having to teleport to a arena just like right in town and no death penalties but you can officially wager any items or gold.
Big G
Quote:
Originally Posted by warcrap
oh and give us the ability to right click somebody in a town and fight then real quick like right in town without having to teleport to a arena just like right in town and no death penalties but you can officially wager any items or gold.
|
Onarik Amrak
Quote:
Originally Posted by Vergilius
you are just another GW1 player who doesn't want GW2 to be created but since it will be, you just want it to stay 100% of what it was.
but yeh, some ideas sucks, but certainly not 99%. 30-40 maybe |
No, I don't want it to be the same.
But yes, I am able to recognise stupid ideas when I see them.
Oh, and way to chain post. That's real impressive.
Big G
Well.. IN MY OPINION Many ideas are great!
Onarik Amrak
Quote:
Originally Posted by Vergilius
Yeah, it must be it... or you are just so transparent and I'm just able to see what transparent people want.
you are talking about it like you do.... oh, so if you say that idea is stupid, it is stupid, and the whole world must bound to your will. so if it stupid for you, it is stupid for everyone? what a kind of an egomaniac are you? |
Are you still trying to convince me that my opinion is what you say it is?
This is a forum, it's to voice opinions. Please tell me where I'm telling you to follow my opinion or RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO off?
creelie
No doubt this has already been mentioned but it bears repeating:
Integrated Voice Chat!
Integrated Voice Chat!
The Sins We Die By
For the most part overall the game is fine... I don't want to see all of these huge changes people are posting, if you don't like it play a different game. The biggest thing is that the economy needs to be changed b/c at this point people who have money are those who were playing the game first and who managed to get away with exploits.
Do little changes like adding for appearance options and an actual way to change hair styles, but keep true to the what the game is... don't make it WoW. I'd throw in a rez slot, a better way to store armor, more storage for crafting materials, you know the little things. Oh and don't make skills that will just be nerfed to useless i.e "Incoming."
That's all I can think of atm... im out.
Do little changes like adding for appearance options and an actual way to change hair styles, but keep true to the what the game is... don't make it WoW. I'd throw in a rez slot, a better way to store armor, more storage for crafting materials, you know the little things. Oh and don't make skills that will just be nerfed to useless i.e "Incoming."
That's all I can think of atm... im out.
warcrap
Quote:
Originally Posted by creelie
No doubt this has already been mentioned but it bears repeating:
Integrated Voice Chat! |
but i hope that happens i hate using vent servers.
roshanabey2
a day and night sort of thing soooooo, when you are playing at 9 in the night (which i don't normally do) it would night time
symbiote
Quote:
Originally Posted by Numa Pompilius
...is that they use the Crysis engine:
http://www.gametrailers.com/player/18588.html It takes care of most of my gripes with GW1 (e.g. no day/night cycle and the lack of dynamic lighting, the limited motion) and just imagine the spell effects which could be made with that physics engine! |
Love the idea!!!
netniwk
Quote:
Originally Posted by Vergilius
huh...? |
Quote:
This is a forum, it's to voice opinions. Please tell me where I'm telling you to follow my opinion or RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO off? |
L2read imo.
netniwk
Quote:
Originally Posted by Vergilius
why to bother with such people whoa re just naturally dumb....
so instead of fighting with you guys, I'm gonna stay on topic from now on... you do what ever you want... this is internet....unfortunately |
Vann Borakul
GW2 Gameplay Suggestion
I cover lots of different things here, so at least try to skim over it if you don't want to read it all.
One thing I really hope they do, beyond avoiding having the exact same combat as this game, is throwing in real life factors. Having combat be more realistic. Such as actually seeing a warrior block an attack.
It would open up even more tactics into the game. I guess it's best if cosmetics don't affect anything. I just want combat to be more realistic, save for the magic and whatnot (realistically, any meteors the size they are in GW would burn up in the atmosphere, if not, instantly crushing you as it hits you at 10,000 miles per hour ).
Think about it; A ranger climbs up a tree to gain a better vantage point, but has accuracy and attack speed affected by the shape/size of the branch he is on. While we're at it, lets have several different types of arrows that all have different ranges and strengths. Each being more effective at a certain thing. Just more complexity to the game. Though I think the infinite quiver is best left as is (and where does he keep pulling all those spears from?! ).
Don't forget environmental factors. Lets take an example of an arena from this game and build upon it. The beach arena in RA/TA. You know the bridge? Give it a maximum weight factor that would make it break if there were too many people on it. Or, in a different arena, purposely have the warrior jump up and down to break it or weaken it. Or even cut a few ropes so anyone who walks on it will break it and fall. Stealth will probably be a factor. This will make large-scale fights much more interesting. The awesome environment creation skills of Anet can bring a whole new level into play.
GvG will probably still remain and be a primary PvP mode, if not, hold a bigger emphasis on GvG (HA ftl). Now with more realistic gameplay and environments, everything will probably have a wider scale in GvG and any other new PvP modes they may add. With this should come more players on both sides. But since the map is bigger and there's many options for things to do, not everyone is going to mob together and try to plow the front gate. Disadvantages will need to be placed there to make all of this possible. Too many players will make things way too hard to balance right, so I think 10 players is good. 8 just doesn't seem enough for these new additions. I don't just mean physical factors by additions. I also mean there should be more conflict areas in a map. Or "side" areas you can try to make a sneak attack on to gain some advantage, depending on the map design.
And to make characters more complex, there can be more intervals for skill effectiveness rather than just 1-12/16. Creating an effective primary and secondary build that benefits a lot from the secondary skills has always been nice, but I mean to build upon that even more. Maybe learn a couple skills, at reduced effectiveness, from a third profession. Or why even limit it to that? Give the whole plate as a possibility. Allow a single character to use skills from any profession, but use a more complex system of the attribute system. I've always thought that builds that use only primary skills should gain a slight benefit over using secondaries. This can be added in with a new, more complex attribute system. Instead of just the attributes themselves, give the possility to give some points to a separate attribute that increases the overall effectiveness of that professions skills. This would be a more accurate way of getting what you want when creating a build.
This was all inspired recently when I decided to play through Fable again. I really liked the idea of the Fable combat seeping into Guild Wars. Of course it would be bad to mimic it, but to just use as a base idea.
What'dya think?
I cover lots of different things here, so at least try to skim over it if you don't want to read it all.
One thing I really hope they do, beyond avoiding having the exact same combat as this game, is throwing in real life factors. Having combat be more realistic. Such as actually seeing a warrior block an attack.
It would open up even more tactics into the game. I guess it's best if cosmetics don't affect anything. I just want combat to be more realistic, save for the magic and whatnot (realistically, any meteors the size they are in GW would burn up in the atmosphere, if not, instantly crushing you as it hits you at 10,000 miles per hour ).
Think about it; A ranger climbs up a tree to gain a better vantage point, but has accuracy and attack speed affected by the shape/size of the branch he is on. While we're at it, lets have several different types of arrows that all have different ranges and strengths. Each being more effective at a certain thing. Just more complexity to the game. Though I think the infinite quiver is best left as is (and where does he keep pulling all those spears from?! ).
Don't forget environmental factors. Lets take an example of an arena from this game and build upon it. The beach arena in RA/TA. You know the bridge? Give it a maximum weight factor that would make it break if there were too many people on it. Or, in a different arena, purposely have the warrior jump up and down to break it or weaken it. Or even cut a few ropes so anyone who walks on it will break it and fall. Stealth will probably be a factor. This will make large-scale fights much more interesting. The awesome environment creation skills of Anet can bring a whole new level into play.
