GW2 Suggestions Thread

Limu Tolkki

Wilds Pathfinder

Join Date: Dec 2006

Hate The [Cape]

E/

Quote:
Originally Posted by Taurucis
Edit: Just wondering, does Anet actually read this thread?
I do have a feeling no But you can never now, plz post us a reply if you do, so we actually know there is a point posting to this thread

I've to add some more suggestions:

-Professions like crafting, mining/smithing, enchanting, herblore etc.

-Mounts or pets or whatever you want to call them, riding is always cool

-As other ppl have said, map travelling isnt realistic enough, some teleport/portal skill sounds good

You could make a skill bar called "secondary skill bar", or something like that, to use these secondary skills and abilities. And like i've already said, more skill slots. I like the idea you've only a limited amount of skills, but 8 is just too less. Previous i said 12-16 but i think it can go even upto 20. However i dont say that unlimited is bad thing, i would like that also.

And as a last and most important suggestion. Really make it look like more fantasy game. More colourful, more futuristic weapons, armors, towns, plants ect.. Everything!

Edit. All new professions to GW2. Also would be cool if the professions is more common to fantasy games. Like ritualist --> druid etc.. (Ok i know ritualist is not excatly same than druid, but close...)

TedTheShred

TedTheShred

Ascalonian Squire

Join Date: Jul 2006

Quote:
Originally Posted by 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.
I REALLY like the idea of user generated content. However, that's an idea you really have to take the risk and let it run a lot more free than in the condition you were suggesting.

A lot of what holds back G-Dub from being truly innovative and all that it can be is the depth of which ideas like yours are explored. If user generated content were something to be touched on, it would need to be all out. Limiting the ability to personally build upon the world to simple stories and mission-packs would do more harm than good.

Look at Factions. The idea of Alliances was, though a central part of the game, only really explored to a minimal level. There were no real consequences or gains from the system. The world did not change in any significant way. As a result, the system felt thoroughly lacking and the chapter was considered considerably weaker in comparison by the community.

This is and has been the fundamental flaw of G-Dub in my mind. Many risky and innovative ideas that GW brings to the table are only explored to a superficial level. It puzzles me that the company responsible for a subscription-free MMO in a sea of companies wanting to cash in like WOW would lack either the courage or ability to throw themselves fully into the bold ideas they themselves have discussed.

Balan Makki

Lion's Arch Merchant

Join Date: Nov 2007

Quote:
Originally Posted by TedTheShred
I REALLY like the idea of user generated content. However, that's an idea you really have to take the risk and let it run a lot more free than in the condition you were suggesting.

A lot of what holds back G-Dub from being truly innovative and all that it can be is the depth of which ideas like yours are explored. If user generated content were something to be touched on, it would need to be all out. Limiting the ability to personally build upon the world to simple stories and mission-packs would do more harm than good.

Look at Factions. The idea of Alliances was, though a central part of the game, only really explored to a minimal level. There were no real consequences or gains from the system. The world did not change in any significant way. As a result, the system felt thoroughly lacking and the chapter was considered considerably weaker in comparison by the community.

This is and has been the fundamental flaw of G-Dub in my mind. Many risky and innovative ideas that GW brings to the table are only explored to a superficial level. It puzzles me that the company responsible for a subscription-free MMO in a sea of companies wanting to cash in like WOW would lack either the courage or ability to throw themselves fully into the bold ideas they themselves have discussed.
I'm guessing there had been a limit to what A-Net's financial resources could bare--GW2 will likely have a much larger bankroll. It seems that many features that were not well received back "then", are actually much more fully featured "now"--A Net now having had time to add-to and unravel/rebuild non-functional game mechanics. As well, Factions could only extend as far as it's own campaign; in GW2, different factions will likely encompass the entire game universe. Expansions will simply add to the World, rather than creating a completely new one.

I completely agree with "Many risky and innovative ideas that GW brings to the table are only explored to a superficial level." As I had discussed in a previous post regarding Instance Layering. Arena Net has already "touched" upon this concept to some degree, but the potential of this sort of World Structure is limitless. How to save resources, while fully developing an Idea? As a professional who uses CAD I know what it takes to build even the simplest 3D model. Re-skinning and the use of modular elements is the only way this genre can function, WoW has mastered redundant content, creating the illusion of "new content". But consider how often A-Net reuses one of the most difficult to construct, important, beautiful element in GWs -- Levels/Maps/Instances. An instance gets reused maybe once, twice at most. All that hard work building beautiful environments only to have players run right through to the next outpost. . .

With a Persistent World comprising of seamless Zones/areas, there is the potential to create instances of these Zones then re-tool with global events, entirely different set of objectives, entirely different creature set; different in every way: day/night, winter/summer, past/present, player-character/NPC . . .

A beautifully constructed Persistent World with zones/areas can use these zones/areas for dozens and dozens of instanced layers, (various reflections of the same, persistent area) that keep reaching deeper and deeper into lore; Instanced Layers that add new, deeper meaning, behold new even larger instances (leading to Persistent World Unlocks). All of this could give re-usability a whole new meaning. Many of these Layered Areas could be set up dynamically, to provide a completely different random experience for players. They could also be used as a Base Canvas for User Created Content.

