GW2 Suggestions Thread
Macktastrophy
That's a great link and really exemplifies what GW2 could and should be. Get rid of the lvls and go to a time based skill system. Eve is a great concept and very attractive, but has a giant learning curve. With a time based learning skill system, GW2 can get rid of lvls all together. Have missions and whatnot for titles like now and that'll differentiate players and give access to different area's/merchants/<insert whatever>. If GW2 can break away from the mold and really take into account what we're all shooting for with this forum.....something ground breaking, fun, different, and continually playable....then it can if nothing else, compete with WOW and the upcoming warhammer. GW is going to lose large amounts of the already small player base to the new mmo's coming out, especially warhammer....... Personally, I'm sick and tired of trying to play 2, 3, or 4 freaking mmo's to get the gaming experience that I want out of one game. Again, great link and I hope the devs are actually looking at this and seriously, seriously considering what we all want..
ValaOfTheFens
I think we should have a few prestige attributes for every class. You can take 1 prestige attribute for every 20 levels and so it wouldn't be out of control. At most you could take 3 prestige attributes for your primary and 1 prestige attribute in your secondary.
What is a prestige attribute? Its something like advanced training for your character. Example, a Necromancer would have something like Animation Magic. How is it different from Death Magic? For one it wouldn't rely solely on exploitable corpses. It would instead have an element of prepared magic. You would go to a cauldron in a town and throw in some spell components(crafting materials would do just as well) and create an item that could only be used in an explorable area like consumables and lunar fortunes. In this case you create a poppet(its the more politically correct name for voodoo dolls) and after a foe dies you click on it near their corpse and gain control of the dead foe. The foe would become Undead and be subject to all the weaknesses of an Undead but its HP wouldn't go down like a normal minion. Once you zone(I know instances are gone but whole maps being connected doesn't make any sense) the poppet is gone and so is your Undead guy.
So you see a prestige attribute would give your class an edge but it would require more preparation and experimentation.
What is a prestige attribute? Its something like advanced training for your character. Example, a Necromancer would have something like Animation Magic. How is it different from Death Magic? For one it wouldn't rely solely on exploitable corpses. It would instead have an element of prepared magic. You would go to a cauldron in a town and throw in some spell components(crafting materials would do just as well) and create an item that could only be used in an explorable area like consumables and lunar fortunes. In this case you create a poppet(its the more politically correct name for voodoo dolls) and after a foe dies you click on it near their corpse and gain control of the dead foe. The foe would become Undead and be subject to all the weaknesses of an Undead but its HP wouldn't go down like a normal minion. Once you zone(I know instances are gone but whole maps being connected doesn't make any sense) the poppet is gone and so is your Undead guy.
So you see a prestige attribute would give your class an edge but it would require more preparation and experimentation.
TedTheShred
In my mind, the steep learning curve in Eve is somewhat of a misconception. I see it as a tool the Dev's put in place to foster a sense of community. With eve, the learning curve is what forces players to seek out other players for help.
With such an emphasis on community, and the sheer importance of players at every level, it is quite beneficial to everyone for older players to build relationships with fledgling players and bring them into their group. Corporations have even gone to the point of putting together Eve Universities, where a group of older players train newer recruits so that they may contribute to the corp in a way that is both beneficial to the group, and fun for the player. There was even an article near the genesis of G-Dub that touched on these principals. The line read something along the lines of "we would like to create a game where a Level 1 character with far greater skill could outmatch a fully leveled player still struggling with technique." This never came to fruition, and while lowering the level cap to 20 did take a step closer to this basic principal, it only really skimmed over this idea.
Skills could be handled in a variety of ways, based on a number of already laid out concepts. Perhaps you train certain skills over time, taught to you by a skill trainer. Others are acquired simply by purchase. Others, still, are captured from enemies scattered in areas across the globe. Some could be awarded to you after completing missions for NPC's.
On the issue of pvp, I find that MMO's have come to this bizarre conclusion that PVP and PVE need to be two separate entities in one game. The entire idea behind a world where players only interact in sanctioned situations, ( ie. Guild battles, or pvp parties ) then in every other situation seem to exist in parallel universes.
Such is the pitfall of the linear progression style of MMO. The idea that one cohesive story is thrust upon a living breathing community is somewhat strange. The thought that each person has the same exact set of goals going into a game is unrealistic, but for some reason, the idea that a story and experience is thrust upon us rather than players building one themselves still prevails. We simply have no impact on the world. This is where Eve has excelled. For the most part, they simply set rules. Each player must adhere to the same set of laws, not unlike gravity, however the players evolve the world around them.
If you look at each of the ideas in articles and statements, these basic principals are obviously in the minds of the dev team, but I fear they are still somewhat clinging to the everquest basics. They NEED to distance themselves from the antiquated linear MMO in order to make the game we would all dream about.
With such an emphasis on community, and the sheer importance of players at every level, it is quite beneficial to everyone for older players to build relationships with fledgling players and bring them into their group. Corporations have even gone to the point of putting together Eve Universities, where a group of older players train newer recruits so that they may contribute to the corp in a way that is both beneficial to the group, and fun for the player. There was even an article near the genesis of G-Dub that touched on these principals. The line read something along the lines of "we would like to create a game where a Level 1 character with far greater skill could outmatch a fully leveled player still struggling with technique." This never came to fruition, and while lowering the level cap to 20 did take a step closer to this basic principal, it only really skimmed over this idea.
Skills could be handled in a variety of ways, based on a number of already laid out concepts. Perhaps you train certain skills over time, taught to you by a skill trainer. Others are acquired simply by purchase. Others, still, are captured from enemies scattered in areas across the globe. Some could be awarded to you after completing missions for NPC's.
On the issue of pvp, I find that MMO's have come to this bizarre conclusion that PVP and PVE need to be two separate entities in one game. The entire idea behind a world where players only interact in sanctioned situations, ( ie. Guild battles, or pvp parties ) then in every other situation seem to exist in parallel universes.
Such is the pitfall of the linear progression style of MMO. The idea that one cohesive story is thrust upon a living breathing community is somewhat strange. The thought that each person has the same exact set of goals going into a game is unrealistic, but for some reason, the idea that a story and experience is thrust upon us rather than players building one themselves still prevails. We simply have no impact on the world. This is where Eve has excelled. For the most part, they simply set rules. Each player must adhere to the same set of laws, not unlike gravity, however the players evolve the world around them.
If you look at each of the ideas in articles and statements, these basic principals are obviously in the minds of the dev team, but I fear they are still somewhat clinging to the everquest basics. They NEED to distance themselves from the antiquated linear MMO in order to make the game we would all dream about.
Balan Makki
Quote:
Originally Posted by 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. |
The difference arises in PvP vs PvE, and can be handled very simply with PvP Phasing into a pseudo instance The Mists. See my GW2 Suggestions a few pages back. Giving Resources and other rewards, etc for playing in the Mists instance . .
This also adds a very nice feature that GW2 would benefit from: Getting players to buy the game early because of the Aging mechanics. Each new expansion/release for GW2, could reset, balance up the Aging mechanism -- to level the playing field once in a while.
