Originally Posted by Wetley
I have an Idea for a New Green Weapon for GW2.
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GW2 Suggestions Thread
MagmaRed
Quote:
jiggles
Quote:
Originally Posted by Enko
he obviously meant the damage modifier . ..
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Arduin
So there are Green Weapons in GW2?
roshanabey2
more than anything else i want to enter a building
blockkiller
one of the most ignoring things in GW is the fact that when i play a char for a few months i get tired of it, so i think i start a new one, but then i have to do all the missions again, ok then, but after 5 times the missions are boring, so i think there should be multiple story lines.
Rhia
Dont know if this has already been suggested but anyways...
No titles in GW2.
My impression regarding titles in GW was that Anet added them as things for ppl to do/grind for after no new substantial content was to be added (hardmode titles and others after the announcement of GW2 and titles in gw:en, the last substantial content addition).
Since GW2 is supposed to be the ultimate guild wars, it should be able to sustain the new chapter every few months model that Anet originally intended for GW. So basically, what I'd like to see is a fairly steady addition of new content, purchased or free, which would replace the need and appeal of titles (especially grind based ones).
Some ppl may respond by saying that there's nothing wrong with having both lots of content and titles and that titles dont hurt anyone. However, I think that I would enjoy the game less if it has titles (especially if it starts out with titles) since having titles changes my mentality: 1)from playing the game for fun, going through everything slowly, feeling a sense of accomplishment after beating something to 2)playing the game with the highest efficiency, playing through the content with enjoyment of the gameplay experience being of secondary importance to obtaining those words next to your name.
This is just my opinion and my reaction to titles if they are in GW2, though I would think that there are others who feel similarly.
Unfortunately, it has already been stated by Gaile that there will be titles in GW2 http://wiki.guildwars.com/wiki/Gaile/Frog_Talk/20080318
No titles in GW2.
My impression regarding titles in GW was that Anet added them as things for ppl to do/grind for after no new substantial content was to be added (hardmode titles and others after the announcement of GW2 and titles in gw:en, the last substantial content addition).
Since GW2 is supposed to be the ultimate guild wars, it should be able to sustain the new chapter every few months model that Anet originally intended for GW. So basically, what I'd like to see is a fairly steady addition of new content, purchased or free, which would replace the need and appeal of titles (especially grind based ones).
Some ppl may respond by saying that there's nothing wrong with having both lots of content and titles and that titles dont hurt anyone. However, I think that I would enjoy the game less if it has titles (especially if it starts out with titles) since having titles changes my mentality: 1)from playing the game for fun, going through everything slowly, feeling a sense of accomplishment after beating something to 2)playing the game with the highest efficiency, playing through the content with enjoyment of the gameplay experience being of secondary importance to obtaining those words next to your name.
This is just my opinion and my reaction to titles if they are in GW2, though I would think that there are others who feel similarly.
Unfortunately, it has already been stated by Gaile that there will be titles in GW2 http://wiki.guildwars.com/wiki/Gaile/Frog_Talk/20080318
HerrHildebrand
Quote:
Originally Posted by Phoenix Tears
PART 2:
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warcrap
professions:
just to make a short statement about new professions, i think they are the biggest game wreckers of all, they imbalance pvp, and inflate the economy using overpowered pvp skills.
imo i think that gw2 should just have a basic, warrior, ranger, and mage.
and instead of making different new professions just keep expanding those three life, instead of making an assasin class you could of just gave all those abilities, weapons, and armor to the current warrior class, and the same thing with the mesmer and mage.
its definently not a good thing to have so many different professions.
also i think the option to make a hybrid class would be outstanding, for example you dont choose which profession you would life you simply just get a bow, staff, or sword, and use it to improve that certain skill.
not to copy runescape but i definently think the profession system should be like theres.
just to make a short statement about new professions, i think they are the biggest game wreckers of all, they imbalance pvp, and inflate the economy using overpowered pvp skills.
imo i think that gw2 should just have a basic, warrior, ranger, and mage.
and instead of making different new professions just keep expanding those three life, instead of making an assasin class you could of just gave all those abilities, weapons, and armor to the current warrior class, and the same thing with the mesmer and mage.
its definently not a good thing to have so many different professions.
also i think the option to make a hybrid class would be outstanding, for example you dont choose which profession you would life you simply just get a bow, staff, or sword, and use it to improve that certain skill.
not to copy runescape but i definently think the profession system should be like theres.
Taco Bell
Hi !!!
Like many of you, I love Guild wars!
PVE HA/GVG/HB/etc gets boring after awhile, same thing over and over…..however….I continue to play this game because I enjoy the community and have made some good friends on guild wars!