If A Net gets the Technology and World design right, there is absolutely no reason a GW2 player should ever see a loading screen between these instances; Zoning-in could be virtually "Seamless". A simple example: Enter a house and accept a quest from an NPC, and as you leave the house and pass through the door, the world outside has completely changed, presto--the five seconds you were descending the flight of stairs and walking through the kitchen to the back door the new Instance elements replace the old ones (unobserved by you). If you are in a party and accept a quest that requires seamless zoning, but your party members are spread over the zone .. . again many many ways to handle seamless zoning: require the party to meet at quest giver, or just have one instance fade to another. For those standing in the Persistent Zone entering the new instance--critters, non-party players fade-out, new critters and conditions fade in . . .. etc. etc. Just work with/explore a simple program such as Flash for endless ideas on instance and layer dynamics.

The Evolution of Instancing is intuitively obvious, lets just hope the resources are there to make it happen, and not just "Touched upon superficially".

Arena Net has only hinted at many new, inovative ideas . Lets all hope they get a chance to fully explore them with GW2.

cgruber

Krytan Explorer

Join Date: Apr 2007

Tryst of Vengenance [ToV]

Mo/Me

How about item specific skills only available to the wielder of a particular weapon? This would be for high end weapons only, but it would give a reason to want to acquire the weapon beyond just the skin. So say I have like a rare dead sword and it grants me the skill to use 'dead man's noose' or whatever skill. Only the person holding this type of weapon can use that skill. This might have to be a PVE only option to keep it fair.

Balan Makki

Lion's Arch Merchant

Join Date: Nov 2007

Another concept, idea regarding Instancing, Pseudo Instancing and Layered Instancing. (See my previous posts in this thread discussing instancing.)

World Events should/could crossover into various instance layers. If a player decides to enter a private instance of a persistent area, they would still see and witness World Events as described in pseudo instancing. If they choose to participate in the event, they'd simply phase back into the persistent world. Where dozens of players are participating in the challenge. Phasing is virtually (or simply) seamless zoning.

Imagine if all of Elona were a persistent world, a shared place. And dozens of players where in various personal instances of Marga Coast, not in the Persistent Instance, but a personal instance/layer. Then a world event commences in the Persistent World in Marga Coast. Players in personal instances could see and then participate in the shared event through the use Pseudo or Layered instance phasing. Players would either leave their personal instance, or temporarily phase into the event area, and when the event ends, or players leaves the event proximity, returns to their private instance.

Bending reality is kinda weird, just take the Timespace concept and remove or take control of a variable, Time by itself, or even Space. Then consider relativity--relative to the observer--each one of us being a separate and independent instance. With this you could even create a heaven in GW2, or a hell. Of course suspended disbelief has to be maintained all the while.

wazz

wazz

Academy Page

Join Date: Dec 2007

WML, MELL, RUNI

P/

A command aura for paragons, anyone who stays within the shoutrange of a paragon get +1 health regen/etc .... That way people would actually stay within the shouting circle (hooray !!)

A new 2 handed weapon for paragons: the flag (linked to leadership).

A better (and clearer) proffesion overlapping. Make paragon buffing/ monk protting and rit healing/ monk healing better overlapping
with other words each proffesion listed can prot/heal as good as the other one but just in a different way. (ok I rly have to find a clearer way to say this)

Siadena

Siadena

Wilds Pathfinder

Join Date: May 2007

Rome

Order Of The Immortal

W/

A couple class ideas for GW2 here - trying to be different from what we already have:

ALCHEMIST: A class that uses chemicals and salves for their skills. Combinations of chemicals can have explosive effects, conditional effects, etc. Mixing some could even be in succession chaining like many of the assasins attacks. The alchemist could also use salves for healing or protection skills - maybe even armor buffs for short durations.

DRUID: I hate using a name of a class I've seen tons of other places, but it really fits for basically being a magic weilder of "life." We have necros for death, why not life? This would be very different from eles, what the eles use is the foundation for life, but a life magic using druid could be easily done and expanded on. Druids could have several types of res spells, obviously some healing - like maybe some "direct" healing such as the types monks have more of, not just the slower buff type rits use. In addition, druids could create plants and maybe even animals for various uses. I mean heck, we have undead and spirits, why not do some things that are alive.

That's is, just a couple thoughts of classes that could be vastly different then the 10 we have - and in many ways, very original (if maybe we could figure out a diff name for the "druid", lol)

You can't see me

You can't see me

Forge Runner

Join Date: Nov 2006

USA

P/W

I ask for one thing and only one thing for GW2. NON COMBAT SKILLS.

Think about it. To do anything in Guild Wars, you fight, with four basic attributes.

To make money- You Fight
To advance in the storyline- You Fight
To get through any area- You Fight
To capture elite skills- You Fight
To PvP- You Fight
To PvE- You Fight
In all of Guild Wars in no exceptions- YOU FIGHT.

Good god, enough already. It gets so incredibly repetative. I'd like to see a lot more attributes/skills based on non combat crafts that could come in handy in making money and advancing in the game. IE, armor crafting, weapon crafting, alchemy, ETC. If anyone as ever played Oblivion, or Runescape, they know what I'm talking about. YES, the latter was a bad game, but it still stands as an example.