GvG will probably still remain and be a primary PvP mode, if not, hold a bigger emphasis on GvG (HA ftl). Now with more realistic gameplay and environments, everything will probably have a wider scale in GvG and any other new PvP modes they may add. With this should come more players on both sides. But since the map is bigger and there's many options for things to do, not everyone is going to mob together and try to plow the front gate. Disadvantages will need to be placed there to make all of this possible. Too many players will make things way too hard to balance right, so I think 10 players is good. 8 just doesn't seem enough for these new additions. I don't just mean physical factors by additions. I also mean there should be more conflict areas in a map. Or "side" areas you can try to make a sneak attack on to gain some advantage, depending on the map design.
And to make characters more complex, there can be more intervals for skill effectiveness rather than just 1-12/16. Creating an effective primary and secondary build that benefits a lot from the secondary skills has always been nice, but I mean to build upon that even more. Maybe learn a couple skills, at reduced effectiveness, from a third profession. Or why even limit it to that? Give the whole plate as a possibility. Allow a single character to use skills from any profession, but use a more complex system of the attribute system. I've always thought that builds that use only primary skills should gain a slight benefit over using secondaries. This can be added in with a new, more complex attribute system. Instead of just the attributes themselves, give the possility to give some points to a separate attribute that increases the overall effectiveness of that professions skills. This would be a more accurate way of getting what you want when creating a build.
This was all inspired recently when I decided to play through Fable again. I really liked the idea of the Fable combat seeping into Guild Wars. Of course it would be bad to mimic it, but to just use as a base idea.
What'dya think?
Balan Makki
Here are a few ideas for GW2.
Consider PvP Phasing -- a pseudo instance where players, existing in the PvE persistent world, could choose to enter PvP combat and simply Phase in to a Balthazar Form, turning into spirits when viewed by a PvE player (non flagged). Other PvP players would appear as regular players, but any PvE players would become invisible, non-collision. Imagine a persistent world where battles are constantly fought, NPC or player, anywhere, anytime. PvE players would be able to witness the raging battle of Balthazar Spirits (PvPers) taking place right in front of them, PvPers would only see other PvPers, fighting in the PvP pseudo instance -- Same world just different realities.
Many PvE quests could initiate zone wide mayhem between NPC and Player Factions. When a game does PvP right, even PvE players will participate. Perhaps this pseudo instance could be call the Mists. Making the Mists as massive as the entire game world. . .so much can be done. A PvE player would simply see random ghost appearances, The spirit of an archer firing a flaming arrow into distant fog, the image fades. . the echoing sound of steel clashing in the distance, a trail of limbs, blood and carnage as you approach an outpost. . .. Hints of the Mist could be slight suggested clues, could be toggled on/off, could be constant to an avid PvPer.
NPCs In the PvP Zone could simply duplicate when affected by PvPers in the area. PvE players would see one version standing there, PvPers would see a pseudo copy charging into battle.
Pseudo instancing would even allow WvW cross-over -- for Multiple Worlds, not just 1vs1 -- making entering the Mist from PvE virtually seamless, and player full. Multiple servers -- PvE worlds -- that share a common pseudo "The Mists" reality. Viewable Mist Battles (spirit form) from multiple servers.
Instancing options – Let PvE players choose between Instanced, or Persistent when entering a zone -- just talk to an NPC who will share a couple of secret hunting spots, quests etc. . (teleport you into an instanced zone); rather than the shared one you are standing in. . . .
Many possibilities.
Variable Attack Range Zones -- Make the range of spells, bows, throwing axes (warriors need something) variable -- dependent on instance, or zone area. This would allow for some very interesting long-range exchanges/assaults. It would also help add balancing variables to mismatched encounters in the Mists -- for say, a fort that has been occupied too long. etc.. .
The current bow mechanic in GW1 is a good example, being that it is affected by height.
Imagine a game where a caster could stand upon a mountain top raining down fireballs, or an archer could really be useful at longbow range -- several hundred yards. Warriors could just pick up rocks nearby and lob them down hill for an avalanche attack.
The longer the range the less likely you'd hit anything, or do much damage, but the fun factor far outweighs the limitation of greater range. This would obviously be a very dynamic feature: some areas range would be normal, other areas -- close narrow dungeons -- range could suffer dramatically. Some areas, range could be as far as the next ridge.
There is a ton of value to variable range combat. Range Zones could be as small as a clump of trees. Say a warrior is getting run down by a couple of casters/rangers, in a long range zone/area, if he can make it to a thicket of trees nearby, the combat range will decrease dramatically, giving a turn-around to his disadvantage.
Add a throw function to the Drop Button.
Increase the number of Skill Bars -- a player can run in an area, make each Skill Bar mutually exclusive from the other Skill Bars. This would allow players to set up a travel bar, a melee combat bar, a ranged combat bar, a crafting/harvesting bar?, a siege weapons bar, etc. . . It is obviously much like the elite GWEN skills, but adds a ton of strategic value to the individual player allowing them to morph a bit in a persistent, large-scale environment. The skill bar limit could also be variable; per rank/level, instance, area. . .
Allow players to adjust attributes while in large persistent zones if there is an "Avatar of . . . ", or "temple of. . . " nearby that they can kneel and commune with/within.
In-Game Library (IGL) -- linked directly to Official Wiki website. This will allow players to stay in-game to visit the Halls of Knowledge, in hopes of uncovering, arcane combat styles, solutions to blights ravaging a distant lands, possible clues to help unravel a mysterious letter given to you, on and on.
Basically some form of flash like media, much like what has been done in GWEN with Journals, allow the players to do most of the work, allow players to added stories, and content, Much like Zoe's diary. Line the walls of the IGL with books on shelves, that display OnMouseOver. When the bookbinding is clicked, it appears in front of the player, opened, much like a journal in GWEN. Let players sit around the IGL reading game lore and quest info, provide a review system that ranks, categorizes entries so players can stay in RPG land, or just dig directly into the fact sheets on conquering quests. Even add some sort of ranking system or title such as Librarian, Thus players with higher ranks can sort some of the flotsam and jetsam.
The real thrust of this feature would be RPG lore as an overlay to finding a successful resolution to a in-game problem. Let players contribute to the maintaining, addition and management of such a library. The way this forum is managed. Library could link to many different towns/cities – mini GW internet.
Heroic Guild Mates -- If there be companions, heroes, make them guild-mates heroes/companions. You can only increase the size of your A.I. controlled party by selecting an inactive, recently played, character from your guild roster -- instead of heroes, you need to use offline guild members. If you want to run an area but can't find enough people to help, then you choose one of your guild-mates (any of their alts) as the H/H to help you through your adventure. Maybe add an offline time-limit a guildie can be used as a hero, like a month or something. When you log in while someone is using your character as a hero, you begin in Observation Mode, then you can just take control and continue the journey, or gracefully bow out leaving behind a surrogate, returning to where you logged off. Entering the game-world, and then breaking the ice with alde acquaintances, can sometimes take more time than playing the game. This concept could be used for GW1 to increase the number of A.I. controlled party members beyond the current limit.
VoIP -- if this feature exists in GW2, whether as a purchased addon, or primary feature. When a players begins to talk, there should be in-game auto emotes, and a flashing player name in Party panel. The emotes could even be customizable, several emotes cycle while in-combat, another set of emotes cycle randomly while out of combat.
This will obviously help players find who's in need of help or who's having cursing fits. Also a simple right-click on party panel to mute a player.
Fix the Camera -- and interior space problem in GW. Narrow corridors, small rooms, small caverns should be a functioning part of GW2. The camera needs to be far more intelligent than it currently is, this will also help in small areas.
Improve the RP -- value between players, this is an RP game, but no one ever RPs in it -- Kinda weird. Allow players to create large emote macros, allow players to link these to skills, events, death -- player death/enemy death -- etc. Allow text in these emote macros. Give the power of uniqueness to the players, Could even add modifiers to skills: linking say, a fireball to a "Kiss my Backside" emote, allowing players to shoot fireball from their . . .