If possible, do you think if it is wise for ANET to import friends list/guild roster/ etc from Guildwars to Guildwars 2? It would be very nice if we can run these two games as one client (I doubt that is possible though)…..however, I would like to request for a universal buddy list ….where both friends and guildies from guildwars 1 & 2 are able to communicate with each other….that would be super cool since I would still like to keep in touch with my old friends/ guildies!!!
Thanks for your time.
Like many of you, I love Guild wars!
PVE HA/GVG/HB/etc gets boring after awhile, same thing over and over…..however….I continue to play this game because I enjoy the community and have made some good friends on guild wars!
If possible, do you think if it is wise for ANET to import friends list/guild roster/ etc from Guildwars to Guildwars 2? It would be very nice if we can run these two games as one client (I doubt that is possible though)…..however, I would like to request for a universal buddy list ….where both friends and guildies from guildwars 1 & 2 are able to communicate with each other….that would be super cool since I would still like to keep in touch with my old friends/ guildies!!!
Thanks for your time.
skanvak
NO SKILL BALANCING IN GAME
A good part of my guild members stop plyaing GW because of constant skill changes. So I would like a commitment of Anet to never change a skill once introduced into the game. Balancing is part of play testing, people don't like to think they are in a big playtest game that seem to never be finished.
NO LEVEL CAP
level cap meamn that people will grind/grind/grind for months until they have their max level. This is pointless to make to not have max level after tutorial. The only reason it can not be so is to have no level limit. I want a world where every one interact with every one, not a world separated between the grinder and the maxed level player.
A good part of my guild members stop plyaing GW because of constant skill changes. So I would like a commitment of Anet to never change a skill once introduced into the game. Balancing is part of play testing, people don't like to think they are in a big playtest game that seem to never be finished.
NO LEVEL CAP
level cap meamn that people will grind/grind/grind for months until they have their max level. This is pointless to make to not have max level after tutorial. The only reason it can not be so is to have no level limit. I want a world where every one interact with every one, not a world separated between the grinder and the maxed level player.
Agabus
I think it is a big mistake eliminating the mouse click to move option in Guild Wars 2. What is the point of having improved graphics if all you get to see is the back of your characters head? One of the most enjoyable aspects of Guild Wars is the ability to sight see as you are covering long distances. Having to hold down the w key and stare straight ahead will be very tedious. This feature alone will probably keep me playing Guild Wars instead of purchasing GW2.
Naga The Apocalypse
i want the mursaat back n i want en to pwn like they did when we first encountered em in the ice caves. n i want the seers to b explained n y they hate the mursaat so much
-Martian-
Quote:
Originally Posted by StormDragonZ
The Aura Blade- dropped from Felix Hildebrand (Norn W/Mo boss)
Holy Dmg: 15-22 (req. 9 Swordsmanship) Damage +20% (while Health is above 80%) Undead & Spirit Foes Take 50% More Damage Energy +10 (while enchanted) |
Cool
I can only say...I want it in GW2!!!
(or in GW1 as an only-pve item cannot be used in pvp-areas )
Thierry2
Quote:
Originally Posted by Taco Bell
Hi !!!
Like many of you, I love Guild wars! PVE HA/GVG/HB/etc gets boring after awhile, same thing over and over…..however….I continue to play this game because I enjoy the community and have made some good friends on guild wars! If possible, do you think if it is wise for ANET to import friends list/guild roster/ etc from Guildwars to Guildwars 2? It would be very nice if we can run these two games as one client (I doubt that is possible though)…..however, I would like to request for a universal buddy list ….where both friends and guildies from guildwars 1 & 2 are able to communicate with each other….that would be super cool since I would still like to keep in touch with my old friends/ guildies!!! Thanks for your time. |
Although you can probably ask what IGN they are going to use in GW2, so you can add them to your friends list in GW2.
Alex the Great
Quote:
Originally Posted by skanvak
NO SKILL BALANCING IN GAME
A good part of my guild members stop plyaing GW because of constant skill changes. So I would like a commitment of Anet to never change a skill once introduced into the game. Balancing is part of play testing, people don't like to think they are in a big playtest game that seem to never be finished. NO LEVEL CAP level cap meamn that people will grind/grind/grind for months until they have their max level. This is pointless to make to not have max level after tutorial. The only reason it can not be so is to have no level limit. I want a world where every one interact with every one, not a world separated between the grinder and the maxed level player. |
.....so you want imba skills not to be nerfed?
i don't think you understand what no level cap means. It means you can keep leveling forever, and the world will be seperate even further.
memphisjackson666
What I think would be great and would help people make there chars how they want is to see what an armour would look like on them, without having to buy it. would save countless "can I see this combo" requests etc. Have it so you can buy a GH NPC who does it for you, but you can't buy it from that guy or something.