TedTheShred
Quote:
Originally Posted by Balan Makki
Nice article, but this guy obviously hasn't played GW. Many of Blizzards better employs left during WoWs early development, for reasons such as these. Currently GW is horizontal -- a fully playable world -- once you've spent a few weeks completing main storyline -- it is Evecraft. . . I agree that GW2's Persistent World should use these similarities more fully -- Much, Much more.
|
Essentially, whatever similarities you could pick up between the article and the post-game G-Dub are weak, undeveloped, and effect in no way the world around, which is the focus of the article.
By the way, I LOVE the idea of a fog rolling across environments, carrying with it a gaggle of baddies.
majistro
I had an idea for an expansion that could come out some time after gw2 has been released. Many people don't like the idea of having to "abandon" their old gw characters. Also, many wish that they could see what utopia could of been like. My idea is a merging of the two.
What would happen if the destined heroes never came? In the expansion, your gw2 character would be able to learn of a new continent that holds information on defeating the dragons, but is being currently overrun with some kind of enemy, I was thinking an army of beings devoted to the dragons of old. Anyway, your hero would sail on over to utopia, and upon arriving, they would discover that there is nothing they can do to help the situation. They then would meet some old corsair woman who would tell them that in order to save the present, they must go to the past. Then your hero would be made to go to the last remaining chronomancer alive and then have access to the past.
This is where your old gw1 character could be played. My idea for this is that if the person playing gw2 has a gw1 account, they would be able to play their character for these time missions, which would mean that the character would have access to a certain area in utopia in the past and have access to all of the items on their character but not in their storage, this is just to make implementation easier. Basically, the old character would somehow find out they need to go to utopia, find a way to get their via help from their descendant, and then would begin doing these time missions.
What would happen is that as your old hero completes these missions in the past, your hero in the present would get to see the benefits. For example, fewer enemies, more allies, kind of like the outpost in nightfall but better. Eventually, your ancestor would complete their time missions and would open up all of utopia for your present gw2 character and would also give your account access to the corsair and chronomancer classes.
Now if someone doesn't have a gw1 account, then they would get a preset character like in the bonus mission pack or get to make a character like pvp but will have access to all of the skills so as to make it more fun. Also, if the character wanting to do this wasn't human, maybe they would get to make/control a human character or a character that is of their own race, except for the sylvari obviously.
Comments? Ideas?
What would happen if the destined heroes never came? In the expansion, your gw2 character would be able to learn of a new continent that holds information on defeating the dragons, but is being currently overrun with some kind of enemy, I was thinking an army of beings devoted to the dragons of old. Anyway, your hero would sail on over to utopia, and upon arriving, they would discover that there is nothing they can do to help the situation. They then would meet some old corsair woman who would tell them that in order to save the present, they must go to the past. Then your hero would be made to go to the last remaining chronomancer alive and then have access to the past.
This is where your old gw1 character could be played. My idea for this is that if the person playing gw2 has a gw1 account, they would be able to play their character for these time missions, which would mean that the character would have access to a certain area in utopia in the past and have access to all of the items on their character but not in their storage, this is just to make implementation easier. Basically, the old character would somehow find out they need to go to utopia, find a way to get their via help from their descendant, and then would begin doing these time missions.
What would happen is that as your old hero completes these missions in the past, your hero in the present would get to see the benefits. For example, fewer enemies, more allies, kind of like the outpost in nightfall but better. Eventually, your ancestor would complete their time missions and would open up all of utopia for your present gw2 character and would also give your account access to the corsair and chronomancer classes.
Now if someone doesn't have a gw1 account, then they would get a preset character like in the bonus mission pack or get to make a character like pvp but will have access to all of the skills so as to make it more fun. Also, if the character wanting to do this wasn't human, maybe they would get to make/control a human character or a character that is of their own race, except for the sylvari obviously.
Comments? Ideas?
Macktastrophy
Actually, after reading the evercraft article....it got me thinking about the time based skills....obviously. Anyway, what if the GW1 characters could pass down their "knowledge" of skills and thus cut down the time it would take to learn new skills. Probably already posted before....
TedTheShred
Quote:
Originally Posted by Macktastrophy
Actually, after reading the evercraft article....it got me thinking about the time based skills....obviously. Anyway, what if the GW1 characters could pass down their "knowledge" of skills and thus cut down the time it would take to learn new skills. Probably already posted before....
|
There is something about the student/master relationship that I find intriguing, and it could lend it's self to skill acquisition in an interesting way. This could also be a unique way to connect the two games even more. Perhaps you run into a significantly aged character in the game, their descendant, or even a relative to your own character.
This person could over time or through quests teach you a set of unique skills based on which skills you unlocked in the previous game.
TedTheShred
It really is daunting to go through a thread that is a third of the way to 100 pages, and really will not reach any kind of plateau. We, as the community, desire our voices heard, so that Guild Wars 2 can be the game that it can be.
I'm all for consolidation, and the fact that this thread is stickied is nice, but there comes a point where going through the thread is no longer feasible. The recycling of ideas then becomes evident, thoughtful discussion on one idea then overshadows all others. Simply put, there is a point where consolidation to one thread fails, and compartmentalization is required.
This thread needs to migrate to a new section: the Guild Wars 2 section. Ideas, then, can be discussed individually and thoroughly. Browsing through concepts that have been discussed in length becomes easier, and other sections will be void of GW2 chattering.
GW:EN has been experienced wholly by a large section of the community at this point, and many would like to look forward to our GW future.
I hope I'm not overstepping my bounds or violating any rules by bringing this up, but I believe it needs to be said.
I'm all for consolidation, and the fact that this thread is stickied is nice, but there comes a point where going through the thread is no longer feasible. The recycling of ideas then becomes evident, thoughtful discussion on one idea then overshadows all others. Simply put, there is a point where consolidation to one thread fails, and compartmentalization is required.
This thread needs to migrate to a new section: the Guild Wars 2 section. Ideas, then, can be discussed individually and thoroughly. Browsing through concepts that have been discussed in length becomes easier, and other sections will be void of GW2 chattering.
GW:EN has been experienced wholly by a large section of the community at this point, and many would like to look forward to our GW future.
I hope I'm not overstepping my bounds or violating any rules by bringing this up, but I believe it needs to be said.
Macktastrophy
Agreed........
Sheena Inverse
First I just want to say well done to everyone who has brought forth good ideas, and BAH! to some of the bad ones lol.. such as the "lets make this more like wow" post. Although I've been playing GW for over 2 years and have logged around 3,000 hours I only recently came to guru forums, thus today is first time I've seen this thread. I don't have the time to read all 600+ posts but i breezed through much of it and heres what I have.
Firstly and above all else Auction House or at least individual player Bazars, (shops) anyone who has played FF11 online knows how they work, you can be afk and anything you have in inventory can have a price set on it in your personal bazar so players can click on your toon while your away and buy from you for preset price.
Secondly I vote NO to any form of GW1 player becoming permanently playable GW2 player. Its been hundreds of years, your dead get over it. However I love the idea of being able to someway "commune" with your ancestors, like in the hall of heros or something, and be able to take quests from them through which you learn some of their skills.