Alternate Content -- Please add some form of content as an alternative to killing and fighting. Chess, checkers, thumb wrestling. Thumb wrestling could just be a fancy way for players to /Random 100, but with fun animation. Boxing and Polymock are a great start. Imagine the number of chess players in this world, now imaging giving them the slickest online interface available, with no monthly fee!!
Dynamic Weather Events – Dynamic weather is a given for any new MMO, take it to the next level, add Events driven by weather, or weather driven by events. Example: if a particularly bad storm appears, it could bring with it a very nasty Boss monster. Fog could bring some creepy unnerving creatures, Snow, etc. . . let Boss, or creature invasion likewise bring foul and evil winds.
Consider PvP Phasing -- a pseudo instance where players, existing in the PvE persistent world, could choose to enter PvP combat and simply Phase in to a Balthazar Form, turning into spirits when viewed by a PvE player (non flagged). Other PvP players would appear as regular players, but any PvE players would become invisible, non-collision. Imagine a persistent world where battles are constantly fought, NPC or player, anywhere, anytime. PvE players would be able to witness the raging battle of Balthazar Spirits (PvPers) taking place right in front of them, PvPers would only see other PvPers, fighting in the PvP pseudo instance -- Same world just different realities.
Many PvE quests could initiate zone wide mayhem between NPC and Player Factions. When a game does PvP right, even PvE players will participate. Perhaps this pseudo instance could be call the Mists. Making the Mists as massive as the entire game world. . .so much can be done. A PvE player would simply see random ghost appearances, The spirit of an archer firing a flaming arrow into distant fog, the image fades. . the echoing sound of steel clashing in the distance, a trail of limbs, blood and carnage as you approach an outpost. . .. Hints of the Mist could be slight suggested clues, could be toggled on/off, could be constant to an avid PvPer.
NPCs In the PvP Zone could simply duplicate when affected by PvPers in the area. PvE players would see one version standing there, PvPers would see a pseudo copy charging into battle.
Pseudo instancing would even allow WvW cross-over -- for Multiple Worlds, not just 1vs1 -- making entering the Mist from PvE virtually seamless, and player full. Multiple servers -- PvE worlds -- that share a common pseudo "The Mists" reality. Viewable Mist Battles (spirit form) from multiple servers.
Instancing options – Let PvE players choose between Instanced, or Persistent when entering a zone -- just talk to an NPC who will share a couple of secret hunting spots, quests etc. . (teleport you into an instanced zone); rather than the shared one you are standing in. . . .
Many possibilities.
Variable Attack Range Zones -- Make the range of spells, bows, throwing axes (warriors need something) variable -- dependent on instance, or zone area. This would allow for some very interesting long-range exchanges/assaults. It would also help add balancing variables to mismatched encounters in the Mists -- for say, a fort that has been occupied too long. etc.. .
The current bow mechanic in GW1 is a good example, being that it is affected by height.
Imagine a game where a caster could stand upon a mountain top raining down fireballs, or an archer could really be useful at longbow range -- several hundred yards. Warriors could just pick up rocks nearby and lob them down hill for an avalanche attack.
The longer the range the less likely you'd hit anything, or do much damage, but the fun factor far outweighs the limitation of greater range. This would obviously be a very dynamic feature: some areas range would be normal, other areas -- close narrow dungeons -- range could suffer dramatically. Some areas, range could be as far as the next ridge.
There is a ton of value to variable range combat. Range Zones could be as small as a clump of trees. Say a warrior is getting run down by a couple of casters/rangers, in a long range zone/area, if he can make it to a thicket of trees nearby, the combat range will decrease dramatically, giving a turn-around to his disadvantage.
Add a throw function to the Drop Button.
Increase the number of Skill Bars -- a player can run in an area, make each Skill Bar mutually exclusive from the other Skill Bars. This would allow players to set up a travel bar, a melee combat bar, a ranged combat bar, a crafting/harvesting bar?, a siege weapons bar, etc. . . It is obviously much like the elite GWEN skills, but adds a ton of strategic value to the individual player allowing them to morph a bit in a persistent, large-scale environment. The skill bar limit could also be variable; per rank/level, instance, area. . .
Allow players to adjust attributes while in large persistent zones if there is an "Avatar of . . . ", or "temple of. . . " nearby that they can kneel and commune with/within.
In-Game Library (IGL) -- linked directly to Official Wiki website. This will allow players to stay in-game to visit the Halls of Knowledge, in hopes of uncovering, arcane combat styles, solutions to blights ravaging a distant lands, possible clues to help unravel a mysterious letter given to you, on and on.
Basically some form of flash like media, much like what has been done in GWEN with Journals, allow the players to do most of the work, allow players to added stories, and content, Much like Zoe's diary. Line the walls of the IGL with books on shelves, that display OnMouseOver. When the bookbinding is clicked, it appears in front of the player, opened, much like a journal in GWEN. Let players sit around the IGL reading game lore and quest info, provide a review system that ranks, categorizes entries so players can stay in RPG land, or just dig directly into the fact sheets on conquering quests. Even add some sort of ranking system or title such as Librarian, Thus players with higher ranks can sort some of the flotsam and jetsam.
The real thrust of this feature would be RPG lore as an overlay to finding a successful resolution to a in-game problem. Let players contribute to the maintaining, addition and management of such a library. The way this forum is managed. Library could link to many different towns/cities – mini GW internet.
Heroic Guild Mates -- If there be companions, heroes, make them guild-mates heroes/companions. You can only increase the size of your A.I. controlled party by selecting an inactive, recently played, character from your guild roster -- instead of heroes, you need to use offline guild members. If you want to run an area but can't find enough people to help, then you choose one of your guild-mates (any of their alts) as the H/H to help you through your adventure. Maybe add an offline time-limit a guildie can be used as a hero, like a month or something. When you log in while someone is using your character as a hero, you begin in Observation Mode, then you can just take control and continue the journey, or gracefully bow out leaving behind a surrogate, returning to where you logged off. Entering the game-world, and then breaking the ice with alde acquaintances, can sometimes take more time than playing the game. This concept could be used for GW1 to increase the number of A.I. controlled party members beyond the current limit.
VoIP -- if this feature exists in GW2, whether as a purchased addon, or primary feature. When a players begins to talk, there should be in-game auto emotes, and a flashing player name in Party panel. The emotes could even be customizable, several emotes cycle while in-combat, another set of emotes cycle randomly while out of combat.
This will obviously help players find who's in need of help or who's having cursing fits. Also a simple right-click on party panel to mute a player.
Fix the Camera -- and interior space problem in GW. Narrow corridors, small rooms, small caverns should be a functioning part of GW2. The camera needs to be far more intelligent than it currently is, this will also help in small areas.
Improve the RP -- value between players, this is an RP game, but no one ever RPs in it -- Kinda weird. Allow players to create large emote macros, allow players to link these to skills, events, death -- player death/enemy death -- etc. Allow text in these emote macros. Give the power of uniqueness to the players, Could even add modifiers to skills: linking say, a fireball to a "Kiss my Backside" emote, allowing players to shoot fireball from their . . .
Alternate Content -- Please add some form of content as an alternative to killing and fighting. Chess, checkers, thumb wrestling. Thumb wrestling could just be a fancy way for players to /Random 100, but with fun animation. Boxing and Polymock are a great start. Imagine the number of chess players in this world, now imaging giving them the slickest online interface available, with no monthly fee!!
Dynamic Weather Events – Dynamic weather is a given for any new MMO, take it to the next level, add Events driven by weather, or weather driven by events. Example: if a particularly bad storm appears, it could bring with it a very nasty Boss monster. Fog could bring some creepy unnerving creatures, Snow, etc. . . let Boss, or creature invasion likewise bring foul and evil winds.
netniwk
Quote:
Originally Posted by Vergilius
open PvP in persistent areas.