Thierry2
Quote:
Originally Posted by memphisjackson666
What I think would be great and would help people make there chars how they want is to see what an armour would look like on them, without having to buy it. would save countless "can I see this combo" requests etc. Have it so you can buy a GH NPC who does it for you, but you can't buy it from that guy or something.
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memphisjackson666
Quote:
Originally Posted by Thierry2
Don't really need an NPC for that,imo. It would be nice to get an 'armor preview' @ the NPC that sells the armor.
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DavidRoss4
Like some people I am to lazy to read all 58 pages of posts to see if my idea is here so bear with me if its already been posted.
In Guild Wars 2, Arena Net should seriously consider adding in the ideo of guilds owning towns and being able to allow people to enter or not enter. But along with that other guilds should be able to siege the town and take it over, kind of like in Factions with guilds and alliances warring over the main cities.
I get my ideas from the raiding of WoW and the sieging and guild owned towns of Age of Conan. But seriously this idea would be like a giant pvp in the pve section so i would be alot better than run around kill npc enemies run some more kill a couple more... it would be run with alot of guild mates siege town kill a person turn kill another person come close to dieing retreat back to heal then begin attacking once more. But along with the idea if you die you shouldnt respawn until one team has won the battle unlike in ABs when you respawn 15 seconds later.
Also another idea should be you should be able to crawl around and climb trees and such so we can hide from either other players and npcs. Then you add that element of suprise when you hop onto the back of the enemy from a tree they were passing under. One more thing that could go with this would be allowing assassins to assassinate a certain target for a sum of gold. So like you could buy an assassin to take out an enemy guild leader before you siege that guilds town thus making the battle easier.
Thanks for all of those who like my ideas or those that take them and tweak them for me. Feel free to change some stuff and repost but please give me some credit.
In Guild Wars 2, Arena Net should seriously consider adding in the ideo of guilds owning towns and being able to allow people to enter or not enter. But along with that other guilds should be able to siege the town and take it over, kind of like in Factions with guilds and alliances warring over the main cities.
I get my ideas from the raiding of WoW and the sieging and guild owned towns of Age of Conan. But seriously this idea would be like a giant pvp in the pve section so i would be alot better than run around kill npc enemies run some more kill a couple more... it would be run with alot of guild mates siege town kill a person turn kill another person come close to dieing retreat back to heal then begin attacking once more. But along with the idea if you die you shouldnt respawn until one team has won the battle unlike in ABs when you respawn 15 seconds later.
Also another idea should be you should be able to crawl around and climb trees and such so we can hide from either other players and npcs. Then you add that element of suprise when you hop onto the back of the enemy from a tree they were passing under. One more thing that could go with this would be allowing assassins to assassinate a certain target for a sum of gold. So like you could buy an assassin to take out an enemy guild leader before you siege that guilds town thus making the battle easier.
Thanks for all of those who like my ideas or those that take them and tweak them for me. Feel free to change some stuff and repost but please give me some credit.
warcrap
Quote:
Originally Posted by DavidRoss4
Like some people I am to lazy to read all 58 pages of posts to see if my idea is here so bear with me if its already been posted.
In Guild Wars 2, Arena Net should seriously consider adding in the ideo of guilds owning towns and being able to allow people to enter or not enter. But along with that other guilds should be able to siege the town and take it over, kind of like in Factions with guilds and alliances warring over the main cities. I get my ideas from the raiding of WoW and the sieging and guild owned towns of Age of Conan. But seriously this idea would be like a giant pvp in the pve section so i would be alot better than run around kill npc enemies run some more kill a couple more... it would be run with alot of guild mates siege town kill a person turn kill another person come close to dieing retreat back to heal then begin attacking once more. But along with the idea if you die you shouldnt respawn until one team has won the battle unlike in ABs when you respawn 15 seconds later. Also another idea should be you should be able to crawl around and climb trees and such so we can hide from either other players and npcs. Then you add that element of suprise when you hop onto the back of the enemy from a tree they were passing under. One more thing that could go with this would be allowing assassins to assassinate a certain target for a sum of gold. So like you could buy an assassin to take out an enemy guild leader before you siege that guilds town thus making the battle easier. Thanks for all of those who like my ideas or those that take them and tweak them for me. Feel free to change some stuff and repost but please give me some credit. |
and the owners of that town make rules like economic and political stuff,
example: no free pvp, no groups over (number) and a whole bunch of other rules and stuff.
DavidRoss4
Quote:
Originally Posted by warcrap
and the owners of that town make rules like economic and political stuff,
example: no free pvp, no groups over (number) and a whole bunch of other rules and stuff. |
bryann380
Didn't have time to read all the pages so sorry if this was already suggested.