GourangaPizza

GourangaPizza

Krytan Explorer

Join Date: Oct 2006

R/W

Bring back Jeremy Soule; if not at least give me Jesper Kyd. I love their masterpiece.

ManadartheHealer

ManadartheHealer

Desert Nomad

Join Date: May 2005

Awaiting GW2

W/

One of the things I would like to see introduced into Guild Wars 2 is the idea of non-combat classes. What I mean by this is some class that, rather than wielding a weapon/offhand, is designed to wield two offhand, etc. My example would be an Engineer; they would have no innate attack, but they could "build" defensive and offensive fortifications, etc., to make up for this fact. You could also maybe construct one time use items, like bombs or dynamite, all using energy and with an appropriate cool down.

Another thing I would like to see, with the addition of new races, are racial abilities. Needing the proper balance of course, every race could have a set of their own abilities that every class/profession has access to. Nothing too game breaking, or pigeonholing people to play certain race/profession combos, just something to differentiate between different races and offer more variety.

A good example of a non game-breaking racial skill would be to make a bird-like race (Tengu, etc.) have a slower fall speed than something that would logically have a faster fall speed (like a Charr). I think that, if done right, racial abilities/traits would be a very sweet addition to the game

Neriandal Freit

Neriandal Freit

Forge Runner

Join Date: Nov 2005

Spiral of The Red Rose, Kryta (Columbus, IN)

Heros of Titans Realm [HotR]

E/

Quote:
Originally Posted by You can't see me
I ask for one thing and only one thing for GW2. NON COMBAT SKILLS.

Think about it. To do anything in Guild Wars, you fight, with four basic attributes.

To make money- You Fight
To advance in the storyline- You Fight
To get through any area- You Fight
To capture elite skills- You Fight
To PvP- You Fight
To PvE- You Fight
In all of Guild Wars in no exceptions- YOU FIGHT.

Good god, enough already. It gets so incredibly repetative. I'd like to see a lot more attributes/skills based on non combat crafts that could come in handy in making money and advancing in the game. IE, armor crafting, weapon crafting, alchemy, ETC. If anyone as ever played Oblivion, or Runescape, they know what I'm talking about. YES, the latter was a bad game, but it still stands as an example.
You realize that it is titled "Guild Wars" right? Where the Guilds of Tyria where/are at War with each other. War often means to fight in some way, shape or form and most likely being combatant.

Limu Tolkki

Wilds Pathfinder

Join Date: Dec 2006

Hate The [Cape]

E/

Quote:
Originally Posted by Neriandal Freit
You realize that it is titled "Guild Wars" right? Where the Guilds of Tyria where/are at War with each other. War often means to fight in some way, shape or form and most likely being combatant.
Of course its mainly fighting, but why you have to fight every quest/mission in game. It could be more tactical, like Tihark Orchard. And the thing that if you go to any area in the game, you always have some enemies in the mini-map. And they also always attack on you.

Suggestion:

-As we probably and hopefully have higher lvl cap, there should be higher health and energy cap also, hundreds, maybe thousands. And the critical hits would realle be crit...

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

No gameplay suggestion this time. I just want to suggest that the Wizard's Tower in Kessex Peak be used in some way. Its taunted me every since I did Villainy the first time. We never learn what wizard lives there or even what goes on there. Verata hangs around there and so maybe the wizard who lived there died and has a library of Necromancy texts. *shrug* I just think its a cool place that could turn into something.

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

Quote:
Originally Posted by Limu Tolkki
Of course its mainly fighting, but why you have to fight every quest/mission in game. It could be more tactical, like Tihark Orchard. And the thing that if you go to any area in the game, you always have some enemies in the mini-map. And they also always attack on you.

Suggestion:

-As we probably and hopefully have higher lvl cap, there should be higher health and energy cap also, hundreds, maybe thousands. And the critical hits would realle be crit...
The last point is something that always annoys me; whether you do 10 points of damage and have 100hp, or 100 points of damage and 1000hp makes no difference. Whether the max level is 20 or 200 also makes no difference. It's what you can or cannot do in the course of the game, how much stuff there is to do, and how interesting that stuff is, that matters.

I would prefer a game w/ only 10 levels but loads of content over one w/ 1000 levels but all grind or boring stuff...

As for what I would like to see - I would like to be able to create, say, 8 characters and actually play as them all on 1 team, or use other character I have created as heroes. I'd also like to see our characters be more central to the plot, as opposed to mere players/spectators in the larger plot...

charlieJade

Pre-Searing Cadet

Join Date: Dec 2007

Hi m8s,
i really like guild wars because it's hard and depends how much you think not play, but the thing is that it's missing freedom. I would really like to see in guild wars 2 some professions like these in Morrowind (really nice game too) as well as WOW ( really stupid game with some good ideas) Making your own armor mixing potions lock picking locks and some of those cool stuff will fresh up the game, the other cool thing is the pressistant world(the other big need). I will be real glad if its really pressistant not like in the other MMO's which the only thing that's changed are your items. The biggest thing that i want to see is the "unique heroes" to be one of a kind with the items with the look, i mean people to know you .