Long ago, when MMOs were young... you had to watch your back... everyone could kill you... people would go somewhere n groups... today pl just go alone and nobody can pawn you =( |
Holly Herro
If we're able to swim and stuff, why not conquerable islands? For GUILDS/Clans and stuff.
It could even be like a pirate mini game, and you could have pirate clans :P
So you have your normal PvE/PvP guild/clan/alliance/group and then you have your pirate one which is activated once you go into the islands!
It could even be like a pirate mini game, and you could have pirate clans :P
So you have your normal PvE/PvP guild/clan/alliance/group and then you have your pirate one which is activated once you go into the islands!
Onarik Amrak
Quote:
Originally Posted by Vergilius
open PvP in persistent areas.
Long ago, when MMOs were young... you had to watch your back... everyone could kill you... people would go somewhere n groups... today pl just go alone and nobody can pawn you =( |
Tactical-Dillusions
I'd like all quests to be repeatable, but rewards for second time around to be smaller unless it was an uber quest.
I play my character now and wish i could go back to do the quests i have fond memories of. Undead hordes anyone?
I'd like to see an extremely high emphasis placed on personal finance micromanagement. So, if you were to find a piece of fur or other apparently insignificant trash, it wouldn't be trash at all. It would have a value and would be well worth your time trying to find a buyer.
I want everything to be useful and everything to be rare. Let us kill monsters and get nothing but small change from 75% of monsters, 20% animal parts, 3% junk weapons and items, 1% dyes and other specials and 1% or less for useable gear.
In GW everything is handed to us on a plate and it ruins the experience by making the game lack a feeling of achievement.
I'd like to see the introduction of silver pieces. 100 silver = 1 gold piece, 100 gold pieces = 1 gold bar, 100 gold bars = man i wish i was rich like you.
I'd like monsters to be pullable singly and the ability to adventure on your own but i'd like battles to last a longer time, like two gladiators battling it out, with no guarantee that the monster will drop anything.
To add balance, i'd like to see super loots which might come every 3000+ kills if you are lucky. These would be exciting screenshot moments which earn a server-wide message.
So yeah, less loot... much less loot, but a jackpot chance. More feeling of achievement. More adventuring... hopefully there won't be zones and we can walk for 2 hours before hitting the sea.
Oh and mining. I mean proper mining, not clicking on a node. Players must use their judgment and their consumables to try to detect unseen mineral deposits... of which there would be a huge variety so that even after years of playing, you would still be unearthing new and previously unknown minerals.
"Anyone knwo what this ore is for?"
"OMG, you found a Mingorite?!!"
Massively deep crafting system with almost limitless craftable items, alot of which would require rare gems, like only 4-5 made each year because of their rarity, but would have awesome graphics.
I'm probably dreaming again but that's my main thoughts. I've said this before but take a glance at Entropia universe. Their mining/crafting system is so addictive, moreso the mining. I paid a fortune in real money to just mine that game and it was the best online gaming adventure i'd ever done even to this day.
I just hope GW2 doesn't turn out to be a clone of the original with everything handed to us, cheapening the ride.
I play my character now and wish i could go back to do the quests i have fond memories of. Undead hordes anyone?
I'd like to see an extremely high emphasis placed on personal finance micromanagement. So, if you were to find a piece of fur or other apparently insignificant trash, it wouldn't be trash at all. It would have a value and would be well worth your time trying to find a buyer.
I want everything to be useful and everything to be rare. Let us kill monsters and get nothing but small change from 75% of monsters, 20% animal parts, 3% junk weapons and items, 1% dyes and other specials and 1% or less for useable gear.
In GW everything is handed to us on a plate and it ruins the experience by making the game lack a feeling of achievement.
I'd like to see the introduction of silver pieces. 100 silver = 1 gold piece, 100 gold pieces = 1 gold bar, 100 gold bars = man i wish i was rich like you.
I'd like monsters to be pullable singly and the ability to adventure on your own but i'd like battles to last a longer time, like two gladiators battling it out, with no guarantee that the monster will drop anything.
To add balance, i'd like to see super loots which might come every 3000+ kills if you are lucky. These would be exciting screenshot moments which earn a server-wide message.
So yeah, less loot... much less loot, but a jackpot chance. More feeling of achievement. More adventuring... hopefully there won't be zones and we can walk for 2 hours before hitting the sea.
Oh and mining. I mean proper mining, not clicking on a node. Players must use their judgment and their consumables to try to detect unseen mineral deposits... of which there would be a huge variety so that even after years of playing, you would still be unearthing new and previously unknown minerals.
"Anyone knwo what this ore is for?"
"OMG, you found a Mingorite?!!"
Massively deep crafting system with almost limitless craftable items, alot of which would require rare gems, like only 4-5 made each year because of their rarity, but would have awesome graphics.
I'm probably dreaming again but that's my main thoughts. I've said this before but take a glance at Entropia universe. Their mining/crafting system is so addictive, moreso the mining. I paid a fortune in real money to just mine that game and it was the best online gaming adventure i'd ever done even to this day.
I just hope GW2 doesn't turn out to be a clone of the original with everything handed to us, cheapening the ride.
Ashmane
Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
Onarik Amrak
Quote:
Originally Posted by Ashmane
Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
|
/mute <every dancing fool in town>
Ashmane
Quote:
Originally Posted by Tactical-Dillusions
I'd like all quests to be repeatable, but rewards for second time around to be smaller unless it was an uber quest.
I play my character now and wish i could go back to do the quests i have fond memories of. Undead hordes anyone? I'd like to see an extremely high emphasis placed on personal finance micromanagement. So, if you were to find a piece of fur or other apparently insignificant trash, it wouldn't be trash at all. It would have a value and would be well worth your time trying to find a buyer. I want everything to be useful and everything to be rare. Let us kill monsters and get nothing but small change from 75% of monsters, 20% animal parts, 3% junk weapons and items, 1% dyes and other specials and 1% or less for useable gear. In GW everything is handed to us on a plate and it ruins the experience by making the game lack a feeling of achievement. I'd like to see the introduction of silver pieces. 100 silver = 1 gold piece, 100 gold pieces = 1 gold bar, 100 gold bars = man i wish i was rich like you. I'd like monsters to be pullable singly and the ability to adventure on your own but i'd like battles to last a longer time, like two gladiators battling it out, with no guarantee that the monster will drop anything. To add balance, i'd like to see super loots which might come every 3000+ kills if you are lucky. These would be exciting screenshot moments which earn a server-wide message. So yeah, less loot... much less loot, but a jackpot chance. More feeling of achievement. More adventuring... hopefully there won't be zones and we can walk for 2 hours before hitting the sea. Oh and mining. I mean proper mining, not clicking on a node. Players must use their judgment and their consumables to try to detect unseen mineral deposits... of which there would be a huge variety so that even after years of playing, you would still be unearthing new and previously unknown minerals. "Anyone knwo what this ore is for?" "OMG, you found a Mingorite?!!" Massively deep crafting system with almost limitless craftable items, alot of which would require rare gems, like only 4-5 made each year because of their rarity, but would have awesome graphics. I'm probably dreaming again but that's my main thoughts. I've said this before but take a glance at Entropia universe. Their mining/crafting system is so addictive, moreso the mining. I paid a fortune in real money to just mine that game and it was the best online gaming adventure i'd ever done even to this day. I just hope GW2 doesn't turn out to be a clone of the original with everything handed to us, cheapening the ride. |
I
Yea, I mean there's always someone partying..at random times. So yea I think this might actually be a fun thing.
BTW I support Tengu, Centaur, and Harpies being playable. Along with conquerable cities, no fast travel, mounts, and transports with some combat on them,
and world duelling And moving while you fight. These ideas all pwn!