In Diablo 2, characters at least level 9 could go hostile on other level 9+ characters, no matter where they are, and fight them. My suggestion is... do -NOT- add this in GW2! I remember seeing so many times a high level guy hostiling low levels... only cowards do that. But if Anet does add this anyway and without a safety toggle to prevent others from hostiling me, then I refuse to get GW2. That was my most hated feature of D2 and I never want to go through that again.
In Diablo 2, characters at least level 9 could go hostile on other level 9+ characters, no matter where they are, and fight them. My suggestion is... do -NOT- add this in GW2! I remember seeing so many times a high level guy hostiling low levels... only cowards do that. But if Anet does add this anyway and without a safety toggle to prevent others from hostiling me, then I refuse to get GW2. That was my most hated feature of D2 and I never want to go through that again.
Xephus
1. Auction House - There has to be an auction house, almost everyone i spoke to agrees. I cannot stand sitting in towns and outposts spamming the trade chat to sell something. While i could put it in an auction house and sell it there. While the item is in the aution house i could be farming, completing quests, do missions...etc while waiting to sell this item.
2. Traveling - I think they should take out map travel all together, i agree with one of the previous post. It's good for anybody that is lazy. I like to explore and stuff while running to the next town. I think they should introduce mounts or skills that help travel from town to town. Like for instance for a spellcaster you can make yourself float and fly to the next town or outpost. Oh and while a friend of mine is doing this i could target him and cast a spell to knock him out of the air :P....j/k but that would be fun tho.
3. I also read that it was suppose to be more interactive. You know what would be cool if i was set as a ice ele i could maybe freeze a nearby river or lake to create a bridge going across. Thats prolly going to far but i was just wondering how much more interactive will it be.
4. I love the idea that the level cap is increased but i dont think it should no cap at all. To me, if there is a level cap of say 100 i am more likely to play to reach that cap, but if there isnt a level im prolly gonna stop trying to gain levels somewhere in between.
5. This one is prolly gonna happen cause i thought i remember reading something about it, but just to make sure, instead of each of having our own map, everyone should be able to share the same map. Like if i cant find anybody to help to do a quest i can just run the where i need to be and i happen to see someone doing the same quest i could get help from that person. And also i hope the good the game isnt short, i hope it will be huge.
6. I know this is similar to WOW or prolly any other MMORPG but i think they should add other professions like Skinning, Blacksmithing, Tailoring....ect. for different ways to make money. It Makes the game much more enjoyable IMO.
2. Traveling - I think they should take out map travel all together, i agree with one of the previous post. It's good for anybody that is lazy. I like to explore and stuff while running to the next town. I think they should introduce mounts or skills that help travel from town to town. Like for instance for a spellcaster you can make yourself float and fly to the next town or outpost. Oh and while a friend of mine is doing this i could target him and cast a spell to knock him out of the air :P....j/k but that would be fun tho.
3. I also read that it was suppose to be more interactive. You know what would be cool if i was set as a ice ele i could maybe freeze a nearby river or lake to create a bridge going across. Thats prolly going to far but i was just wondering how much more interactive will it be.
4. I love the idea that the level cap is increased but i dont think it should no cap at all. To me, if there is a level cap of say 100 i am more likely to play to reach that cap, but if there isnt a level im prolly gonna stop trying to gain levels somewhere in between.
5. This one is prolly gonna happen cause i thought i remember reading something about it, but just to make sure, instead of each of having our own map, everyone should be able to share the same map. Like if i cant find anybody to help to do a quest i can just run the where i need to be and i happen to see someone doing the same quest i could get help from that person. And also i hope the good the game isnt short, i hope it will be huge.
6. I know this is similar to WOW or prolly any other MMORPG but i think they should add other professions like Skinning, Blacksmithing, Tailoring....ect. for different ways to make money. It Makes the game much more enjoyable IMO.
warcrap
xephus you and me agree in every single one of those things lol.
lets hope these things will happen in gw2
lets hope these things will happen in gw2
DavidRoss4
Dear lord if they take out map travel please let them look into the mount category. I dont want to have to run to every city expecially further into the game. And also if they make mounts available let them be cool mounts like in AoC they have an armored rhino. I mean who wouldnt want an armored rhino hahaha. So great idea Xephus.
shoyon456
Simple suggestion for hoods/helmets:
When "taking off" a hood, such as for the dervish, it should be pushed back as if it was just taken off the head.
As for "taking off" a helmet, it should be held under the arm. Obviously, a warrior could not hold a shield and do this at the same time
When "taking off" a hood, such as for the dervish, it should be pushed back as if it was just taken off the head.
As for "taking off" a helmet, it should be held under the arm. Obviously, a warrior could not hold a shield and do this at the same time
Konig Des Todes
What I propose this time is a new guild roster system for GW2. Here is my layout:
Guild Leader(s)
Max: 5
Once promoted cannot be kicked, must leave voluntarily, can demote/kick all lower ranks, host Rated PvP matches, send guest invites.