Thirdly, I do think that player gear from GW1 should be somehow transferable to GW2 such as you come into your ancestors HoM and there you find a decayed spider web covered sword, sheild, armor ect. You would have to take to a refurbishing NPC he gives you a simple quest to get some materials and he then refurbishes the equip at its core value. However you would need to upgrade new mods since the old ones would have decayed away or something to that end. The gear would have the "potential" of being great again just as it was for your ancestor. This would not necessarily be something you could do right away either. You might just start off with a "momento" of your ancestor such as a headgear item that was kept as a family heirloom, that you could use at start in low lvls, but once you where old enough/strong enough you could track down your ancestors "legacy" which would be the armor or weapons.
Those are my thoughts, I just feel there should be a clear separation from GW1 and 2, a fresh start with new heros, but with the potential of handmedowns so to say. Any ideas of "oh my toon was in eternal sleep untill he/she was needed again" or w/e are just silly.
Firstly and above all else Auction House or at least individual player Bazars, (shops) anyone who has played FF11 online knows how they work, you can be afk and anything you have in inventory can have a price set on it in your personal bazar so players can click on your toon while your away and buy from you for preset price.
Secondly I vote NO to any form of GW1 player becoming permanently playable GW2 player. Its been hundreds of years, your dead get over it. However I love the idea of being able to someway "commune" with your ancestors, like in the hall of heros or something, and be able to take quests from them through which you learn some of their skills.
Thirdly, I do think that player gear from GW1 should be somehow transferable to GW2 such as you come into your ancestors HoM and there you find a decayed spider web covered sword, sheild, armor ect. You would have to take to a refurbishing NPC he gives you a simple quest to get some materials and he then refurbishes the equip at its core value. However you would need to upgrade new mods since the old ones would have decayed away or something to that end. The gear would have the "potential" of being great again just as it was for your ancestor. This would not necessarily be something you could do right away either. You might just start off with a "momento" of your ancestor such as a headgear item that was kept as a family heirloom, that you could use at start in low lvls, but once you where old enough/strong enough you could track down your ancestors "legacy" which would be the armor or weapons.
Those are my thoughts, I just feel there should be a clear separation from GW1 and 2, a fresh start with new heros, but with the potential of handmedowns so to say. Any ideas of "oh my toon was in eternal sleep untill he/she was needed again" or w/e are just silly.
Sheena Inverse
Sorry for the doublepost.
I forgot also to say that the one thing that realy took away from the community of GW1 was the hench and heros. Not requiring real people to accomplish 90% of what was in the game realy took away from the potential for higher comradery in the game. You met less people and made fewer lasting friends because of it imo. I would suggest no hench at all, keep heros but limit it to only one hero companion may acompany each real player at any time. And heros would not be till later in game, also mounts would be available later on.
Ok, I think thats all this time... ty
I forgot also to say that the one thing that realy took away from the community of GW1 was the hench and heros. Not requiring real people to accomplish 90% of what was in the game realy took away from the potential for higher comradery in the game. You met less people and made fewer lasting friends because of it imo. I would suggest no hench at all, keep heros but limit it to only one hero companion may acompany each real player at any time. And heros would not be till later in game, also mounts would be available later on.
Ok, I think thats all this time... ty
papyrus
Suggestion for GW 2:
================
Some ppl likes to linger for a long time in the training area and they even stay there and level their char to level 20.
Why not create a similar training area in GW 2 and enhance it a little more like Diablo style. I meant, why not add the following features to the training area:
- The area is more for a PvM but...
- The area also allows PvP (for low level, mid level, high level, merc duel games)
- The area has limited number of items including high power items (50 or so) where ppl can farm them through magic finding, rune words, upgrade, sockets, enhancement, boss run, etc.
- The area has limited skill sets but complex enough and powerfull enough (if combine with the high power items) to kill bosses in 1 player game. The purpose is to let ppl do the farming for specific items.
- The area is a little more generous for giving out the high level items, runes, enhancement, etc.
- The area has its own story and goals. The purpose is to make the char more powerful when it reach certain goal (more resistance, more attributes, more skills, etc.)
- The area allow the char to get marry with other char, have babies, raise them, etc.
- Once the chars leave the training area, all their high power items and skill sets become obsolete or become a so-so items/skills. Purpose is to create a story that the world (game) is huge and a small island hero is just another regular char in the game world.
So what is the point to this suggestion? some ppl like me gets overwhelm quickly with the massive items and skills to find/achieve from one patch to another. I like to play PvM (solo player) but at the same time need some goals/challenges to make me continue to play.
The current training area in GW 1 does not make me want to stay there forever (no powerful item, boss, etc.) but at the same time the non training area does not give me the incentives to continue to play either (too complex, too many items, must party on some quests, etc.)
What make people continue to play? challenges and goals. If ppl can focus their farming on limited items and the possibility to get them is not bad..... they will continue to play. Give some stories to create goals. Limit the high power items so ppl can focus clearly on what they want to get to make their chars powerful in this small island (training area). Once they have achieved their goal to become the elite dueler (low, mid, high level), the elite merc, the fastest runner, the 1000% damage reduction char, the unbeatable char in PvM, etc., they can still go out of the island and start over (including playing in guild, party, etc.) in the actual realms or visit their old char in the island once a while. With this features, the training area will be a real fun place to train my char and stay there forever if I want to.
Don't forget for every patch you release, please add more stories to the training areas for goals, items, challenges to make a unique char, etc. This way, I will want to continue to buy the patch too .
================
Some ppl likes to linger for a long time in the training area and they even stay there and level their char to level 20.
Why not create a similar training area in GW 2 and enhance it a little more like Diablo style. I meant, why not add the following features to the training area:
- The area is more for a PvM but...
- The area also allows PvP (for low level, mid level, high level, merc duel games)
- The area has limited number of items including high power items (50 or so) where ppl can farm them through magic finding, rune words, upgrade, sockets, enhancement, boss run, etc.
- The area has limited skill sets but complex enough and powerfull enough (if combine with the high power items) to kill bosses in 1 player game. The purpose is to let ppl do the farming for specific items.
- The area is a little more generous for giving out the high level items, runes, enhancement, etc.
- The area has its own story and goals. The purpose is to make the char more powerful when it reach certain goal (more resistance, more attributes, more skills, etc.)
- The area allow the char to get marry with other char, have babies, raise them, etc.
- Once the chars leave the training area, all their high power items and skill sets become obsolete or become a so-so items/skills. Purpose is to create a story that the world (game) is huge and a small island hero is just another regular char in the game world.
So what is the point to this suggestion? some ppl like me gets overwhelm quickly with the massive items and skills to find/achieve from one patch to another. I like to play PvM (solo player) but at the same time need some goals/challenges to make me continue to play.
The current training area in GW 1 does not make me want to stay there forever (no powerful item, boss, etc.) but at the same time the non training area does not give me the incentives to continue to play either (too complex, too many items, must party on some quests, etc.)