Balan Makki
Quote:
Originally Posted by Ashmane
Actually have real guitars and violins with actual sound! Maybe play songs from the GW soundtrac. So what do you think of this?
|
dark eliminator
I think in GW2 they must add someone else..i mean not only with killing monsters.at the end..in GW1 Elite Missions , Dungeons, regular Missions, High End Areas(FoW,UW), Vanqushing ,Exploring. ALL HAVE THE SAME IDEA..to Kill Monsters.i think they must insert things without killing monsters..maybe small games you must pass to continue ..and they can insert "Gambling City" too..so you can gamble on your money and have fun in other ways.
cloud5x5
i like the ideas the designers have to put new playable species that arent limited to just humans. anyways all the talk of having a dragon character from people like bahumutkaiser inspired me. but instead of having a solid dragon character why not have it look something like this
dragoncharacter.jpg
that way it's still balanced and not some uber powered killing machine,
and have it so that you can choose the same professions as the humans (e.g. ranger, warrior, mesmer, ect.) but give also give you an option to choose a profession that would be (somewhat) if not completely unique to the species.
and still keep the ability to change body hight, size, color, ect.
any more ideas/suggestions/compliments for this character are appreciated
dragoncharacter.jpg
that way it's still balanced and not some uber powered killing machine,
and have it so that you can choose the same professions as the humans (e.g. ranger, warrior, mesmer, ect.) but give also give you an option to choose a profession that would be (somewhat) if not completely unique to the species.
and still keep the ability to change body hight, size, color, ect.
any more ideas/suggestions/compliments for this character are appreciated
Shadow Spirit
Why do so many people want to get rid of map travel?? The times that I have given WoW a try, I find myself opening the map to click on a town out of habit, only to realize that I have to spend my next 10 minutes of "gaming" walking back to town.
Map travel is one of the best things about GW imo.
I'm not opposed to mounts, as long as map travel is still an option.
Also, nothing is stopping you from walking from town to town in GW now. Don't use the map travel feature if you don't like it.
Map travel is one of the best things about GW imo.
I'm not opposed to mounts, as long as map travel is still an option.
Also, nothing is stopping you from walking from town to town in GW now. Don't use the map travel feature if you don't like it.
BlahTeeb
Well there are tons of posts, and I do not have time to read them all, but I have a few of my own suggestions.
First and foremost, I would like to see characters able to use either hands to wield a weapon. I think many people would prefer to use their weapon in the hand that they would in real life. Not all people swing swords with their left
The second is the health. I hated how MMORPG's took forever to kill something. To make it more action packed, I would like to see things die within a small number of hits. I want more action where a warrior can run up to a mesmer and if that mesmer wasn't being targeted by his ally monk, then he should fall in two to three hits. It will make the game MUCH more strategic, because a warrior will actually need backup to survive against three or more targets. This will also make it so monks are less needed, because teams will realize that a monk may or may not be as successful as they were in GW1. It probably makes no sense right now, but its just something I think should be implemented, plus it makes GvG faster and more quick paced compared to the current state. Alls I see now is a warrior or assassin running to a target, slashing 20 times and then switching targets letting that first target heal completely.
First and foremost, I would like to see characters able to use either hands to wield a weapon. I think many people would prefer to use their weapon in the hand that they would in real life. Not all people swing swords with their left
The second is the health. I hated how MMORPG's took forever to kill something. To make it more action packed, I would like to see things die within a small number of hits. I want more action where a warrior can run up to a mesmer and if that mesmer wasn't being targeted by his ally monk, then he should fall in two to three hits. It will make the game MUCH more strategic, because a warrior will actually need backup to survive against three or more targets. This will also make it so monks are less needed, because teams will realize that a monk may or may not be as successful as they were in GW1. It probably makes no sense right now, but its just something I think should be implemented, plus it makes GvG faster and more quick paced compared to the current state. Alls I see now is a warrior or assassin running to a target, slashing 20 times and then switching targets letting that first target heal completely.
System_Crush
I'm not sure where to post this but here seems like a logical place.
*/me grows a scruffy gray beard and puts on a "The end is coming!" sandwich sign*
Anet is likely to get rid of the 2 profession system.
From this statement of Anet, I read that the 2 profession system creates complexity(which I know is true)
And that Anet is trying to get away from complexity.
So even though they did not say it, I think they may dump the 2 profession system.
From this statement one can also deride that all players that want to get rid of the 2 profession system, in favor of a less complicated specialization or evolution system. Are new players unable to handle GW's front loaded complexity.
The 2 profession system, that made GW the only game not sticking you solid onto 1 build as you level.
The 2 profession system, that allows for builds of infinite diversity because you have access to any skill in the game on any character.
The 2 profession system that makes it so...oooooooo much more fun thinking up builds, opposed to other games with a specialization or evolution system.
If GW2 does not have the 2 profession system, I really hope for something that will allow just as much or perhaps even more freedom in build creation, and just as importantly doesn't make you create a new character for each build you want to play.
*/me grows a scruffy gray beard and puts on a "The end is coming!" sandwich sign*
Anet is likely to get rid of the 2 profession system.
Quote:
Originally Posted by http://wiki.guildwars.com/wiki/Utopia
“With each new campaign, we’ve been trying to introduce brand-new mechanics that change how the game plays. That’s led to the need for larger and larger tutorials to explain the new mechanics, and it’s made each campaign’s beginning experience much more bloated,” explains Flannum. “And since every new campaign was aiming to bring in new players – thus requiring bigger and bigger tutorials – plus aiming to give stuff to older players, the list of skills just kept growing.” Each campaign that’s been added to the Guild Wars world – three in total – has added another layer of design that, in the name of making things easier for new players, has actually ended up creating barriers to entry as they try to sort through multiple training areas, increasingly intricate tutorials, and an ever-ballooning list of skills.
“We’re battling against complexity,” Strain adds. “We don’t want to make complicated games. We want to make fun, easy-to-grasp games that are easy to get into and not frontloaded with complexity.” From:http://wiki.guildwars.com/wiki/Utopia |
And that Anet is trying to get away from complexity.
So even though they did not say it, I think they may dump the 2 profession system.
From this statement one can also deride that all players that want to get rid of the 2 profession system, in favor of a less complicated specialization or evolution system. Are new players unable to handle GW's front loaded complexity.
The 2 profession system, that made GW the only game not sticking you solid onto 1 build as you level.
The 2 profession system, that allows for builds of infinite diversity because you have access to any skill in the game on any character.
The 2 profession system that makes it so...oooooooo much more fun thinking up builds, opposed to other games with a specialization or evolution system.
If GW2 does not have the 2 profession system, I really hope for something that will allow just as much or perhaps even more freedom in build creation, and just as importantly doesn't make you create a new character for each build you want to play.
warcrap
man you cant even take 5 steps without being mobbed i mean seriously quest suck ass the only thing hard about them is getting passed the monsters i mean you walk like a long ass way without being able to map travel because the quest destination is real far from any town or outpost then you get passed hundreds of mobs and end up with -60 dp then you did all that walking just so the npc will say (thank you so much i appriciate it may your travels go safely)
wtf!! i might as well just start my WoW subscription man gw2 needs something to get passed the mobs like mounts or para mounts or let us fly.
and another thing i freaking hate depending on other players and npcs for my stuff let us make it ourselfs give us the crafting tradeskill and give us something to do outside of combat seriously in gw you just sit down and hit people all the time thats basically it!!!
and stop with the damned stand alone campaigns they will seriously break the game there will be like a hundred stand alones then guild wars will be just a mini series of WoW.
oh and the instances really suck they make it feel like a single player pc game get rid of them, instances make gw feel like a dumbed down version of warcraft.
and every freaking profession looks exactly the same fix that!!
and why do rangers get to have pets i wanna have a pet but i hate the ranger class FIX THAT!!!!!!!