Guild Generals
Max: 10
Can only be demoted/kicked by Leaders, can recruit, host Rated PvP Matches, send guest invites, demote/kick Lieutenants and Members.
Guild Captains
Max: 25
Can be demoted/kicked by Leaders, can recruit, send guest invites, kick Members.
Guild Lieutenants
Max: 60
Can be demoted/kicked by Leaders and Generals, send guest invites,.
Guild Members
Max: 100
Can be kicked by all other ranks, no special privileges.
Guild Total Max: 200
Lwendvel
Had a few ideas about how Guild Wars 2 could deal with experience, levels, attributes and level cap; mostly accumulated from other games I’ve played, including MUDs.
Experience would be accumulated and spent on acquiring individual attributes when the player wished by either teaching themselves or approaching a profession trainer. Experience is gained for each separate attribute when you use those skills in battle. So if you wanted to gain axe mastery you need to use your axe mastery skills. Experience gained from quests/missions can go into a universal pool and can be spent on any attribute but only through a third party such as a profession trainer or a higher level player (see later). Profession trainers would only teach up to their own level, although cost of experience would be much cheaper then the cost of teaching yourself. Perhaps gold cost could also be required for learning from profession trainers particularly at higher levels. You’ll still need a level based on how many attribute points you have overall so that other players can judge your ability for parties.
There would be no level cap as such, but once you reach a mid level; where all missions/quests/missions are possible to tackle with enough help (henchmen/heroes/other players) the requirements for consecutive levels would make a steep incline. Profession trainers above this mid level that would be able to teach up higher levels would be sparse and in difficult to reach areas. The only other way would be to teach yourself, which would cost an increased percentage of experience based on your level or learn from a higher level player of the same profession. The benefit for players to teach would be the ability to gain experience points attained from teaching to other players. Making numbers up, say player one wishes to learn axe mastery from 10 attribute points up to 11. The base cost would be that of a level 20 profession trainer, say 20,000 experience points and 500 gold. To teach themselves it would cost 200% of the base cost but without the gold. To learn from another player who has 15 axe mastery the experience cost would be -50%, with or without a gold cost. The player trainer earns something like 10% of the experience spent by the learner. Percentages would change depending on the difference in both players’ levels.
For players at levels beyond that of all profession trainers the only options for learning would be to teach themselves, which would be costly or learn from higher level players. This slows the possibility for extremely high levels, as players can only easily level up when at some point another player has gone through the struggle of teaching themselves and is also willing to teach. Like anything etiquette would be needed when dealing with asking to be taught, although I would think most players would be happy to teach another player for the cheap experience gain and some may spend some of their time freely offering their services as a teacher at outposts/places of rest.
To tackle players farming loot or experience too easily when they reach higher levels, either by taking on more help then the quest/mission/dungeon requires or playing with other higher level players, the experience gain and value of loot would decline based on the accumulated levels of the party. To reap the benefits higher level players would need to take on less help to increase their experience and loot gain. This might also have the added benefit of higher level players being more willing to take on players of lower level on parties. Levels would be much harder to gain past the mid point so I wouldn’t imagine players being able to solo later quests/missions/areas on their own for a long while, but it might mean that they need to take on one less henchman. Like Guild Wars, most players would reach the mid point, where they could achieve all of the missions with the right amount of skill and help, quite early in the game. For those that are not concerned with level but simply enjoying the story they would be able to do so. For those that like to spend more time questing and fighting in between missions to level up, the missions will be that little bit easier. As the overall player base level increases harder missions/quests/areas can be added in expansions, meanwhile those players that have farmed up their levels beyond reason can take pride in that fact that they can slay most creatures with ease and can either choose to help out lower levels or spend their time looting, teaching, knitting sweaters.
I think that’s all I had in mind; discussion would be good if you think I’ve missed anything out, got anything completely wrong or none of it made sense and so forth.
Experience would be accumulated and spent on acquiring individual attributes when the player wished by either teaching themselves or approaching a profession trainer. Experience is gained for each separate attribute when you use those skills in battle. So if you wanted to gain axe mastery you need to use your axe mastery skills. Experience gained from quests/missions can go into a universal pool and can be spent on any attribute but only through a third party such as a profession trainer or a higher level player (see later). Profession trainers would only teach up to their own level, although cost of experience would be much cheaper then the cost of teaching yourself. Perhaps gold cost could also be required for learning from profession trainers particularly at higher levels. You’ll still need a level based on how many attribute points you have overall so that other players can judge your ability for parties.