Neriandal Freit

Neriandal Freit

Forge Runner

Join Date: Nov 2005

Spiral of The Red Rose, Kryta (Columbus, IN)

Heros of Titans Realm [HotR]

E/

Quote:
Originally Posted by ValaOfTheFens
No gameplay suggestion this time. I just want to suggest that the Wizard's Tower in Kessex Peak be used in some way. Its taunted me every since I did Villainy the first time. We never learn what wizard lives there or even what goes on there. Verata hangs around there and so maybe the wizard who lived there died and has a library of Necromancy texts. *shrug* I just think its a cool place that could turn into something.
Cheers to this suggestion!

I'd like to know if the chains that hold it continued to hold it after the rise of the Orr Dragon and others in the area, or if they broke and the castle is flying high up in the sky once more.

viper11025

viper11025

Wilds Pathfinder

Join Date: Mar 2007

02/18/05 (Pm me with the place, its a riddle)

A/

Theres alot of wierd stuff like that in gw. ><
Be nice to know what affect the destroyer whould have next.

Example:
They can be tunernd into minions, so they got flesh. That means that should be a race. RIght?
Idk ><

noneedforclevernames

Krytan Explorer

Join Date: Oct 2007

Jay To Much [SrE]

Me/N

Let me start off by saying I like Guild Wars before the addition of Deldrimor War Camp and the new Factions, Nightfall, and Eye of the North campaigns. What I liked about Guild Wars before which I would also like to see in Guild Wars 2 is:

-No green items. They take the value of harder to get gold items down and they are very easy to farm for the most part.

-Make gold items rare. No Locked Chests. Make high-end chests like Obsidian Chests nearly impossible to run, very expensive, and difficult to find.

-No Inscriptions. What is the fun of getting a new item unidentified to know that it is automatically having the characteristics of a perfect item for the 5k it costs to buy a 15^50 mod (Which takes a very small amount of time to farm)

-15% unconditional mods. I loved these mods and they were unbelievably rare. I think the drop rate should be even less than they were before being removed from the game.

-Energy +5 swords rare. Kind of like the above^^

-Titles. I'm sure they will be in GW2 and I fully support that. Just make sure they are all difficult to get. (Maybe throw out some titles or not have them count on the "People Know Me" title track.)

-Less Grind in farming. This means don't make 99.9% of the game COMPLETELY POINTLESS AFTER FINISHING THE GAME!! Outside of vanquishing about 85% of the zones are completely pointless once the game has been complete.

-No more solo. Yes, drop self enchantments like Protective Spirits or don't make it so you can constantly be self-enchanted with them and give soem mobs random enchant removal or interrupts...Then there will not be a need for "Loot-Scaling."

Added:
-No more potential high-end skins that are sold for 5k from collectors.

maraxusofk

maraxusofk

Desert Nomad

Join Date: Aug 2005

San Francisco, UC Berkeley

International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]

W/

TLDR but make it so that ur character "inheritance" from gw EOTN be from a single character. wut i mean is that allow all ur new chars in GW2 to recieve benefits off one char u had in gw1, rather than make it class based (like if ur war has lvl 4 koabd, only the next war u make in gw2 will recieve those benefits). many ppl have complained that the HoM is only character based, and this will make it so that character based HoM will not suck. besides, after we learned that hom is cahracter based, most ppl went on one man char to grind titles.

MarlinBackna

MarlinBackna

Krytan Explorer

Join Date: May 2007

[TAM]

W/

As for multiple races in GW2, I want to hypothesize/suggest several and how they should work.
I would like there to be core classes available to all races, much like the way it is with campaigns now. However, I would like each race to have one or two unique professions that kind-of "show off" the race's strengths. So for instance,
Core Professions
Warrior , Monk , Elementalist , Necromancer , Mesmer , Ranger
Unique Professions
Humans - Paragon (Represent the Human ideal of leadership)
Asura - Golemancer (either have a "pet" Golem or actually ride/control a Golem)
Norn - Form Master (able to switch between Bear, Wolf and Raven forms and use special abilities within those forms)
Charr - Crysmancer (would be able to use the crystal they used in the Searing in various ways against foes)
Slyvari - Druid ("life"-mancer like others have suggested, able to spawn plants/animals from corpses, healing etc.)

Now I would like to suggest some races and their unique professions:

Mist Spawn - As the Realm of Torment fell, many souls that were trapped by Abbadon there, along with much energy from the Mists, created several entities known as "Mist Spawn". Razah, for instance, is such a being, created from raw energy from the Mists. Although these beings are summoned as fully grown in human terms, the Mist Spawn act much in the manner of a robot and have to learn emotion and other human characteristics. Although there numbers are few, they are immortal to age and have finally begun to understand how to control the Mists to create more Spawn and to use it for whatever purpose they deem necessary. They are particularly neutral in this time of upheaval and chaos and have based themselves in the First City on Istan due to the strong connection there with the Mists created by Abbadon on the eve of Nightfall.
Unique Profession -Chronomancer (Because the Mists are often associated with time, these Mist Spawn ought to be able to control it! Would have party buffs and enemy debuffs associated with time)