What make people continue to play? challenges and goals. If ppl can focus their farming on limited items and the possibility to get them is not bad..... they will continue to play. Give some stories to create goals. Limit the high power items so ppl can focus clearly on what they want to get to make their chars powerful in this small island (training area). Once they have achieved their goal to become the elite dueler (low, mid, high level), the elite merc, the fastest runner, the 1000% damage reduction char, the unbeatable char in PvM, etc., they can still go out of the island and start over (including playing in guild, party, etc.) in the actual realms or visit their old char in the island once a while. With this features, the training area will be a real fun place to train my char and stay there forever if I want to.
Don't forget for every patch you release, please add more stories to the training areas for goals, items, challenges to make a unique char, etc. This way, I will want to continue to buy the patch too .
Macktastrophy
Tweak out the training area? Eh.....If you want to spend your time their lvling, have at it. Lets not waste resources and dev time on it tho...
Nornagest
I really wish for the Tengu as a playable race.
IMHO they are the coolest race so far and there is already quite some background for them. As much as I am looking forward to playing a Charr, a Tengu Ranger would be even nicer.
On most things I trust ANet not to mess up the things GW made a really great game.
IMHO they are the coolest race so far and there is already quite some background for them. As much as I am looking forward to playing a Charr, a Tengu Ranger would be even nicer.
On most things I trust ANet not to mess up the things GW made a really great game.
Onarik Amrak
Quote:
Originally Posted by Nornagest
I really wish for the Tengu as a playable race.
IMHO they are the coolest race so far and there is already quite some background for them. As much as I am looking forward to playing a Charr, a Tengu Ranger would be even nicer. On most things I trust ANet not to mess up the things GW made a really great game. |
Qdq Swi
20 level cap is too low.. but 70 is too high.. go for a medium... 30-40... dont want gw2 to be like WoW now do we?!
papyrus
How about if player is allowed to level their char up to 70-100 or whatever in the training area then once they leave the training area, their level will be capped into 30-40 or whatever suitable.
The training area can be made to match up the WOW or D2 style and for players who likes to play in that environment. If Anet can provide both environments (GW and WoW/D2) in their game, it will attract more people to play.
The training area can be made to match up the WOW or D2 style and for players who likes to play in that environment. If Anet can provide both environments (GW and WoW/D2) in their game, it will attract more people to play.
Onarik Amrak
A level is just a number. It's meaningless unless there's a scale.
Would you prefer 100 levels that takes 30 hours to attain?
Or 20 levels that also takes 30 hours?
Perhaps 30 levels that takes 100 hours?
Know what I mean? Although people have a propensity towards big numbers...
Would you prefer 100 levels that takes 30 hours to attain?
Or 20 levels that also takes 30 hours?
Perhaps 30 levels that takes 100 hours?
Know what I mean? Although people have a propensity towards big numbers...
Taurucis
Don't smack me or anything, but if there's one thing I'd love to see in GW2, it would be non-combat stuff.
IMHO, what makes an RPG an RPG is the non-combat things - look at Runescape (ducks behind shield) look at Morrowind and Oblivion, look at WoW... all of them have stuff you can do that doesn't require you to kill. Well maybe not Oblivion... But Guild Wars doesn't have anything like that. A role-player, casual or hardcore, can't decide to sit down in the inn and crack open a book while sipping ale. It's just fighting, fighting, fighting - and the occasional holiday event.
I would love to see things like perhaps... Cooking, Fishing, Mining, Smithing, maybe even Farming (for fruits and vegetables) implemented. Of course they wouldn't be required to advance in major storylines but they could be a way of making money and a way to kick back and relax... Some ingame books that you can read would be nice - although they'd have to be prewritten and uneditable, I doubt players would like to read a book entitled "AErhiaeg9whg4ghgah" that has 50 pages of the same.
Also, another thing I would like for GW2 is no binding of races/genders to classes. I should be free to have a Norn Elementalist as much as you should be able to make an Asuran Warrior. A lot of those Korean MMOs abuse the "gender-class bindings" and a lot of people don't like them... and GW1 doesn't have gender-class bindings, so logically GW2 shouldn't either.
Finally: Margonites in GW2. I love Margonites. Big, fluffy, friendly Margonites.
IMHO, what makes an RPG an RPG is the non-combat things - look at Runescape (ducks behind shield) look at Morrowind and Oblivion, look at WoW... all of them have stuff you can do that doesn't require you to kill. Well maybe not Oblivion... But Guild Wars doesn't have anything like that. A role-player, casual or hardcore, can't decide to sit down in the inn and crack open a book while sipping ale. It's just fighting, fighting, fighting - and the occasional holiday event.
I would love to see things like perhaps... Cooking, Fishing, Mining, Smithing, maybe even Farming (for fruits and vegetables) implemented. Of course they wouldn't be required to advance in major storylines but they could be a way of making money and a way to kick back and relax... Some ingame books that you can read would be nice - although they'd have to be prewritten and uneditable, I doubt players would like to read a book entitled "AErhiaeg9whg4ghgah" that has 50 pages of the same.
Also, another thing I would like for GW2 is no binding of races/genders to classes. I should be free to have a Norn Elementalist as much as you should be able to make an Asuran Warrior. A lot of those Korean MMOs abuse the "gender-class bindings" and a lot of people don't like them... and GW1 doesn't have gender-class bindings, so logically GW2 shouldn't either.
Finally: Margonites in GW2. I love Margonites. Big, fluffy, friendly Margonites.
papyrus
Quote:
I would love to see things like perhaps... Cooking, Fishing, Mining, Smithing, maybe even Farming (for fruits and vegetables) implemented. Of course they wouldn't be required to advance in major storylines but they could be a way of making money and a way to kick back and relax... Some ingame books that you can read would be nice - although they'd have to be prewritten and uneditable, I doubt players would like to read a book entitled "AErhiaeg9whg4ghgah" that has 50 pages of the same. |
warcrap
make tiny little flying mounts like giant beetles that jump up into the air then glides until it hits the ground and speedy mounts for when we dont wanna fight the annoying mounts we just run right past them.
i also hope we get the lovely guild castle seige like in the dieing game of lineage 2.
r.i.p lineage and lineage 2.
and will there ever be a gw tcg because it looks liike there should because the skills system.
also i think gw2 should be just a smidge more gear dependent i mean seriously theres no point in saving money for real good armor and i think it should be more show-offable like taking weapons into towns
btw i hope gw2 will just be one big area instead of it being seperated by towns,outpost,and everywhere else(freaking load screens)
i also hope gw makes a movie before wow does.
oh and the event system sounds cool like a dragon destroying a bridge but it should be bigger like a huge ass monster walking slowly to a town and you have to go pay for a group of troopers to help hold back the monster to give time for other players to set a trap that can kill the monster and if they fail a town is destroyed and you and other players have to pitch in money to get it rebuilt then you have to protect the builders from other monsters and harsh weather conditions and theives then when there done you have to pay them and if u cant pay them they attack you and then you have to help defeat them...well thats as far as i can think lol =).
i also think there should be an economy dictated by items created with the use of non combat professions like this
weapon smith:you can create you can create and decorate your own unique peices of armor and weapons and then sell or keep them.
spell crafting:like for mages you create piece of jewel shard that you equip that personally unlocks a spell or you can sell the jewel shard.