WoW is now making heavy tv advertisements you should seriously consider making tv commercials and make the greedy publisher pay for it.
and seriously gw is gonna die before gw2 is out man give us something to do hire a small team to make a free new content update for gw then move them to gw2 dev when their finished seriously this game is running out of things to do everyone will get bored and switch to another game gw is gonna become stale and dull with no new content added for over 2 years.
and one more thing the bonus mission packs are extremely unfair i would really like to play them they look really awesome and i would like to know what happens to gwen but i dont wanna spend 29$ on something i dont want just for a few extra missions put the bonus mission pack on the store for probably around 10$.
that is all.
wtf!! i might as well just start my WoW subscription man gw2 needs something to get passed the mobs like mounts or para mounts or let us fly.
and another thing i freaking hate depending on other players and npcs for my stuff let us make it ourselfs give us the crafting tradeskill and give us something to do outside of combat seriously in gw you just sit down and hit people all the time thats basically it!!!
and stop with the damned stand alone campaigns they will seriously break the game there will be like a hundred stand alones then guild wars will be just a mini series of WoW.
oh and the instances really suck they make it feel like a single player pc game get rid of them, instances make gw feel like a dumbed down version of warcraft.
and every freaking profession looks exactly the same fix that!!
and why do rangers get to have pets i wanna have a pet but i hate the ranger class FIX THAT!!!!!!!
WoW is now making heavy tv advertisements you should seriously consider making tv commercials and make the greedy publisher pay for it.
and seriously gw is gonna die before gw2 is out man give us something to do hire a small team to make a free new content update for gw then move them to gw2 dev when their finished seriously this game is running out of things to do everyone will get bored and switch to another game gw is gonna become stale and dull with no new content added for over 2 years.
and one more thing the bonus mission packs are extremely unfair i would really like to play them they look really awesome and i would like to know what happens to gwen but i dont wanna spend 29$ on something i dont want just for a few extra missions put the bonus mission pack on the store for probably around 10$.
that is all.
System_Crush
Quote:
for the 10th time, there will be two professions, they already said that! |
Do you have a reference link?
Quote:
Originally Posted by warcrap
man you cant even take 5 steps without being mobbed i mean seriously quest suck ass the only thing hard about them is getting passed the monsters i mean you walk like a long ass way without being able to map travel because the quest destination is real far from any town or outpost then you get passed hundreds of mobs and end up with -60 dp then you did all that walking just so the npc will say (thank you so much i appriciate it may your travels go safely)
wtf!! i might as well just start my WoW subscription man gw2 needs something to get passed the mobs like mounts or para mounts or let us fly. and another thing i freaking hate depending on other players and npcs for my stuff let us make it ourselfs give us the crafting tradeskill and give us something to do outside of combat seriously in gw you just sit down and hit people all the time thats basically it!!! and stop with the damned stand alone campaigns they will seriously break the game there will be like a hundred stand alones then guild wars will be just a mini series of WoW. oh and the instances really suck they make it feel like a single player pc game get rid of them instances make gw feel like a dumbed down version of warcraft. and every freaking profession looks exactly the same fix that!! and why do rangers get to have pets i wanna have a pet but i hate the ranger class FIX THAT!!!!!!! |
Your saying you might have to start playing WoW because you don't want GW to be like WoW.
But GW must have mounts, to run quests with because that is to hard compared to WoW
And get rid of the instances because there's not enough kill stealing, and ninja'ing compared to WoW
And stand alone campaigns make GW not emmercive enough compared to WoW.
You really have been sniffing too much ground up tauren horn.
So unless, they make GW not like WoW, but at the same time they have to make GW like a no monthly fees version of WoW;
You are leaving GW for WoW... A... I... ... */me waves goodbye*
@ the rest of the post
The characters in GW could use some extra apperating uniqueness per character.(something like more face and hair options for character creation, some kind of body options(hairless/scared/brother of bigfoot) at char creation, as wel as armor dyed able in a main and a secondary color)
But have you ever looked at WoW lvl 60 rogue armor oposed to lvl 60 warrior armor? That makes the diferences in paragon armor sets look huge!
Also on pets, if you want to RP you have some kind of companion use a minipet.
If you want a battle companion go secondary profession ranger.
If you want a usefull ally, use a hero.
If you absolutely must have something folow you arround and attack stuff, without needing points in BM and having to expend 2 skill slots, go play Nosstale where everyone has one of those useless pets.
warcrap
right now let us put our mini pets in the hall of monuments then in guild wars 2 its all grown up and can be used to fight and stuff.
do something to eliminate load screens like make the whole game one area and get rid of instant map travel and make the game more real by adding instant teleportation spells instead and ship building and flying.
oh and if gw2 is going to be persistent were gonna need mounts and flying ones to and dont forget dueling anywhere.
do something to eliminate load screens like make the whole game one area and get rid of instant map travel and make the game more real by adding instant teleportation spells instead and ship building and flying.
oh and if gw2 is going to be persistent were gonna need mounts and flying ones to and dont forget dueling anywhere.
ValaOfTheFens
I'd like there to be better class definitions and boundaries. Why? It gets old arguing with people about why a Monk is actually a Cleric and why Rangers and Druids are not the same. The fact is that some of the newer classes have blatantly stepped into the purview of existing classes and haven't had a real chance to shine because of it. Also, we need to bump the core classes up to 10. These classes need not be all the classes from GW1. I think the Paragon and Ritualist need to be laid to rest and replaced with better alternatives. I think Cleric, Ranger, Elementalist, Warrior, Necromancer, Rogue(basically Assassins with maybe a few extras), Mesmer(hopefully ANet can get them right this time), Dervish, Druid(there's a vast ocean of difference between them and Rangers), and Monk/Paladin(they're sort of interchangable in some cases) would be good starting classes. It would be nice to be able to change your secondary 1/3 into the game instead of 1/2 or more. I honestly don't have a clue what each profession should be best at because I don't know what the racial bonuses(if there are any) will be. Initially I was opposed to there being non-human playable characters but with racial bonuses you'll actually be able to play some classes to their full advantage. I think I need to review what we know about GW2 before suggesting anything else.
Azael Durge
Quote:
Originally Posted by Balan Makki
This has been a feature of other MMO's and one I've aways liked. Rare instruments. . . a group of players standing around playing together. I used this feature constantly while questing with others, when things slowed down, rather than tapping your foot, you'd whip out your mandolin or flute adding a bit of RP to the game. Could even add benificial buffs, that last 15 mins or so, slight regen etc. This could actually be a very full featured part of game.
|
What if you could craft them yourself! and customize them! Chaos violin anyone?
arcanemacabre
Concepts taken from Diablo II that could be nice in GW2:
So, recently I've been playing some Diablo II just to remenisce a little, and pass the time some here at work when the internet is on the fritz, and I got to thinking. There are some things I really love about D2 that I wish were put into GW. I figured they would be best implemented into GW2, though, so I'll post them here.
Attack and cast without the need for a target. In D2, you can hold shift and click anywhere, and your character will swing their weapon, fire arrows, and cast spells without directly targetting anything. This allows for: firing arrows or projectile spells into darkness, when you can't see your enemy, and still be able to hit something (if you're lucky); making broad swings with your melee weapon potentially hitting multiple enemies; and nuking an area of the ground (or even spells that activate on the ground like volcanoes, fissures, and fire walls).
Bosses with random inherent abilities and 'minions.' I personally like the boss system GW has, well from Factions on, with specific boss spawn locations for the purpose of capping elites. That's fine. What I want to see changed is a specific mob surrounding each boss that counts as that boss's 'minions.' These mobs would be a bit more hearty and/or strong, and form to create a tight team, much like an 8v8 PvP battle, with balanced classes and decent skill bars. Also, with this, give the boss a completely random special ability. In Diablo, these would include things like "Extra Strong" where they deal more damage than usual, "Stone Skin" where they have higher than usual armor, and even "{insert element here] Enchanted" which provides the boss with an elemental shield of sorts that hits the attacker each time they are hit.