Forgotten - These creatures are not new to Tyria. They have been here for almost 3 millenia at the time when Glint was first place as the guardian of the world. While their numbers have considerably dwindled, they also faced bad fortune as the "Desert Dragon" (as it is so-called) rose in the Crystal Desert, the home to many of the Forgotten. This caused many of the Forgotten to move north and west to the last remaining Ascalonian city of Ebonhawke to the Tarnished Coast. They have sided with the Order of Whispers in spreading the news about the Ancient Dragons and their terrible power.
Unique Profession - Savant (would summon forms of the Six Gods to help in battle, provide party buffs through prayer)

Mursaat- The Mursaat are an ancient powerful race that reside predominantly west of Kryta. While all the Mursaat are spellcasters, they have constructs that do their bidding physically. They have several magnificent cities that few have laid eyes upon until recently as the humans fled north and west from the floodwaters of Orr and as the Slyvari grow to the north as well. Their origin is unknown, and their purpose is unknown, but they are finally beginning to make contact with the other races and have peaceful relationships. They are the most technologically advanced of the races, having advances in explosives and alchemy far beyond even the Asura.
NOTE: Because the Mursaat are all spellcasters, they cannot be Warriors or Rangers. However, all Mursaat would gain some race-wide buff to compensate (Spectral Agony, maybe?)
Unique Profession: Alchemist (uses "guns" to fire grenades/charges with various negative effects)

Thats all I can think of right now. Although there should be more, I say 10 races max due to the amount of professions that would be in place.

warcrap

Krytan Explorer

Join Date: Sep 2007

somewhere on earth!

E/Me

i suggest the gw2 devs go play lotro and voyage century also kal online for a while to see what guild wars is missing.

MarlinBackna

MarlinBackna

Krytan Explorer

Join Date: May 2007

[TAM]

W/

Quote:
i suggest the gw2 devs go play lotro and voyage century also kal online for a while to see what guild wars is missing.
Let's keep the criticism constructive. If you really cared about GW2 and those games, you would take elements from those games you mentioned and explain why GW2 should have them. Otherwise, you are being a fanboy-troll who deserves not to play any game in fear of not being better than "your" game.

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

@MarlinBackna: Having unique professions amoung races will cause more whining and complaining than its worth. I'm not opposed to racial bonuses where certain professions are concerned.

I'm hoping most of the professions will stay the same. But I'd like some prestige attributes for each class, as the level cap will be higher. I've voiced this idea before but now I'm going to give a more detailed example.

Ranger prestige attributes
Lesser Swordsmanship-increases the damage you do with short swords and your chance to inflict a critical hit when using a short sword. Many skills, especially short sword attack skills, become more effective with higher Lesser Swordsmanship.

In most realms of fantasy, Rangers use knives and small swords on combat. Bows are what they use to catch dinner and are rarely their primary weapon. The short swords will lack the reach of conventional swords but the attack speed(and thus the DPS) will be much greater.

Beast Aspect-No inherent effect. Many Ranger skills related to taking the aspect of your pet become more effective with higher Beast Aspect.

Its just what it sounds like. You take the form of your pet! This will be augmented by skills you can only use in your beast aspect, which will give you a seperate skill bar like the Blessing skills.

Trap Mastery-Many Ranger skills related to traps become more effective with higher Trap Mastery. For every rank in Trap Mastery the trigger time of traps is lengthened by 1 second and for every 3 ranks in Trap Mastery traps deal 2 more damage.

I've always wanted Rangers to have more trapping options. It would be awesome to have new sorts of traps. Like one that Dazes or any that lengthen conditions.

MarlinBackna

MarlinBackna

Krytan Explorer

Join Date: May 2007

[TAM]

W/

Quote:
@MarlinBackna: Having unique professions amoung races will cause more whining and complaining than its worth. I'm not opposed to racial bonuses where certain professions are concerned.
I think that people would be able to look past that. I mean, look at WoW. I just don't see the point of having multiple races without unique professions. Or at least racial bonuses that heavily favor a profession.

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

Quote:
Originally Posted by MarlinBackna
I think that people would be able to look past that. I mean, look at WoW. I just don't see the point of having multiple races without unique professions. Or at least racial bonuses that heavily favor a profession.
Racial bonuses are better than having a profession be unique to a certain race. Mainly because it gives people more freedom to choose the look and overall ability of their toon. People naturally gravitate towards certain professions for certain races. I don't know how racial bonuses would be implemented in GW.

Maybe it could be something like...
Charr: Fearsome Appearance-You have a fearsome appearance. Foes you Daze are Dazed for 1..3 seconds longer and foes you knockdown are knocked down for 1..3 seconds longer. Additionally in PvE, nearby foes speed boosts have no effect.

karlhui

karlhui

Ascalonian Squire

Join Date: Dec 2007

Fury Shadow

W/R

Just one suggest..
Don't make it another WoW...

I really love the "party with players, get in the mission" this lobby-game concept in GW1 and keep me playing from Prophecies beta to now.

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

Quote:
Originally Posted by Neriandal Freit
Cheers to this suggestion!