mining and woodcutting:i know what your thinking grab an axe chop a tree and run to the bank..no!! how about like you use a spell you unlocked that you shoot a magic beam at a tree and get like 50-100 logs and make them stack in your inventory and make spells were you can hit more than one tree like you shot a tree or a rock and the spell keeps bouncing off more trees or rocks then you get more material and you can use it to create things i said in weapon smith profession.
oh and no game is right without fishing, since theres gonna be swimming it should be like you go into a deep sea and use a spell that sucks in the fish to your bag and it could be a huge underwater area then you can use the fish to temporarily power up your attribues or temporarily boost your max health in battle or to lure big monsters with rare drops.
player owned housing:this would be a nice feature and a chance for anet to create alot of offical contests with it.
hunting:like you go buy a book with a boat load of monsters in it then you have to go either take a picture of that monsters or kill it and bring back a peice of evidence from it.
player owned boats:lets say for intercontinental sea travel and battling we can you use materials to make a boat and use it to fish travel or fight players like arm your ship to launch magical beams or you can anchor your ship and jump off it to go underwater.
im suggesting non combat professions because we do need a break in this game from the usual fight fight fight hunting farming pvp etc.
also i think gw2 should inherit a feature from aion were you can fly temporarily without a mount to reach high places or fight flying monsters or mid flight pvp.
and how are expansions and mini expansions gonna work i mean im happy their dropping the stand alone campaigns but what if its like this, 10 mini expansions have been released then they take the first 5 off the stores gw2 should not be like L2 with severly unfrequent updates but mini expansions are gonna be weird and some people cant make online purchases and have to buy stuff from the store.
and btw does guild wars 1 have 4 million players or did they just sell 4 mil boxes like one person buying all 4 gw boxes there should be a player count when we are logging in for example
there are 2 people playing!
there are two people playing!
and many people think guildwars.com is to empty and there is really no reason to even visit it just to see the news real quick then go to another site make it with more features like screenshot of the day an online forum and some other stuff(for website ideas look at igg.com and click their games anet will get good ideas of what to put on the website)
also their should be a meter saying this many gw sales until we hit 5million.
and gw2 should have alot of cool minigames like rs.
and please dont make an unlimited lvl cap make it like 100 so we can have a big goal to look up to then increase the lvl cap by 10 every 2-4 years.
and wtf i hate it that only rangers can have pets its extremely unfair and an advantage for only them i love having in-game pets(WoW) but i hate the weak and scrawny ranger class elementalist and mesmer are my cup of tea
btw is it true that anet is losing all their devs and employees to other dev studios arena.net should be updated because the employee list seems kinda outdated and there should be something on top of the list saying
arena net currently has ??? employees.
well good luck with gw2 i hope i can cup up with more ideas.
i also hope we get the lovely guild castle seige like in the dieing game of lineage 2.
r.i.p lineage and lineage 2.
and will there ever be a gw tcg because it looks liike there should because the skills system.
also i think gw2 should be just a smidge more gear dependent i mean seriously theres no point in saving money for real good armor and i think it should be more show-offable like taking weapons into towns
btw i hope gw2 will just be one big area instead of it being seperated by towns,outpost,and everywhere else(freaking load screens)
i also hope gw makes a movie before wow does.
oh and the event system sounds cool like a dragon destroying a bridge but it should be bigger like a huge ass monster walking slowly to a town and you have to go pay for a group of troopers to help hold back the monster to give time for other players to set a trap that can kill the monster and if they fail a town is destroyed and you and other players have to pitch in money to get it rebuilt then you have to protect the builders from other monsters and harsh weather conditions and theives then when there done you have to pay them and if u cant pay them they attack you and then you have to help defeat them...well thats as far as i can think lol =).
i also think there should be an economy dictated by items created with the use of non combat professions like this
weapon smith:you can create you can create and decorate your own unique peices of armor and weapons and then sell or keep them.
spell crafting:like for mages you create piece of jewel shard that you equip that personally unlocks a spell or you can sell the jewel shard.
mining and woodcutting:i know what your thinking grab an axe chop a tree and run to the bank..no!! how about like you use a spell you unlocked that you shoot a magic beam at a tree and get like 50-100 logs and make them stack in your inventory and make spells were you can hit more than one tree like you shot a tree or a rock and the spell keeps bouncing off more trees or rocks then you get more material and you can use it to create things i said in weapon smith profession.
oh and no game is right without fishing, since theres gonna be swimming it should be like you go into a deep sea and use a spell that sucks in the fish to your bag and it could be a huge underwater area then you can use the fish to temporarily power up your attribues or temporarily boost your max health in battle or to lure big monsters with rare drops.
player owned housing:this would be a nice feature and a chance for anet to create alot of offical contests with it.
hunting:like you go buy a book with a boat load of monsters in it then you have to go either take a picture of that monsters or kill it and bring back a peice of evidence from it.
player owned boats:lets say for intercontinental sea travel and battling we can you use materials to make a boat and use it to fish travel or fight players like arm your ship to launch magical beams or you can anchor your ship and jump off it to go underwater.
im suggesting non combat professions because we do need a break in this game from the usual fight fight fight hunting farming pvp etc.
also i think gw2 should inherit a feature from aion were you can fly temporarily without a mount to reach high places or fight flying monsters or mid flight pvp.
and how are expansions and mini expansions gonna work i mean im happy their dropping the stand alone campaigns but what if its like this, 10 mini expansions have been released then they take the first 5 off the stores gw2 should not be like L2 with severly unfrequent updates but mini expansions are gonna be weird and some people cant make online purchases and have to buy stuff from the store.
and btw does guild wars 1 have 4 million players or did they just sell 4 mil boxes like one person buying all 4 gw boxes there should be a player count when we are logging in for example
there are 2 people playing!
there are two people playing!
and many people think guildwars.com is to empty and there is really no reason to even visit it just to see the news real quick then go to another site make it with more features like screenshot of the day an online forum and some other stuff(for website ideas look at igg.com and click their games anet will get good ideas of what to put on the website)
also their should be a meter saying this many gw sales until we hit 5million.
and gw2 should have alot of cool minigames like rs.
and please dont make an unlimited lvl cap make it like 100 so we can have a big goal to look up to then increase the lvl cap by 10 every 2-4 years.
and wtf i hate it that only rangers can have pets its extremely unfair and an advantage for only them i love having in-game pets(WoW) but i hate the weak and scrawny ranger class elementalist and mesmer are my cup of tea
btw is it true that anet is losing all their devs and employees to other dev studios arena.net should be updated because the employee list seems kinda outdated and there should be something on top of the list saying
arena net currently has ??? employees.
well good luck with gw2 i hope i can cup up with more ideas.
arcady
The only two reasons the 'training area' of Prophesies is so popular is that one, once you leave that character cannot go back, and two, it looks pretty and post doesn't.
I'd say don't even have a pre-searing in GW2. Just jump right in, and have the starter quests be more tutorial like.
I'm also strongly for a low level cap, and believe the vast majority of the world should be at max level. Like the second two chapters of GW1 - once off the island it was all level 20 content. I'd say that as soon as you're done with early tutorial content, you should be in the max level play zones at max level - have the game be about skill rather than leveling all the way through.
I'm also for an auction house. It is a massive waste of time to try and trade through chat, and leaves for no pricing consistency.