There would be no level cap as such, but once you reach a mid level; where all missions/quests/missions are possible to tackle with enough help (henchmen/heroes/other players) the requirements for consecutive levels would make a steep incline. Profession trainers above this mid level that would be able to teach up higher levels would be sparse and in difficult to reach areas. The only other way would be to teach yourself, which would cost an increased percentage of experience based on your level or learn from a higher level player of the same profession. The benefit for players to teach would be the ability to gain experience points attained from teaching to other players. Making numbers up, say player one wishes to learn axe mastery from 10 attribute points up to 11. The base cost would be that of a level 20 profession trainer, say 20,000 experience points and 500 gold. To teach themselves it would cost 200% of the base cost but without the gold. To learn from another player who has 15 axe mastery the experience cost would be -50%, with or without a gold cost. The player trainer earns something like 10% of the experience spent by the learner. Percentages would change depending on the difference in both players’ levels.
For players at levels beyond that of all profession trainers the only options for learning would be to teach themselves, which would be costly or learn from higher level players. This slows the possibility for extremely high levels, as players can only easily level up when at some point another player has gone through the struggle of teaching themselves and is also willing to teach. Like anything etiquette would be needed when dealing with asking to be taught, although I would think most players would be happy to teach another player for the cheap experience gain and some may spend some of their time freely offering their services as a teacher at outposts/places of rest.
To tackle players farming loot or experience too easily when they reach higher levels, either by taking on more help then the quest/mission/dungeon requires or playing with other higher level players, the experience gain and value of loot would decline based on the accumulated levels of the party. To reap the benefits higher level players would need to take on less help to increase their experience and loot gain. This might also have the added benefit of higher level players being more willing to take on players of lower level on parties. Levels would be much harder to gain past the mid point so I wouldn’t imagine players being able to solo later quests/missions/areas on their own for a long while, but it might mean that they need to take on one less henchman. Like Guild Wars, most players would reach the mid point, where they could achieve all of the missions with the right amount of skill and help, quite early in the game. For those that are not concerned with level but simply enjoying the story they would be able to do so. For those that like to spend more time questing and fighting in between missions to level up, the missions will be that little bit easier. As the overall player base level increases harder missions/quests/areas can be added in expansions, meanwhile those players that have farmed up their levels beyond reason can take pride in that fact that they can slay most creatures with ease and can either choose to help out lower levels or spend their time looting, teaching, knitting sweaters.
I think that’s all I had in mind; discussion would be good if you think I’ve missed anything out, got anything completely wrong or none of it made sense and so forth.
Friar Khan
First off I have to apologize for not having time to search through this thread to see if these suggestions have been mentioned before, that said, here goes a couple random and unrelated ideas...
1. Snowboard Mounts
I think it'd be a lot of fun if there was a persistent area or two that had temporary mounts that simulated snowboarding/sledding down a mountain. This idea is, of course, very similar to rollerbeetle racing with the proposed differences being:
2. Survivor Title Modification
This is likely to have been mentioned before, but I think if the Survivor title exists in GW2 then only XP from missions and non-repeatable quests should count toward it. In it's present form it's usually mostly just evidence that the character has done a lot of Eye of the North farming.
1. Snowboard Mounts
I think it'd be a lot of fun if there was a persistent area or two that had temporary mounts that simulated snowboarding/sledding down a mountain. This idea is, of course, very similar to rollerbeetle racing with the proposed differences being:
- Some snow mounts could be for speed racing (in controlled instanced areas) while others could be for casaul fun/practice or performing tricks (in persistent areas)
- Greater velocity, greater course size
- Snow!
2. Survivor Title Modification
This is likely to have been mentioned before, but I think if the Survivor title exists in GW2 then only XP from missions and non-repeatable quests should count toward it. In it's present form it's usually mostly just evidence that the character has done a lot of Eye of the North farming.
Rayvn Silverwind
Greetings!
Personally one of the main things that draws me into a game is storyline. While I have found the storyline entertaining, I never really found it having that gripping emotional connection that has my heart pounding and soul aching wondering what is going to happen next.
I think GW totally ROCKS in action and skill system! But, I'm sorry to say that I have found the story to be mediocre. I want it to grab you by the heart as well as the throat! I remember back in the day playing a 2D RPG on the Genesis and getting all choked up because a character I fought alongside for half the game and getting to know their history, emotional quirks, family, strengths and weaknesses, suddenly gets sick and dies. Even after all these years I still remember it! And of course, there was the undertone of a love story which added to the mix.
With the aspect of an MMO, their is the challenge of how one can do this when it is of this genre. This being said, I know it can be done. Create a character with a rich personality that makes you want to get to know them more, or their history of why they are the way they are.
When I've encountered hero's such as Acolyte Jin, talk about your attitude in that first cinematic. But, I want to know more, not just a blurb about her history. I want to delve into it.