I'd like to know if the chains that hold it continued to hold it after the rise of the Orr Dragon and others in the area, or if they broke and the castle is flying high up in the sky once more.
/SIGNED 1000x times

This along with the pre-sear catacombs and others that are escaping my memory at this moment, I would love to see fleshed out, lore added to, or just made accessible.

beregond

beregond

Lion's Arch Merchant

Join Date: Dec 2007

Paladins of Eternal Truth[POET]

W/Mo

It would be cool if we can customize our armor to display our guild colors and emblems, rather than only a cape. This would make people look even more different and unique.

TedTheShred

TedTheShred

Ascalonian Squire

Join Date: Jul 2006

I would really like to hear some feedback from the mods on the possibility of a GW2 Section. A timeframe, reasons why they won't or can't, any will do.

It's the silence that irks me.

There is really no way for new people to jump into the discussion at this point without starting a rehash of an old idea, and Brian Makki's posts as of late are truly the kinds that get people talking about what is to come of our game; unfortunately they get swept aside for the most part by people so horrified at the prospect of sifting through an encyclopedia of previous posts that they bring up the same crap over and over.

ANYTHING, PLEASE, JUST NOT SILENCE.

Illusionary Barrage

Illusionary Barrage

Ascalonian Squire

Join Date: Jun 2007

Bleeding Oath

P/

The only suggestion I have is to keep Paragons , And hopefully alter them a little bit so their Primary Attribute doesn't rely so heavily on their party being close.

Chris Blackstar

Banned

Join Date: Apr 2005

United States

I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.

I wonder if that is true, because that is what I want to see. A massive area were teams of players battle each other and groups of NPC's as well, all at the same time. Also NO MORE BALANCE, instead allow chaos, and if needed instead of minipulating skills, could we just have a system were skills can be locked for a set period of time, or have enviremental conditions place that would effect certain skills, making them less useful in some areas which would cause build diversity.

Lastly if PvP and PvE are to be the same as what they are now, then can we seprate them from eachother completely.

Another suggestion for diversity in skills could be enhanced weapons, and example would be you equip a +3 sword of regeneration, and your skills are replaced with skills for that sword like the blessing eletes from GE:EOTN Also while the sword is equiped you gain +3 health regen

Some attack skills might be
Power attack recharge 3sec
+45 damage if hits
Guard recharge 5 sec
next attack blocked, if blocked gain 75HP
Life to death, recharge 10 sec
loss 25% of health, if hit target suffers 2 points of damage for every one point of health lost

Just some ideas

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

Quote:
Originally Posted by Chris Blackstar
I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.

I wonder if that is true, because that is what I want to see. A massive area were teams of players battle each other and groups of NPC's as well, all at the same time. Also NO MORE BALANCE, instead allow chaos, and if needed instead of minipulating skills, could we just have a system were skills can be locked for a set period of time, or have enviremental conditions place that would effect certain skills, making them less useful in some areas which would cause build diversity.

Lastly if PvP and PvE are to be the same as what they are now, then can we seprate them from eachother completely.

Another suggestion for diversity in skills could be enhanced weapons, and example would be you equip a +3 sword of regeneration, and your skills are replaced with skills for that sword like the blessing eletes from GE:EOTN Also while the sword is equiped you gain +3 health regen

Some attack skills might be
Power attack recharge 3sec
+45 damage if hits
Guard recharge 5 sec
next attack blocked, if blocked gain 75HP
Life to death, recharge 10 sec
loss 25% of health, if hit target suffers 2 points of damage for every one point of health lost

Just some ideas
These ideas are horrible.

While I'd like a more instantaneous way to 1vs1 someone I don't think combining PvE and PvP in GW is a good idea. WoW was designed from the ground up to integrate PvE and PvP in varying degrees. You see how well people liked the increased PvP in Factions. I hate to tell you this but in GW there's already PvP where you can battle people AND NPC's. Its call Guild vs Guild. Its a very competitive form of PvP and I assume it will be carried over to GW2.

Enhanced weaponary is an ok idea in theory. But unless it was restricted to greens you'd prolly end up with a bunch of duds. Heck, there'd prolly be a bunch of bad greens too.

Imagine getting a gold "enhanced" weapon and getting a bar like this:
[skill]Destructive Was Glaive[/skill][skill]Frenzy[/skill][skill]Fire Storm[/skill][skill]Rend Enchantments[/skill][skill]Chilling Victory[/skill][skill]Aggressive Refrain[/skill][skill]Fox Fangs[/skill][skill]Mending[/skill]

maraxusofk

maraxusofk

Desert Nomad

Join Date: Aug 2005

San Francisco, UC Berkeley

International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]

W/

Quote:
Originally Posted by Chris Blackstar
I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.
trust me this would get massive boring as ull constnatnly have people that suck. imagine RA excpet with no outlet to filter said suck.

Balan Makki

Lion's Arch Merchant

Join Date: Nov 2007

A couple of different Ideas/Topics for GW2

Design concept:
Found this quote in an architecture book. Not only does it apply to story, quest, level design it applies to the overall game system. Level design has, in the past, always avoided this concept due to poly-count, but today's tech should be able to open up quite a bit. Think Oz, as they approach from afar. Or two opposing fortresses in the Mists, set far apart on opposite peaks, or opposite land--one atop a mountain, the other in a narrow valley pass. Such journeys could take days, even weeks in game time to achieve.