Next, I really like crafting skills - WoW's tailoring, alchemy, blacksmithing, and so on... They add a great element to those games.
And finally, I love having Heroes and Henchmen, but I think they have really hurt the social game. I don't want an online game to be a solo game. That's for offline play. Limit or remove them from GW2. Much as I love the customization, I would rather have stronger more skilled PUGs and a social environment if given a choice.
I'd say don't even have a pre-searing in GW2. Just jump right in, and have the starter quests be more tutorial like.
I'm also strongly for a low level cap, and believe the vast majority of the world should be at max level. Like the second two chapters of GW1 - once off the island it was all level 20 content. I'd say that as soon as you're done with early tutorial content, you should be in the max level play zones at max level - have the game be about skill rather than leveling all the way through.
I'm also for an auction house. It is a massive waste of time to try and trade through chat, and leaves for no pricing consistency.
Next, I really like crafting skills - WoW's tailoring, alchemy, blacksmithing, and so on... They add a great element to those games.
And finally, I love having Heroes and Henchmen, but I think they have really hurt the social game. I don't want an online game to be a solo game. That's for offline play. Limit or remove them from GW2. Much as I love the customization, I would rather have stronger more skilled PUGs and a social environment if given a choice.
silvershock
Being able to enter the guild hall and put furniture in, make it a place where guildies can come together instead of just plain waiting to enter guild battle.
Huge guild battles, make guild WARS earn the right to use that name.
8 vs 8 is like a small bar fight, common.
Houses if possible.
Pve guild battle, defend or attack a castle whilst being attacked by npc armies.
Beautiful graphics^^
Huge guild battles, make guild WARS earn the right to use that name.
8 vs 8 is like a small bar fight, common.
Houses if possible.
Pve guild battle, defend or attack a castle whilst being attacked by npc armies.
Beautiful graphics^^
xmancho1
I think the most important thing the devs need to do about GW2 is to save the max dmg armor and weapons - the player's skills > player's gear .
I dont want to see ppl with overpowered items, tons of health and energy, dealing thousands of dmg and whether they have or havent any skill they can be pwn at the PvP ( in PvE i can accept it)
I dont want to see ppl with overpowered items, tons of health and energy, dealing thousands of dmg and whether they have or havent any skill they can be pwn at the PvP ( in PvE i can accept it)
Bouldershoulder
I think that titles should be implemented, but not artificially, as in at the bottom of their name
Titles should be implemented for doing certain, difficult things, and should come before or after your name. (like, Castellan Puuba).
Not like the grindfest that has been added into GW1.
Titles should be implemented for doing certain, difficult things, and should come before or after your name. (like, Castellan Puuba).
Not like the grindfest that has been added into GW1.
Martax Jullan
Well, one thing I'd really love to see is new classes. Or, if not new classes, they should at least expand the variety of abilities you can have. The more abilities, the better the game. Also, rather than maxing out the characters level at 20, they should make it alot higher. Just a couple basic things, but at least it's something to base a new set-up around.
ValaOfTheFens
I'd like a tangible connection to GW1. When we get out HoM rewards we could get them from a Ghostly version of our most beloved character. That would be so awesome. Heck...there could be loads of quests you could get from your Ghostly. People who didn't get EoTN would be able to get the quests...just from a generic Ghostly. Ghostly Koss maybe? *lol* His afro is too cool to leave in GW1.
symbiote
Quote:
Originally Posted by Vergilius
they are making their own engine... so you can only hope they will make something like that. but besides, it is MMO, making bombastic graphics means less customers, because not everyone has boosted computers that could run the game
|
still... it wou;d be nice
Nornagest
I just have to say that I hope it will still be Guild Wars. Sure I hope for some non-combat stuff like fishing, sitting down for an ale and so on. But it should still be GW: skill > time. With a cap for levels, damage of weapons and armor. It is great fun to find a way to beat a challenge by finding the correct build and way to play instead of just farming for a better weapon.
Limu Tolkki
I've too some suggestion for upcoming GW2. And ofcourse I wanna share them with you (or the ppl who can really do something to get these things to GW2 =D).
Ok, well here we go. At first i've say i really do like GW storyline thing. So theres always (atleast when completing primary quests and mission) some purpose, and the thing that you get lvl when getting further.
About the lvl, i would like if the lvl cap is a littlebit higher. No, not capless. But if it would be something like 50-70 I think. You would get the lvl when getting further the campaign, as now. No grinding, no such thing, yak. And also about the 8-skill skillbar system. It's a good idea to have only limited amount of skills to use, but i think 8 is littlebit too less. I usually play as a ele, and most of the playing is just take attunement, res, one or two glyph and dmg spells. I would like if there is something like 12-16 skills in the bar. There would be a lot more different builds and combinations.
The new races, sounds like cool, dunno what it will be then... I would say its good that there GWs own races in the game, nothing like elves and dwarves (as a playable race i mean). I hope theres some difference between these races, so all of them dont have same stats. And the professions, i do hope that there would be atleast these, which you have now, maybe some new too. But plz, not the same skills, make them all different. Also it should not be that warrior always tanks and ele deals dmg and so on. Make some more different skills to professions. About the attribute system, I really do like, so at outpost you can change them as much as you like (for free...) but in explorable area you cant.
Then some new suggestions =). The auction house... I know its kinda WoW thing but however. I think GW2 is too good game to let ppl to shout in the market place and spam their selling information...
And about the graphics. I like these, but i would like to get the game more colourful. Aswell the armors and weapons, they're all kinda lame. It should look like more fantasy game, a lot of different looking (some with futuristic look) armors and weapons. And the other graphics too, i would like to see the leafs shining in the sun light. But ofcourse i too want some dark and mystic areas.
Something about guilds too, it would be cool if there would be some "limit" to the guilds. Atm i think almost everyone is in guild, anyone can do guild and theres kinda too many of these "noob" builds around...
All of this was about the PvE. I dont care about PvP, but plz dont mix it with the PvE. Atm anet is balancing skills in PvP and the quality of PvE is going down...
Well, there you go =). Btw im sorry about my horrible english...
Ok, well here we go. At first i've say i really do like GW storyline thing. So theres always (atleast when completing primary quests and mission) some purpose, and the thing that you get lvl when getting further.
About the lvl, i would like if the lvl cap is a littlebit higher. No, not capless. But if it would be something like 50-70 I think. You would get the lvl when getting further the campaign, as now. No grinding, no such thing, yak. And also about the 8-skill skillbar system. It's a good idea to have only limited amount of skills to use, but i think 8 is littlebit too less. I usually play as a ele, and most of the playing is just take attunement, res, one or two glyph and dmg spells. I would like if there is something like 12-16 skills in the bar. There would be a lot more different builds and combinations.
The new races, sounds like cool, dunno what it will be then... I would say its good that there GWs own races in the game, nothing like elves and dwarves (as a playable race i mean). I hope theres some difference between these races, so all of them dont have same stats. And the professions, i do hope that there would be atleast these, which you have now, maybe some new too. But plz, not the same skills, make them all different. Also it should not be that warrior always tanks and ele deals dmg and so on. Make some more different skills to professions. About the attribute system, I really do like, so at outpost you can change them as much as you like (for free...) but in explorable area you cant.