'Champion' mobs. Champions are a group of 3-4 super-powered mobs. They are not as powerful as a boss, and don't carry minions, but they do have special abilities, albeit also slightly less powerful than bosses of equivalent level. In the terms of GW, I would say that you wouldn't be able to cap any elites off of champions, and perhaps they would have advanced AI and decent skill bars. The good news - they drop much higher level loot than any other mob (except bosses). Bascially, something like 10x the normal gold drop, increased chance of an uncommon or rare drop, and probably something like 2-3x the normal XP.
Inanimate objects that can be searched for treasure, and may contain traps. For the dungeon-hopping, tomb-raiding, treasure-running adventurers out there, this beats the random locked chest. Basically, Diablo was littered with these types of objects, be it barrels, rocks, graves, logs, whatever, that you can click on and out pops a treasure, equivalent to the type of drop you would get from any mob. The downside - traps. Some of these in the harder difficulties could cause serious injury or even death if you were unlucky or not careful. Plus, for GW2, this could introduce a skillset of trap disarm, a staple for any old-school RPG.
'Set' items. In D2, these are green-worded unique items that come as pieces to a full 'set.' They are much like the 'greens' in GW, unique and named with max stats and mods. However, the more you get of the set, additional effects come into play. For instance, you could have Rurik's Fiery Dragon Sword, Rurik's Shield of Ascalon, and Rurik's Helm, each giving average to below average stats on their own. But, if you equip the sword and sheild, perhaps you gain an additional armor bonus not initially listed on either item. Add the helm, and you gain perhaps increased shout duration or some such. You get the idea.
That is all I have for now. Thanks for reading!
So, recently I've been playing some Diablo II just to remenisce a little, and pass the time some here at work when the internet is on the fritz, and I got to thinking. There are some things I really love about D2 that I wish were put into GW. I figured they would be best implemented into GW2, though, so I'll post them here.
Attack and cast without the need for a target. In D2, you can hold shift and click anywhere, and your character will swing their weapon, fire arrows, and cast spells without directly targetting anything. This allows for: firing arrows or projectile spells into darkness, when you can't see your enemy, and still be able to hit something (if you're lucky); making broad swings with your melee weapon potentially hitting multiple enemies; and nuking an area of the ground (or even spells that activate on the ground like volcanoes, fissures, and fire walls).
Bosses with random inherent abilities and 'minions.' I personally like the boss system GW has, well from Factions on, with specific boss spawn locations for the purpose of capping elites. That's fine. What I want to see changed is a specific mob surrounding each boss that counts as that boss's 'minions.' These mobs would be a bit more hearty and/or strong, and form to create a tight team, much like an 8v8 PvP battle, with balanced classes and decent skill bars. Also, with this, give the boss a completely random special ability. In Diablo, these would include things like "Extra Strong" where they deal more damage than usual, "Stone Skin" where they have higher than usual armor, and even "{insert element here] Enchanted" which provides the boss with an elemental shield of sorts that hits the attacker each time they are hit.
'Champion' mobs. Champions are a group of 3-4 super-powered mobs. They are not as powerful as a boss, and don't carry minions, but they do have special abilities, albeit also slightly less powerful than bosses of equivalent level. In the terms of GW, I would say that you wouldn't be able to cap any elites off of champions, and perhaps they would have advanced AI and decent skill bars. The good news - they drop much higher level loot than any other mob (except bosses). Bascially, something like 10x the normal gold drop, increased chance of an uncommon or rare drop, and probably something like 2-3x the normal XP.
Inanimate objects that can be searched for treasure, and may contain traps. For the dungeon-hopping, tomb-raiding, treasure-running adventurers out there, this beats the random locked chest. Basically, Diablo was littered with these types of objects, be it barrels, rocks, graves, logs, whatever, that you can click on and out pops a treasure, equivalent to the type of drop you would get from any mob. The downside - traps. Some of these in the harder difficulties could cause serious injury or even death if you were unlucky or not careful. Plus, for GW2, this could introduce a skillset of trap disarm, a staple for any old-school RPG.
'Set' items. In D2, these are green-worded unique items that come as pieces to a full 'set.' They are much like the 'greens' in GW, unique and named with max stats and mods. However, the more you get of the set, additional effects come into play. For instance, you could have Rurik's Fiery Dragon Sword, Rurik's Shield of Ascalon, and Rurik's Helm, each giving average to below average stats on their own. But, if you equip the sword and sheild, perhaps you gain an additional armor bonus not initially listed on either item. Add the helm, and you gain perhaps increased shout duration or some such. You get the idea.
That is all I have for now. Thanks for reading!
netniwk
Quote:
Originally Posted by Vergilius
hmpf... meh, i find WoW a stupid game (now, all WoW fanatics, don't flame, it is my opinion i didn't say that is a general opinion!!)
I'm talking about UO and few other old MMOs... real MMOs |
warcrap
ok well so many things i've read on the internet has lead me to create this thread. gw is fun but not everlasting addicting fun.
anet please make guild wars 2 addicting right now let me tell you what makes a game addicting.
1.the ability to acomplish and do almost everything.(warcraft)
2.a huge world were the whole game is ever changing.
3.total independency the ability to manipulate the way you play the game.(runescape)
4.the game is totaly realistic for instance instead of fake instant map travel there is instant teleportation spells for more realism.
5.the ability to change relationships with npcs like having a big conversation with them.
6.unlimited form of travel(no instant map travel)
that is all i know about things that can make a game addicting if you know anything else please submit your addiction quality.
--------------------------------------------------------------------------
why gw is not addicting.
1.you do not have the ability to do anything because there is nothing to do outside of combat, lvling, farming, pwning, etc.
2.gw is not a huge ever changing world for example its not ever changing because everything stays the same old dull instanced place and you cant explore huge areas because you have to walk through a small narrow road full of annoying mobbs.
3.no independency you cant even create your own items or your own backdrop of a storyline through unique events you can make.
4.not really realistic with the bastard instancing load screens it makes you feel as if your playing a budget mmo instead of immersed in a huge world.
5.now in gw you really cant do anything with npc you cant even have a simple conversation with them you just click them add a quest follow the arrow kill some monsters go back to quest givers the quest are mostly all like that.
6.anet instead of giving us boring map traveling how about we unlock a spell which lets us teleport and another example is to make the whole game one area instead of it being seperated by towns, outpost, and everywhere else and the addition of mounts and flying freely in the sky for a limited amount of time.
if anet can implement these simple things gw2 will probably be extremely addicting to everybody btw if anet adds these things they wont be copying WoW this is very different from warcraft.
plus anet really needs to stop worrying about other games they need to stop worrying and stop saying things like this (no way lets not do that because we will copy warcraft)
it doesnt just make it your own and alter the content so it will be different from WoW.
anet please make guild wars 2 addicting right now let me tell you what makes a game addicting.
1.the ability to acomplish and do almost everything.(warcraft)
2.a huge world were the whole game is ever changing.
3.total independency the ability to manipulate the way you play the game.(runescape)
4.the game is totaly realistic for instance instead of fake instant map travel there is instant teleportation spells for more realism.
5.the ability to change relationships with npcs like having a big conversation with them.
6.unlimited form of travel(no instant map travel)
that is all i know about things that can make a game addicting if you know anything else please submit your addiction quality.
--------------------------------------------------------------------------
why gw is not addicting.
1.you do not have the ability to do anything because there is nothing to do outside of combat, lvling, farming, pwning, etc.
2.gw is not a huge ever changing world for example its not ever changing because everything stays the same old dull instanced place and you cant explore huge areas because you have to walk through a small narrow road full of annoying mobbs.
3.no independency you cant even create your own items or your own backdrop of a storyline through unique events you can make.
4.not really realistic with the bastard instancing load screens it makes you feel as if your playing a budget mmo instead of immersed in a huge world.
