GW2 Suggestions Thread

Lwendvel

Pre-Searing Cadet

Join Date: May 2008

Knights Of Reliance

R/Mo

Just a quick one. Appropriated from Fable. This is without knowing how powerful the character creation for Guild Wars 2 will be. So I'm going to assume it will be capable of handling it.

Instead of having character faces that look inherently good (young, boyish features) or evil (cracked skin, sunken cheeks) right off the bat it could change based on how good or evil you are in the game; in terms of what quests you do and how you act. Same goes for variation in skin colour depending on how much time you spend outside or in dungeons, body weight depending on how much you exercise (fight) or indulge (eat cake?). The character creation would still have all the usual functions for general face and body structure as well as initial choices such as whether your character has a beard or not.

As an example, say in character creation you create a young, boyish looking character with a dark tan and a beard. You complete quests through mostly evil means and as a result your skin starts to crack, your eyes cloud over, your expression turns into a cold, heartless stare. You have a shave removing your beard and you spend all your time in dungeons so your skin turns ghostly white. There would obviously be limitations based on your initial creation.

To bring this good/evil quality to the characters many of the quests would need to be completable by either good or evil means. This would also add another dimension to the game as well as the look of your character.

Colink265

Colink265

Ascalonian Squire

Join Date: Apr 2008

House of Phonix VII

R/Rt

One other random idea i have in the game is to increases ways you can create a storyline behind your character. Something that gives your character that distinguisedness without having to spend a morbid number of hours. I'm not entirely sure how that would work quite yet

And i no buy game and give it bad review on website i mod on if you replace the music with metal :[

Oh and another thing (yes, they have this in wow. quiet) is i wish you could see your weapons on your characters when not in use. As you're walking around in an outpost to have your shield on your back/swrod at your waist, daggers at your waist, etc.)

Alex the Great

Alex the Great

Jungle Guide

Join Date: Feb 2007

America.....got a problem with that?

[Lite]

W/

Quote:
Originally Posted by shoyon456
How about a better suggestion:

ELEMENTALISTS have the ability to summon hulking stone/ice/fire/air elementals.

Then, on the flipside, while only eles can summon, we could make dervs have Earth Prayers/Wind Prayers elemental forms
sounds cool. It would help with tanking issues

warcrap

Krytan Explorer

Join Date: Sep 2007

somewhere on earth!

E/Me

just to add a side suggestion to recent complaints about map traveling, i will be sharing my thoughts and opinions.

IMO I think players should have two different choices for traveling, one option of traveling is that players can experience the world in real time while moving at extremely fast velocities, like some kind of speed mount that can travel through a huge continent in minutes, and if there is any possible way we can have teleportation without the need of loading screen (down time) possibly the way runescape traveling is structured were you cast a magic spell and you can instantly travel to certain areas.

speed mounts: travel anywhere in the game quickly and fast while experiencing the world.

teleportation: instantly travel to certain marked areas of the world map with no loading down times(umm im pretty sure if gw2 will be a persistent game we can have teleportation without the use of loading)

having a more dynamic travel system like this can create a rich world and will be incredibly successful!

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

Mesmers should be made more PvP viable (since World PvP is being included) by adding to their skills more of those that deal with time/movement manipulation, or "crowd control" for you WoW fans. I think spells that do this would be right at home in a situation where many people will be present in one arena. Spells like:

Mind Bog:

Hex Spell. Increase target's casting time of spells by x%. That foe also cannot move/moves y% slower for z seconds.


Something like that would make Mesmers more versatile with GW2's new z-axis world, and more simplified skills.

Xephus

Pre-Searing Cadet

Join Date: Apr 2007

Drunken Smurf Society

N/Mo

Quote:
Originally Posted by 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.

Plus, with a map travel option, it would make mounts completely obsolete
I have to say i definately aggree. I would rather have the map travel taking out because not only does it make the game easier but it just feels like a lazy way to play the game, plus i wanna be able to explore more while traveling to the next town or outpost.

Hope they introduce mounts


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Punio4

Punio4

Ascalonian Squire

Join Date: Sep 2007

Croatia

Croatian Maniacs [CM]

E/A

The asura gates were made as a good explanation for setting map travel, story-wise.