Take any hero, for example, and allow for the storyline to be able to reach back into learning about their personal life. If not with the main story, at least allow for the exploration of a hero's background through side quests, where you learn that they once had a brother who died in a fire, and that is why in the midst of battle they start having flashbacks if they get blasted by a fire spell. Perhaps you have to help them overcome their fears, thereby making them stronger as a member of your team.
Or maybe you find out one of your heroes is afraid of heights and won't cross a bridge, and you have to make the choice of leaving them behind, or chase after someone on the other side. If you choose to leave them behind, the bridge collapses after you cross in your pursuit Then you have to go through a series of struggles if you want to find them again. When you do, you find they don't trust you and you have to earn their trust back if they are going to help you get farther.
Hey! Just brainstorming here! But, the point is, create more emotional connection in the storyline. Allow for finding out personal quirks, and histories of the characters. Add heart breaks, loss, betrayal, tears, broken friendships, undercurrents of a love story, if not with the main story, at least side stories. Make it personal.
Just some suggestions from a Rayvn.
*bowing*
-Rayvn Silverwind
P.S. And what's a great storyline without MOOD music to go with it! I'd really like to HEAR the music more than just a hint in the background. Music can pull you in as well. Even at full notch under sound options, I find it rather unnoticeable.
Personally one of the main things that draws me into a game is storyline. While I have found the storyline entertaining, I never really found it having that gripping emotional connection that has my heart pounding and soul aching wondering what is going to happen next.
I think GW totally ROCKS in action and skill system! But, I'm sorry to say that I have found the story to be mediocre. I want it to grab you by the heart as well as the throat! I remember back in the day playing a 2D RPG on the Genesis and getting all choked up because a character I fought alongside for half the game and getting to know their history, emotional quirks, family, strengths and weaknesses, suddenly gets sick and dies. Even after all these years I still remember it! And of course, there was the undertone of a love story which added to the mix.
With the aspect of an MMO, their is the challenge of how one can do this when it is of this genre. This being said, I know it can be done. Create a character with a rich personality that makes you want to get to know them more, or their history of why they are the way they are.
When I've encountered hero's such as Acolyte Jin, talk about your attitude in that first cinematic. But, I want to know more, not just a blurb about her history. I want to delve into it.
Take any hero, for example, and allow for the storyline to be able to reach back into learning about their personal life. If not with the main story, at least allow for the exploration of a hero's background through side quests, where you learn that they once had a brother who died in a fire, and that is why in the midst of battle they start having flashbacks if they get blasted by a fire spell. Perhaps you have to help them overcome their fears, thereby making them stronger as a member of your team.
Or maybe you find out one of your heroes is afraid of heights and won't cross a bridge, and you have to make the choice of leaving them behind, or chase after someone on the other side. If you choose to leave them behind, the bridge collapses after you cross in your pursuit Then you have to go through a series of struggles if you want to find them again. When you do, you find they don't trust you and you have to earn their trust back if they are going to help you get farther.
Hey! Just brainstorming here! But, the point is, create more emotional connection in the storyline. Allow for finding out personal quirks, and histories of the characters. Add heart breaks, loss, betrayal, tears, broken friendships, undercurrents of a love story, if not with the main story, at least side stories. Make it personal.
Just some suggestions from a Rayvn.
*bowing*
-Rayvn Silverwind
P.S. And what's a great storyline without MOOD music to go with it! I'd really like to HEAR the music more than just a hint in the background. Music can pull you in as well. Even at full notch under sound options, I find it rather unnoticeable.
Tatile
So many pages.
I did a search, but it this didn't come up (I'm probably using the wrong parameters).
Left-handedness
It'd be nice to be able to make a left-handed character, just for the aesthetic purposes. It won't work in Guild Wars 1 because of how foci and shields are applied, and armour styles (Elite Glads).
Very small suggestion, but little things can make a big difference
I did a search, but it this didn't come up (I'm probably using the wrong parameters).
Left-handedness
It'd be nice to be able to make a left-handed character, just for the aesthetic purposes. It won't work in Guild Wars 1 because of how foci and shields are applied, and armour styles (Elite Glads).
Very small suggestion, but little things can make a big difference
[SeeD]
i think it would be cool to have all the proffesions still in there especially sin ^_^ ( its my favorite) and alot more professions as well, and more races ( im happy dwarves are dead their so annoying lol) but some ppl tell me that sins cant go in GW2 since that Cantha has locked its gates or w\e. This isnt true, hence the hero Anton. Anton is an assassin, he is also an assassin from Ascalon, i think Ascalonian Assassins Paragons Derv And rits would be cool especially since its been 200 yrs or so and im sure other places would have adapted and got more profesions aka Paras in Cantha Sins in Elona
Nightmares Hammer
Quote:
Originally Posted by Rayvn Silverwind
P.S. And what's a great storyline without MOOD music to go with it! I'd really like to HEAR the music more than just a hint in the background. Music can pull you in as well. Even at full notch under sound options, I find it rather unnoticeable.