Quote:
Use "Denial and Reward" to enrich passage through the built environment. As we move through buildings, towns, and cities, we mentally connect visual cues from our surroundings to our needs and expectations. The satisfaction and richness of our experience are largely the result of the ways in which these connections are made.

Denial and reward can encourage formation of a rich experience. In designing paths of travel, try presenting users a view of their target--a staircase, building entrance, monument, or other element--then momentarily screen it from view as they continue their approach. Reveal the target a second time from different angles or with an interesting new detail. Divert users onto an unexpected path to create additional intrigue or even a momentary sense of lostness: then reward them with other interesting experiences or other views of their target. This additional "work" will make the journey more interesting, the arrival more rewarding.

Mathew Frederick, "Things I learned in Architectural School"
The "Eye of the North" character selection screen, it's panoramic view and sense of journey, it's endlessness--put this in an MMO and you've got a good start. This sort of view, scenery, mountain top should have been the ending instance for the EoTN campaign, not a drab dwarf cave. NF had the right idea.



Economy:
Was running through Kaineng City(instanced areas as well as outposts) and imagining it alive with commerce, player housing etc. Seems it would make sense to consolidate the entire game economy, rather than localizing economies among the many different servers proposed for GW2; this would allow easier balance and control for one economy, and keep players happy with the server they're on. Isolated economies are very problematic in MMOs with isolated servers.

Suggestion: make one trade district for auction house(s), player created merchant stalls etc. Allow players from all servers to trade and buy in one market, even though there may be multiple instances (to reduce player-character poly-count,) or separate groups--link the markets. Allow all servers to barter in one market. Again, Pseudo Instancing(see other suggestions) might allow one instance to service thousands of players. It would also allow a place for players of different servers to visit and meet. Handled much like Districts are currently handled. Player-count could be throttled up or down, depending on the users system specs.

For added economic stability allow servers to compete against each other within this single market. Example: One trade district with multiple markets. Each server having it's own unique Auction House, within the common trade district.

Note: Pseudo instancing (see other suggestions evolving from pg 32 of this post) could provide a unique and very advanced "ignore" filter for players needing less "white noise". A selective system whereby a player could display other players based on a number of filters. Parental filters, guild filters, recently played with filters, alliance filters, server filters. . . . ..

Deadslap

Ascalonian Squire

Join Date: Dec 2007

Rt/

I just came up with a lot of new skills. You don't have to read them all but whatever.

Broad Arrows
Elite Preparation. For 3...9...12 seconds, targets struck by your arrows become dazed for 1...3...4 seconds.

Apply Miasma/Disease
Elite Preparation. For 8...14...15 seconds, targets struck by your arrows suffer from Miasma/Disease for 5...10...12 seconds.

Putrid Gaze
Spell. Target foe is struck for 15...50...58 cold damage. If your target was below 33% Health, Putrid Gaze takes 20 additional seconds to recharge.

Fury
Elite Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain adrenaline 40...80...100% faster. This Spirit dies after 30...78...94 seconds.

Infection
Elite Binding Ritual. Create a level 1...7...8 Spirit. Bleeding creatures within its range suffer Disease for 6...12...14 seconds. This Spirit dies after 30...78...94 seconds.

Animate Flesh Dragon
Elite Spell. Exploit nearest corpse to animate a level 3...21...26 Flesh Dragon. The Flesh Dragon leaves an exploitable corpse. You can have only one Flesh Dragon at a time. Flesh Dragons can attack at range.

Pious Stamina
Signet. For 10 seconds you gain an additional 56...149...163 health. When Pious Stamina ends, you lose one Enchantment.

Punishing was Grenth
Elite Item Spell. Hold Grenths's ashes for 5...10...15 seconds. Whenever a foe strikes you in combat while you are holding Grenth's ashes, that foe suffers Weakness and Poison for 5...10...12 seconds.

Graceful was Dwayna
Elite Item Spell. Sacrifice 33% Health. Hold Dwayna's ashes for 6...12...15 seconds. Every 3 seconds, all party members within earshot are healed for 10...32...40 health.

Comet
Elite Hex Spell. Target foe is Hexed with Comet for 3 seconds. For 3 seconds, this hex does nothing. When this hex ends, Target foe and all adjacent foes are struck for 21...102...120 cold damage and move 90% slower for 3...6...9. This Spell causes Exhaustion.

Glacier Grounds
Spell. Create a Glacier Ground at target foe's location. For 10 seconds, foes in that area move 66% slower and are easily knocked down. This Spell causes Exhaustion.

Glyph of Practice
Glyph. For the next 15 seconds, your next 3 Spells cost cannot fail. (50% failure chance with Energy Storage 4 or less.)

Mantra of Ignorance
Stance. For 9...36...43 seconds, your spells cast 5...20...25% faster but your signets activate 5...20...25% slower.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Punishing was Grenth
Elite Item Spell. Hold Grenths's ashes for 5...10...15 seconds. Whenever a foe strikes you in combat while you are holding Grenth's ashes, that foe suffers Weakness and Poison for 5...10...12 seconds.
WTF? Grenth is a god, they are immortal and definitely don't get cremated.