The map travel WILL be present, in the form of asura gates, but probably restricted to 5-10 areas/towns/outposts.

Zedar

Pre-Searing Cadet

Join Date: Oct 2007

This is an idea I had when thinking about Guild Wars about a year ago:
You could give the ranger a whip as a weapon choice. The idea is that you could use whip skills on your pet which give your pet (as an example): extra damage, movement/attack speed but small health degen for a short period, or something along those lines.

Not a very developed idea but I felt I had to get it out, especailly with the new indiana jones movie.......

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Quote:
Originally Posted by Zedar
This is an idea I had when thinking about Guild Wars about a year ago:
You could give the ranger a whip as a weapon choice. The idea is that you could use whip skills on your pet which give your pet (as an example): extra damage, movement/attack speed but small health degen for a short period, or something along those lines.

Not a very developed idea but I felt I had to get it out, especailly with the new indiana jones movie.......
So wait, you want to WHIP your animal companion? Um, animal cruelty and wrong on so many levels.


On another note, I dont know if it was suggested but with the new system to seperate pvp and pve skills in gw1, I feel that there is no point to having pve only skills anymore and likewise there should be NO pve-only skills in gw2 if a similar system exists.

Pve-only skills dismantle the individual characteristics that make each class unique (see ursan's blessing).

Elena

Elena

Desert Nomad

Join Date: May 2005

Belgium

there actually where some fake ranger whip weapon edited screens back in the day

dual or poleaxes and do the same with swords

technofern

Academy Page

Join Date: Jul 2006

Disciples Of James

W/R

Honestly the suspense of this game is killing me! I WANT TO PLAY GW2!!!

rohara

rohara

Krytan Explorer

Join Date: Nov 2006

Rt/

coming from an RTS background, i'd like to see GW2 support replays. (if you don't know what a replay is...they are essentially what you see on observer mode - only you can save your own replays and share them with other people, and watch them at your own convenience. they are not videos, simply a bit of code that tells the game how to replay a recorded sequence of events.)

they are better than videos because of the convenient file size. depending on the game, most replay files are generally below 500kb. also, there is no compression or loss of quality, and they are interactive. click on a player and you can see their bar and everything they do from their point of view.

think of it as a new and improved (and portable!) observer mode.

Colink265

Colink265

Ascalonian Squire

Join Date: Apr 2008

House of Phonix VII

R/Rt

I had a random idea yesterday when i was playing EOTN. Nicknames. When creating a character, it could be a second option to a name. Youd put in your full in-game name, then would have a nickname. Lets face it, when you adress someone, you say their first name/nickname only, not their full name with their last name. And it wouldnt have to be different for everyone because it would only affect PvE

Monk_Fish

Monk_Fish

Ascalonian Squire

Join Date: Dec 2006

In The Black Widows [WEB]

R/

I'm not sure if there is any idea similar but i tried searching beforehand.

Since the addition of the Hall of Monuments in Eye of the North, a lot more people became interested in Titles. I thought it would be nice to reward the character in GW2 (which may share the same name as the GW1 character) with some sort of "emote" or special "ability" more subtle maybe, like Divine Aura. The emote/ability would depend on the player's rank in the Kind of a Big Deal track, but someone who has achieved Rank 6 should deserve some kind of special recognition. The Hall of Monuments can also carry PvP titles, so it should not be restricted to PvE titles only. Equally, someone who has a high Hero Rank deserves just as much recognition. As it is a new game, and it would seem unfair to new players, a lot of thought would probably have to go into how GW1 achievements are carried through. This is something that wouldn't affect gameplay or items and is somewhat trivial.

firy sorcerer

Ascalonian Squire

Join Date: May 2008

E/

i think that in GW2 they should have specific towns or outposts set for trading. as you get further through the game you will obviously find more of these trading posts and perhaps the later on in the game that post is, the more money you can carry around in it. this could perhaps lead on to not actually being able to carry around money anywhere but these trading outposts meaning that when you leave one or enter a non-trading post, your money automatically transfers to your storage account.
this has many bad points about it which would have to be improved but i would be willing to listen to your comments.

the-devl

the-devl

Ascalonian Squire

Join Date: Mar 2007

belgium

W/

i would like to see gw2 on a mac because you will have to give everyone the oppertunity of playing gw2 and because i am going to buy a macbook pro and afraid gw2 will not run very good on it. why i don't just buy a normal pc? because i hate windows and there way of working (plz don't start a discussion on what's the best because that discussion is endless!). OK you can bootcamp xp or vista but this is not the same and not the best thing to work on (first start osx then bootcamp to xp or vista).