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Tommy's
Ok maybe we should make a new section for gw2 suggestions cause 60 pages is just a f lot. But I wanted to mention something about GW2 aswell
First of all: Don't change the way of traveling. I see some people wanna change it but don't. Some people like to see it the way it is in WoW. Guys we play GW not wow. Stick to your game please. The traveling system is just one of the reasons I hate wow.
Then I had some idea, maybe it is mentioned before (didnt read all the posts before it where to much )
But my idea was:
Left hand and Right Hand system.
So when you create a new char you can choose if its left handed or righthanded. Then the chosen hand gives you a 10% profit or so. This way you can choose, for example on warriors, if you are more defensive (shield in you prime-hand) or aggressive (weapon in prime hand)
Also on warriors I would love to see that they could equip 2 weapons. Like 2 swords or 2 axes. Then there could be more combined skills and you could deal more dmg. Maybe it would be to overpowered, but Anet would be able to fix something ^^.
Oh and @ Nighermares Hammers
Not everyone likes metal. I like dance music and it chears me up. It makes me more enthousiast.
So I guess you need to face it, not everybody has your music taste, nor mine.
Therefor they took such music. Anet just keep it !!
First of all: Don't change the way of traveling. I see some people wanna change it but don't. Some people like to see it the way it is in WoW. Guys we play GW not wow. Stick to your game please. The traveling system is just one of the reasons I hate wow.
Then I had some idea, maybe it is mentioned before (didnt read all the posts before it where to much )
But my idea was:
Left hand and Right Hand system.
So when you create a new char you can choose if its left handed or righthanded. Then the chosen hand gives you a 10% profit or so. This way you can choose, for example on warriors, if you are more defensive (shield in you prime-hand) or aggressive (weapon in prime hand)
Also on warriors I would love to see that they could equip 2 weapons. Like 2 swords or 2 axes. Then there could be more combined skills and you could deal more dmg. Maybe it would be to overpowered, but Anet would be able to fix something ^^.
Oh and @ Nighermares Hammers
Not everyone likes metal. I like dance music and it chears me up. It makes me more enthousiast.
So I guess you need to face it, not everybody has your music taste, nor mine.
Therefor they took such music. Anet just keep it !!
Elena
i guess it would be nice if the ranger or we class with pets can charm monsters (wich will reset to appropiate level and loose all skills, unless there are pet specific skills.)
offcourse not yust all monsters but the animal like ones not like hulking stone elementals and such
offcourse not yust all monsters but the animal like ones not like hulking stone elementals and such
shoyon456
Quote:
Originally Posted by Elena
i guess it would be nice if the ranger or we class with pets can charm monsters (wich will reset to appropiate level and loose all skills, unless there are pet specific skills.)
offcourse not yust all monsters but the animal like ones not like hulking stone elementals and such |
ELEMENTALISTS have the ability to summon hulking stone/ice/fire/air elementals.
Rangers are in tune with nature, where as attunement to the elements themselves is reserved for eles, no>?
Then, on the flipside, while only eles can summon, we could make dervs have Earth Prayers/Wind Prayers elemental forms
Elena
i'm okay with ele's summoning elementals ^^
high priestess anya
i dunno if this has been mentioned before but i would like to see resistances to certain status changes and elements, possibly even absorb elements and also weapons that inflict status changes
also general stats referring to strength, speed (that changes how fast your char moves) etc
also general stats referring to strength, speed (that changes how fast your char moves) etc
shoyon456
Quote:
Originally Posted by high priestess anya
i dunno if this has been mentioned before but i would like to see resistances to certain status changes and elements, possibly even absorb elements and also weapons that inflict status changes
also general stats referring to strength, speed (that changes how fast your char moves) etc |
Weapons that inherently afflict a status problem would be hard to balance (and yes, there still will be balance in gw2) and we have enchants/forms/stances to enhance speed and attack power. What are you talking about?
Colink265
In Order for GW2 to be fair and to be a seamless world It seems that the map travel option should be removed. It only makes the game easier. And I'm not trying to say "Oh, lets be like WoW" I'm just saying the map travel option makes the game so much more easy.
I want my character to feel more apart of the game, rather than apart of my account. The map travel option brings me up above the game; it's not putting me in the game.
Plus, with a map travel option, it would make mounts completely obsolete
I want my character to feel more apart of the game, rather than apart of my account. The map travel option brings me up above the game; it's not putting me in the game.
Plus, with a map travel option, it would make mounts completely obsolete