5.now in gw you really cant do anything with npc you cant even have a simple conversation with them you just click them add a quest follow the arrow kill some monsters go back to quest givers the quest are mostly all like that.
6.anet instead of giving us boring map traveling how about we unlock a spell which lets us teleport and another example is to make the whole game one area instead of it being seperated by towns, outpost, and everywhere else and the addition of mounts and flying freely in the sky for a limited amount of time.
if anet can implement these simple things gw2 will probably be extremely addicting to everybody btw if anet adds these things they wont be copying WoW this is very different from warcraft.
plus anet really needs to stop worrying about other games they need to stop worrying and stop saying things like this (no way lets not do that because we will copy warcraft)
it doesnt just make it your own and alter the content so it will be different from WoW.
Onarik Amrak
I guess you didn't take the hint from Beaver.
Quote:
Originally Posted by Celestial Beaver
Whether the game is addictive or not is a personal view, saying that GW is not addictive because you don't find it so is not necessarily true.
There is a sticky thread for GW:2 suggestions. **Locked for Stupidity** |
warcrap
Quote:
Originally Posted by Onarik Amrak
I guess you didn't take the hint from Beaver.
|
Marcson
My personal quick thoughts about "enhancements" to the upcoming GW2:
Just some random thoughts that crossed my mind and which I absolutely would love to see within the world of GW2
- Final Fantasy XI job system (ability to change primary and secundary jobs at ALL times on your character. Jobs get "parked" after changing. Primary job is max level, secundary job is half level of primary job).
- Ability to show your full fighting gear in town.
- A few places in city's to do some cool minigames. A Rock-Paper-Scissors-stand for example.
- A townfreak who shouts random things that are typed in by players after paying a small fee. For example: let the townfreak [emote] while saying [your sentence]. People will have a good laugh with this!
- Little stands or an arena to do some miniature battles ala PokéMon (tournaments with miniatures that compete for pricemoney or items. Pay to play, winner gets a smaller amount of the paid fees of all competing players, the rest goes to the Ascalon charity funds for the orphans that need blankets [still remember that quest ] Anyway, it's a nice moneysink.
- Colliseum battles for Guilds with crowd options to shout and stuff like that. Spectators can vote for certain options (boo, clap, sing a song, etc.) If enough votes are reached for a certain thing (one can only vote once a certain period) the emote is being performed by the crowd.
- Quests that really mean something. Some sort of mini-missions. Not the standard "go kill [random number] of [enemy] because my daughter can't sleep and they needs to be destroyed !one!eleven!", or the usual "go bring [item] to [person] because else he dies very soon and you will feel bad about it". MMO's tend to do this very often, and I really don't like this kind of stuff. I 'd rather have 5 mini-mission quests then 25 of those silly "lets-you-walk-around-the-map-excuse-quests".
- Player-build buildings. Charity funds to keep city's alive and kicking. The more money is gathered, the more NPC's will gather in the city's and the cooler the city's will look. City's getting little makeovers with player money. For example: giving a building torches on the walls or red carpets in the entrance instead of the usual poo-brown carpet.
- A floating city.
- More Presearing-like environments. Absolutely loved those greeny forests and that sort of things!
- More interactivity with the environment. Some very heavy teamwork missions to go with this. Basicly more pushing towards teamwork within the game. Make it so that no one will even be thinking about leaving the missions halfway through. You need to work together to finish stuff. Not towards hardcore "push-the-button-at-the-very-milisecond-stuff" though.
- City's with more NPC's that are doing some random things. Flamethrowers, chefs that are cooking, a few dancers here and there, etc.
- Shops to buy your armor and items.
- A real bank to dump all your stuff and hard-earned money. No more standing NPC's with wooden boxes. The most expensive stuff gets displayed on the walls within the building.
- Central meeting place within city's. A kind of large pub or something like that. Ability to buy some drinks and get virtual-drunk, etc.
- Gardening (creating foods for buffs, etc).
- Harvesting (like in Vanguard: Saga of Heroes. Destroying trees for wood, mining ores for smithing, etc. Risk vs. reward system to go with this).
- Crafting (cooking, woodworking, you know the drill). Options for creating insignias and the likes.
- More options to create a unique character (no more twin brothers and sisters around the corner). We all know what needs to be done here.
- The infamous Aution House or a similair system that works (this will also eliminate the majority (around 90/95%) of shouts in the public chatchannel).
- And last but not least, your very own house. Doesn't need to be in the live gameworld perse. Offline instanced housing is also very welcome. I always found it very nice to have my own little space in for example FFXI. Gives me a warm cozy feeling everytime I visited it and decorated the place to my likings.
Just some random thoughts that crossed my mind and which I absolutely would love to see within the world of GW2
Sli Ander
A while back I was trying to classify the professions by attack style/weapon style/etc and I was reminded of this when Vann Borakul mentioned different types of arrows on the previous page.
First off, different types of arrows would be pretty nice, for instance using a large spear like arrow with your longbow for greater penetration but lower arrow speed. While some attacks already incorporate that tradeoff, it's nonetheless an interesting idea.
Back to my suggestion, this reminded me of weapons for the professions. Rangers obviously have long range, Warriors close range, and Assassins extreme close range. I don't know what the precise range of a scythe is, but I presume its about the same as a warrior.
What I'd like to see is this: Let's fill out the ranges in between with weapons. Have long spears/pikes/halberds for attacks with greater range than a scythe/sword (speed would vary with the weight of the weapon) or other weapons like whips, chains, etc(for instance the japanese weapon which is a chain with a blade on one end)
The best solution, I think, would be to limit the range to half of bow length max(so as not to intrude on the domain of long range weapons) and add sufficient skills so that having, say, a spear does not give you an automatic advantage by letting you strike your opponent too much before he/she can close for the kill.
But that's just my two cents
First off, different types of arrows would be pretty nice, for instance using a large spear like arrow with your longbow for greater penetration but lower arrow speed. While some attacks already incorporate that tradeoff, it's nonetheless an interesting idea.
Back to my suggestion, this reminded me of weapons for the professions. Rangers obviously have long range, Warriors close range, and Assassins extreme close range. I don't know what the precise range of a scythe is, but I presume its about the same as a warrior.
What I'd like to see is this: Let's fill out the ranges in between with weapons. Have long spears/pikes/halberds for attacks with greater range than a scythe/sword (speed would vary with the weight of the weapon) or other weapons like whips, chains, etc(for instance the japanese weapon which is a chain with a blade on one end)
The best solution, I think, would be to limit the range to half of bow length max(so as not to intrude on the domain of long range weapons) and add sufficient skills so that having, say, a spear does not give you an automatic advantage by letting you strike your opponent too much before he/she can close for the kill.
But that's just my two cents
TedTheShred
http://www.rockpapershotgun.com/?p=453
Here is a great article.
I believe that many of the points of this article reflect so wonderfully what Guild Wars originally set out to do. Each of these points are touched upon in pre-release statements from prophecies. Other points were explored in later chapters, ( factions ). Others, still, are mentioned in recent mission statements regarding GW2.
The difference is that G-Dub simply did not take these ideas as far as the article suggests. It skimmed the surface, but was held back by clinging to the linear concepts so firmly rooted in the fantasy MMO.
Give it a look over, and just imagine Guild Wars in such an iteration.
Here is a great article.
I believe that many of the points of this article reflect so wonderfully what Guild Wars originally set out to do. Each of these points are touched upon in pre-release statements from prophecies. Other points were explored in later chapters, ( factions ). Others, still, are mentioned in recent mission statements regarding GW2.
The difference is that G-Dub simply did not take these ideas as far as the article suggests. It skimmed the surface, but was held back by clinging to the linear concepts so firmly rooted in the fantasy MMO.
Give it a look over, and just imagine Guild Wars in such an iteration.