Sai Rith

Sai Rith

Krytan Explorer

Join Date: Jan 2006

W/

I want GW2 to be not hateful to farmers.

Panais

Panais

Frost Gate Guardian

Join Date: Mar 2008

Binge And Purge [HET]

D/W

Quote:
Originally Posted by Xephus
Originally Posted by 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.

Plus, with a map travel option, it would make mounts completely obsolete

I have to say i definately aggree. I would rather have the map travel taking out because not only does it make the game easier but it just feels like a lazy way to play the game, plus i wanna be able to explore more while traveling to the next town or outpost.

Hope they introduce mounts
but how would they make it so you can only equip a certain number of skills? if they do it that way, they combat system would evolve like wow's allowing you to use all your skills

Mud Hekket

Pre-Searing Cadet

Join Date: Jun 2008

My great hope for GW 2 is that it is much more sandboxy than the beautiful railroad that is GW 1. The fact that the designers have said that it will be more of a sandbox makes me happy. I want to direct the story of my character, not watch as the pre-determined story of the world unfolds before me. In fact, I hope that there are no massive threats from which kingdoms must be saved. I would rather just focus on taking my own PC from rags to riches. I would be quite happy to lose all the fancy cut scenes in return for more choices about how to pursue my own destiny.

As part of this sandbox approach, I would like to have many more quests to choose from. I want to choose which quest I want to do next based on which gives me the reward I want most right now. That way, my questing is driven by my own goals. I don’t want to just be undertaking a quest because it is next in line. I would gladly put up with more repetition in questing if I could have a lot of quests to choose from.

It would be nice to always have a choice between which groups you want to grind rep for. In Guild Wars 1, gaining rep was just the inevitable consequence of doing what you were going to do anyway. Rep grinding would be more interesting if it involved strategic decisions; who do I care most about impressing right now, the king or the guild of assassins?

Another thing that would help to produce a sandbox feel is to allow character to have non-combat professions. Maybe instead of running quests today, I would rather just go mining. This has already been talked about a great deal on this thread, so I won’t say more here.

I agree that a PC should be able to have a stable of pets. It adds variety to the game experience and should be easy to implement.

I also agree that there should be no limit on chest storage, particularly where crafting materials are involved. A function that automatically sorted your chest content by type would be nice too.

Like most people, I badly want an auction house. I’m sick of people spamming trade messages.

Character appearance could be much more fully customized if each piece of clothing had two color locations instead of just one.

Non-intelligent monsters should stop dropping gold. It makes no sense. If I want gold, I should have to search it out rather than collecting it randomly.

I want the hero and henchmen system to remain. Nothing is more boring than just standing around in town waiting because people aren’t logged in or don’t want to group. I am sure the henchman system makes it harder to find a group, but why would I want to group with another player who would rather have a robot?

Map travel needs to be kept. I am a busy man and haven’t got all darned day.

vandevere

Frost Gate Guardian

Join Date: Aug 2007

The Great State of Denial

W/Mo

We've all been in missions that are very involved and mean a lot of running around from place to place. What seems to happen a lot is that people just...leave. Either through pc problems, game glitches, or, maybe some of them do just up and leave on their party-mates.

It isn't so bad if you're just starting out on the mission/quest/whatever; you can just map back into town, and find a new person.

But it happens a lot when you're in the middle of the thing, and you've invested too much time to just go back and start over. I'd like to see something where-if a party member left for whatever reason-you could either replace that person with another player, Hero, or Henchy, so you can go on as a full party...

Vandevere

sixofone

Krytan Explorer

Join Date: May 2007

P/

I'd like to see a reworking of some of the character classes - in particular: Necromancers and Mesmers.