The rest of the skills make about just as much sense.

Cheshiresmirk

Ascalonian Squire

Join Date: Dec 2007

Canada

D/Mo

I have a few things I want to mention when it comes to the other things I'd appreciate being implimented or left out of GW2. There have been a lot of posts about character customization that seemed to already go over everything, so I won't discuss that. I might add or edit later if something comes to mind. n_n


Things I'd like to see/keep:

- Keep the huge choice of skills and maybe increase the skill bar by one or two slots?

- The same type of indepth storyline, perhaps a bit more influenced by our characters

- A moderated auction house would really help to get rid of clutter in chat and prevent scamming

- Having the choice to make a full hero party

- A modification merchant who has all of the insignias, runes, inscriptions, dyes, etc needed under one roof

- Loose some of the duplicated and nerfed spells/skills

- Make items to lower DP and other types of consumables more available in drops

- Lower the faction cost for elite skills or make them buyable from merchants for 2k (Still keeping in mind you can only have 1 on your skill bar at a time)

- A merchant I can buy any of my unlocked items from, ex zealous scythe grip, icy bowstring etc, even if I've they were obtained from a seperate character

x-stunt-x

x-stunt-x

Banned

Join Date: May 2007

USA

death strikers

W/Mo

Give it a M rating, keep the controls the way there are, little more gore little less world of warcraft, custom armor for guilds for low price to guildies that would want it maybe have them earn it somehow.

Riplox

Riplox

Krytan Explorer

Join Date: Apr 2005

North Carolina

Shrophire Protectors [Lion]

W/

Yes. An "M" rating would be good if nothing but for the fact that there's so much cussing and lewd conversation in this game anyway. I'm an adult (guy) and it still offends me sometimes. And yes to BLOOD! Anyway, my suggestions.

1. More attack and skill activation animations. I don't want the same swings, chops, wand waves, etc. over and over (unless using skills). Also, spells will have specific movements tied to them.

2. No more professions. I want to be able to create a character the way I want him/her to look and have them proficient in what I like. (See #3).

3. Attributes (Proficiencies) work on an "as used" basis. Similar to Dungeon Siege have it to where the more you use a particular attribute, the better you get at it (I know there are others with this system; I just can't remember them). Thus, you have a swordsmanship, marksmanship, curative (healing), elemental magic, etc. proficiency, and as you use them, skills associated with those proficiencies become more effective, you do more damage on attacks (or have a better to-hit chance), and other perks (faster casting time of spells, etc.).

4. Melee-based characters would get a chance to parry/block attacks with their weapon(s) and/or shield which would be based on a level comparison. Every level lower than your target you are (a maximum of 20 levels), you would have a 4.5% chance to have your attack blocked. Thus if you are a level 30 fighting a level 50, you have only a 10% chance to hit. This of course only works on melee vs. melee. If it's a melee fighter vs. caster/archer there is a dodge percentage instead with 1% chance per level difference (max of 20 levels). If you are higher level than your opponent, they have a 5% chance to block your attack (melee only).

5. Fully persistent world. If an epic troublesome dragon is slain, make it count! Come back with the head to an NPC for proof and your rep in that town goes up (getting price breaks on things, free transport to places, etc.) and you and your party go up on a "Heroes Board" posted in town, which others can read by clicking on (or zooming in to 1st person to get the quick version "Such and such group killed this dragon"). A special mark on your cahracter would also be visible for the done deed. If the dragon had offspring, make them/it seek out those heroes in revenge or lay waste to something in retaliation.

6. Weapons and armor from some crafters are completely customizable. Meaning you can select the major portions of the weapon (hilt, blade, staff head, w/e) and well... you get my drift. Also, you can use any weapon and armor you'd like, but certain types of armor will boost your character's stats/abilities (energy boosting robes vs dmg reducing armor for instance). The heavier the armor, the slower you move, shorter you jump, more you sink when you swim, etc.

7. PVP DOES NOT AFFECT AND IS SEPARATE FROM PVE

8. PVP DOES NOT AFFECT AND IS SEPARATE FROM PVE

9. 10 skills on a bar with the skills changeable in safe zones. Also allow 1 elite skill from both your primary and secondary professions to be on your skill bar.

10. Instanced missions only. All other parts are one contiguous map. Safe zones would be all towns and outposts. If an enemy follows a character to a town, it either breaks aggro or is slain by guards/other characters. Also, other players do not have the option to attack you at all anywhere in the world (except pvp) and you cannot be killed in any safe zone.

11. Mining, fishing, skinning, etc. craft skills.

12. Buildings we can go into. Sit down with your friends and have a chat over ale. Go to a library to research new spells. Get some sleep at an inn. These are jsut a few examples.

13. Primary weapon visible in towns. Weapons on your back (shields too).

That's about it for now. I know some of these have been suggested before. I'm just stating my big ones.

scrump

scrump

Academy Page

Join Date: Feb 2007

Mo/

Quote:
Originally Posted by x-stunt-x
Give it a M rating, keep the controls the way there are, little more gore little less world of warcraft, custom armor for guilds for low price to guildies that would want it maybe have them earn it somehow.
But honestly, when are these rating ever taken seriously?