Then some new suggestions =). The auction house... I know its kinda WoW thing but however. I think GW2 is too good game to let ppl to shout in the market place and spam their selling information...
And about the graphics. I like these, but i would like to get the game more colourful. Aswell the armors and weapons, they're all kinda lame. It should look like more fantasy game, a lot of different looking (some with futuristic look) armors and weapons. And the other graphics too, i would like to see the leafs shining in the sun light. But ofcourse i too want some dark and mystic areas.
Something about guilds too, it would be cool if there would be some "limit" to the guilds. Atm i think almost everyone is in guild, anyone can do guild and theres kinda too many of these "noob" builds around...
All of this was about the PvE. I dont care about PvP, but plz dont mix it with the PvE. Atm anet is balancing skills in PvP and the quality of PvE is going down...
Well, there you go =). Btw im sorry about my horrible english...
Shadow Spirit
I'd like customizable tattoos for our characters...
Balan Makki
More thoughts, concepts and suggestions for GW2
The Evolution of Instancing from PvE to PvP to PvPvE -- how to help players have fun and find their way together. GW1 has done this quite well, by creating an “Unlocking System” for skills and areas and equipment. How would (could) instancing evolve from here? How could Arena Net create an entire Persistent World and still maintain the advantages, ease and comfort that instancing provides and GW fans have come to enjoy? How would this work for PvP?
Content Access -- It seems Arena Net has already touched upon the solution with GW1. What if GW2 used a similar system for unlocking the Persistent World? If players were first required to play through instanced areas/segments slowly unlocking the Persistent World. Achieving specific goal, quests, titles, and ranks would eventually allow a player to pass through to the next area. Once a player vanquishes/completes an area it becomes part of that players greater Persistent GW2 World. Once an area becomes unlocked (persistent), players can choose to re-enter the unlocked area as persistent, or jump into an instance of the area to fight through old/new content, uncover new quests. Unlocked areas could have multiple instancing layers that create an almost unlimited number of instance variations, instanced states. The dynamics are limitless. The forward edge, or portal from the persistent world to the next locked area could simply be guards standing in a narrow pass, gates or mounds of ruble blocking the way (only a locked out player would see), a “leap of faith” from a very high waterfall into the unknown; instadeath for players with too little faith – again endless possibilities.
No need for Levels -- GW2 would not need a level-based system for this style of Unlocking Environment. The entire world could be void of levels. Levels would not make Content obsolete. Level differences would not create differences among players, would not segregate players.
PvE to PvP -- consider another important quality of reusable content and areas – Familiarity. If players play through these areas as a PvE instance, then can traveled through them as the unlocked (shared) Persistent World, then find they can battle other Alliances (servers) within these very same, very familiar, areas in a PvP Pseudo Instance (Info Link), then much of the learning curve for PvP and the local battle has already been dealt with. See Char Mission: “Assault on the Stronghold”. By Unlocking an area, the player has already played through the PvE tutorial of various battles – PvE missions would become sophisticated tutorials for many contestable areas. Players playing PvE would know exactly what to do. The entire GW2 World could be at War, and PvE players could completely avoid any contact with PvP, through the Layering of Instances. See link: Pseudo Instancing Suggestion Layered Instancing may be the next big thing for this type of game.
PvP to PvPvE – So little is known about GW2 the Mists, but having played and watched the slow and sad demise of WoW’s Epic Alterac Valley, as content and features are slowly dumbed-down or completely removed (for Honor farmers) there are some obvious lessons to be learned:
First lesson – Never underestimate the stupidity of the player. Players will always follow the path of least resistance, and ultimately complain when their stupidity is in question. Spell it out for players in the Mists with tutorial missions, NPC support and directions. Simply adding an NPC Commander barking orders over chat or on screen would add loads of info and personality to the various battles. Use NPCs to help players figure out where to go, by using Scouting Reports, player Enemy Sightings etc. Click on a report and you get an arrow pointing the way . . . Scouts can be a battlefield upgrade etc.
Second lesson – Never underestimate the ignorance of the player. Players will always do the wrong thing; it is part of the learning process. NPCs are the instruction manual for the battlefield. Provide a buffer for this player ineptitude with small simple tasks, let the player follow a small NPC force moving forward through a complex battlefield. Give simple tasks and quests for players. Allow ignorance to payoff by providing random appearance of items and events. Even though a player is only on a simple collection mission, he may find the random key that opens Pandora’s Box. Almost always provide multiple ways to solve a problem, or overcome a battlefield objective, making the path to victory a non-linear path, allowing dumb-luck and chance to win small victories.
Third Lesson – The player is always right. We’re always right. The sooner Arena Net learns this the sooner we’ll all get our “I Win” button.
Final lesson – Contrary to all the Alterac Valley changes, designing layered objectives do work, especially in the presence of the ever-vigilant NPC guards, letting players handle all these layers of defense is a mistake – see lessons one and two. The majority of players prefer the “conquest and domination” role. Let players do the bulk of the assaulting, and NPCs provide the bulk of the defenses . . . Not that NPC assault-forces would not be welcome. Players should only be defending at the forward edge of the primary battle, NPCs should be guarding all else.
Remember, stupid and ignorant players are always right, if nothing else we are right by shear majority.
The Evolution of Instancing from PvE to PvP to PvPvE -- how to help players have fun and find their way together. GW1 has done this quite well, by creating an “Unlocking System” for skills and areas and equipment. How would (could) instancing evolve from here? How could Arena Net create an entire Persistent World and still maintain the advantages, ease and comfort that instancing provides and GW fans have come to enjoy? How would this work for PvP?
Content Access -- It seems Arena Net has already touched upon the solution with GW1. What if GW2 used a similar system for unlocking the Persistent World? If players were first required to play through instanced areas/segments slowly unlocking the Persistent World. Achieving specific goal, quests, titles, and ranks would eventually allow a player to pass through to the next area. Once a player vanquishes/completes an area it becomes part of that players greater Persistent GW2 World. Once an area becomes unlocked (persistent), players can choose to re-enter the unlocked area as persistent, or jump into an instance of the area to fight through old/new content, uncover new quests. Unlocked areas could have multiple instancing layers that create an almost unlimited number of instance variations, instanced states. The dynamics are limitless. The forward edge, or portal from the persistent world to the next locked area could simply be guards standing in a narrow pass, gates or mounds of ruble blocking the way (only a locked out player would see), a “leap of faith” from a very high waterfall into the unknown; instadeath for players with too little faith – again endless possibilities.
No need for Levels -- GW2 would not need a level-based system for this style of Unlocking Environment. The entire world could be void of levels. Levels would not make Content obsolete. Level differences would not create differences among players, would not segregate players.
PvE to PvP -- consider another important quality of reusable content and areas – Familiarity. If players play through these areas as a PvE instance, then can traveled through them as the unlocked (shared) Persistent World, then find they can battle other Alliances (servers) within these very same, very familiar, areas in a PvP Pseudo Instance (Info Link), then much of the learning curve for PvP and the local battle has already been dealt with. See Char Mission: “Assault on the Stronghold”. By Unlocking an area, the player has already played through the PvE tutorial of various battles – PvE missions would become sophisticated tutorials for many contestable areas. Players playing PvE would know exactly what to do. The entire GW2 World could be at War, and PvE players could completely avoid any contact with PvP, through the Layering of Instances. See link: Pseudo Instancing Suggestion Layered Instancing may be the next big thing for this type of game.
PvP to PvPvE – So little is known about GW2 the Mists, but having played and watched the slow and sad demise of WoW’s Epic Alterac Valley, as content and features are slowly dumbed-down or completely removed (for Honor farmers) there are some obvious lessons to be learned:
First lesson – Never underestimate the stupidity of the player. Players will always follow the path of least resistance, and ultimately complain when their stupidity is in question. Spell it out for players in the Mists with tutorial missions, NPC support and directions. Simply adding an NPC Commander barking orders over chat or on screen would add loads of info and personality to the various battles. Use NPCs to help players figure out where to go, by using Scouting Reports, player Enemy Sightings etc. Click on a report and you get an arrow pointing the way . . . Scouts can be a battlefield upgrade etc.
Second lesson – Never underestimate the ignorance of the player. Players will always do the wrong thing; it is part of the learning process. NPCs are the instruction manual for the battlefield. Provide a buffer for this player ineptitude with small simple tasks, let the player follow a small NPC force moving forward through a complex battlefield. Give simple tasks and quests for players. Allow ignorance to payoff by providing random appearance of items and events. Even though a player is only on a simple collection mission, he may find the random key that opens Pandora’s Box. Almost always provide multiple ways to solve a problem, or overcome a battlefield objective, making the path to victory a non-linear path, allowing dumb-luck and chance to win small victories.
Third Lesson – The player is always right. We’re always right. The sooner Arena Net learns this the sooner we’ll all get our “I Win” button.
Final lesson – Contrary to all the Alterac Valley changes, designing layered objectives do work, especially in the presence of the ever-vigilant NPC guards, letting players handle all these layers of defense is a mistake – see lessons one and two. The majority of players prefer the “conquest and domination” role. Let players do the bulk of the assaulting, and NPCs provide the bulk of the defenses . . . Not that NPC assault-forces would not be welcome. Players should only be defending at the forward edge of the primary battle, NPCs should be guarding all else.
Remember, stupid and ignorant players are always right, if nothing else we are right by shear majority.
Onarik Amrak
Quote:
Originally Posted by Shadow Spirit
I'd like customizable tattoos for our characters...
|
Sithicus
1) GW needs to get rid of its genericness. It's contents and customization looks way too generic. It needs some amount of highly customizable items and great looking spells.
2) The skill system shouldn't be changed, however there should be less nerfing. Because each nerf kills a little bit of fun.
3) I would love if a reward for a highly dangerous quest or mission would be a spell.
2) The skill system shouldn't be changed, however there should be less nerfing. Because each nerf kills a little bit of fun.
3) I would love if a reward for a highly dangerous quest or mission would be a spell.
Balan Makki
Improved RP Value: This could be a huge draw for the GW universe. Develop a end user Story Editor. Allow players the ability to create quests, quest chains, dramatic events, tell stories all within the instanced environments of GW2. Much like the Bonus Mission Pack. No rewards only a chance to tell a story, about their character, clan, guild, alliance, etc.
This would qualify as an alternate form content for players not as interested in constantly fighting, but wishing to create some user content. This feature would have a life of it's own, and a potential "pair of legs" to outlast, out-preform even Dev created content.
Players could simply use existing instances, place Story NPCs, give them dialogue and link events, etc. Obviously this has one more solid benefit: In-house development of content would be dramatically simplified with such an editor.
All content, items etc. remain in the Story Instance, players leave with nothing but a fun, unique experience. These stories could be found in the Halls of Knowledge or some sort of In Game Library.
This would qualify as an alternate form content for players not as interested in constantly fighting, but wishing to create some user content. This feature would have a life of it's own, and a potential "pair of legs" to outlast, out-preform even Dev created content.
Players could simply use existing instances, place Story NPCs, give them dialogue and link events, etc. Obviously this has one more solid benefit: In-house development of content would be dramatically simplified with such an editor.
All content, items etc. remain in the Story Instance, players leave with nothing but a fun, unique experience. These stories could be found in the Halls of Knowledge or some sort of In Game Library.
Onarik Amrak
Quote:
Originally Posted by Sithicus
1) GW needs to get rid of its genericness. It's contents and customization looks way too generic. It needs some amount of highly customizable items and great looking spells.
|
Quote:
Originally Posted by Sithicus
2) The skill system shouldn't be changed, however there should be less nerfing. Because each nerf kills a little bit of fun.
|
If something is incredibly unbalanced than you have to nerf it.
Quality of nerfing is a different thing altogether...
Sithicus
Quote:
Originally Posted by Onarik Amrak
Whatever GW is, it's NOT generic.
Do you even know why nerfs exist? If something is incredibly unbalanced than you have to nerf it. Quality of nerfing is a different thing altogether... |
I was referring to items. There isn't an item (to my knowledge) that can't be replicated for an certain amount by anyone. All skills feel more or less the same. When you cast conjure nightmare it looks same as conjure phantasm. Flame burst is same as Inferno...
Plus most GW elites go wham when they should go WHAAAM!
It exists because some people discover a combo/exploit that ANet didn't and abuses it. So ANet nerfs those skills and people stop using them; seeing no one uses them ANet buffs them again... If they consider skill to be overpowered, make it an elite or something, don't nerf it.
They could make skills even be silver and allow only two silver skills and one elite in build, and voila most problems solved.
Other words, their nerf quality is poor.
Onarik Amrak
Quote:
Originally Posted by Sithicus
Gameplay, story and characters are more or less unique.
I was referring to items. There isn't an item (to my knowledge) that can't be replicated for an certain amount by anyone. All skills feel more or less the same. When you cast conjure nightmare it looks same as conjure phantasm. Flame burst is same as Inferno... Plus most GW elites go wham when they should go WHAAAM! |
Quote:
Originally Posted by Sithicus
It exists because some people discover a combo/exploit that ANet didn't and abuses it. So ANet nerfs those skills and people stop using them; seeing no one uses them ANet buffs them again... If they consider skill to be overpowered, make it an elite or something, don't nerf it.
They could make skills even be silver and allow only two silver skills and one elite in build, and voila most problems solved. Other words, their nerf quality is poor. |
They need some subtlety and finesse...
Taurucis
This is more of a request than a suggestion.
Please do not bind our Hall of Monuments goodies to character names in GW2. Bind them to the account instead, if that's possible.
I'm sure there's a ton of people who regret naming their oldest and most favorite character what they had first picked. I plan on giving a couple of my characters names that differ from my GW1 names, actually...
Edit: Just wondering, does Anet actually read this thread?
Please do not bind our Hall of Monuments goodies to character names in GW2. Bind them to the account instead, if that's possible.
I'm sure there's a ton of people who regret naming their oldest and most favorite character what they had first picked. I plan on giving a couple of my characters names that differ from my GW1 names, actually...
Edit: Just wondering, does Anet actually read this thread?