Make Necroes (similar to what they are) deal with health - i.e., life-stealing; disease; animating undead; conditions. Maybe give them a Black Magic line that works like the Monk Smiting line, only it is Dark damage. Soul-reaping, while the concept is very cool and fitting, needs to be reworked. Maybe like they have done in some other games where, when a creature dies, there is a "soul" or spirit on the screen that needs to be "reaped" - i.e., an active choice must be made to use the energy available from that spirit before it dissolves. That way, not every Necro benefits, and souls don't grant unlimited amounts of power. A soul only has so much energy it can give, and then its gone, used up; "eaten". The higher my SR, the more efficient I am at eating that soul's energy. Animated undead could be "maintained" enchantments - which obviously limits how many minions one can have. (Instead of the gradual but increasing health degen they currently have to control the otherwise imba power of creating minions.) And minions: you shouldn't be able to create a lvl21 undead minion from the corpse of a lvl1 creature! The higher one's Death Magic points, the stronger a minion one can animate, yeah - but seriously - making a lvl 21 Flesh Golem from the corpse of a lvl 5 rat? Imba!

Make Mesmers masters of energy and manipulation. Energy-deprival that means something in PvE; illusions that can deal damage (remember good old D&D?); spells or stances that can divert/reflect damage - especially magical damage. Domination spells that - well, dominate the enemy - mind control - force the enemy to do something, or to not be able to do something. Mesmers can blind/blur vision; steal skills; create diversions - illusory enemies that get targeted by mobs, thus protecting the real players and their allies. Maybe lose the interrupts, but have the Mesmer steal away energy from a spell, making it do less damage, instead. (Leave "hard" interrupts to Rangers, Warriors, and Assassins. Getting hit by an arrow or melee weapon should stop spell-casting!)

In other words, make the classes distinct and unique. No more "Epidemic" on a Mesmer line, and Spiteful Spirit on the Necro side! Every class has their own realm of skills, and expertise in those areas, and a "balanced party" would need members from every profession in order to cover everything. Rangers can set/detect/disarm traps. (Maybe Assassins, too.) Assassins can poison weapons, and inflict conditions such as blindness, bleeding, and cripple. Rits can summon spirits. (Lose the "weapon spells" and give those abilities to Monks, who can then do more than heal. They can "bless" weapons, or call upon Divine Favor to benefit the party.) Rits should be able to do some healing, like shamans, as well as summon spirits that may be of protective or offensive. Elementalists remain the nukers, the heavy artillery and AoE damage dealers. They can summon elementals to fight, like Necroes their minions, or Rits their spirits.

I mean, there are tons of ways these can be more creative than they currently are! It's simply a matter of thinking through what makes a profession unique. Necro? Death, disease, and life-stealing. Mesmer? Energy and magic. Elementalists elemental power; Warriors melee; and Monks healing and buffs, or smiting undead.

nrvllrgrs

Academy Page

Join Date: Jul 2006

Keepers of Lore [LORE]

Me/R

I would like to see the towns farther apart. I think Prophecies had one of the best maps for this reason. I really like traveling between towns and I like to feel that I have accomplished something when I finally do make it.

With this feature, more metaquesting can be done, such as getting a party together to go kill Rotscale. He has nothing to do with the game other than he is there. There is no quest to go kill him but he is far enough out of the way that you have to venture out a ways to find him and then fight him.

Ok. I guess I would like the towns spread out *and* a world constructing for metaquests.

Rico the Spirited

Rico the Spirited

Ascalonian Squire

Join Date: Jun 2008

Social Welfare Agency (Special Ops)

R/

I would like there to be secrets.

Right now there are GW2 lorehunters scouring the gameworld for clues about the future of Tyria. But although I'd love to get in on the action, I have the nagging feeling that there's nothing there. No secrets to find. No clues to uncover. Just, as someone said earlier in this thread, the "beautiful railroad."

I would love for GW2 to be like the real world--I would love for there to be secrets within the software, riddles and clues embedded into the framework of the game itself. I want to know that there are places in the game which no one has ever discovered before: places a player only get to through observation, logic and experimentation.

Most MMOs are extrapolations of card games like Magic. There's nothing wrong with that. The Guild Wars development team has been astoundingly innovative, but if they could take advantage of their medium they could go ever so much further.

Imagine a GW2 that looked its players in the eye and said, "Yes. I know more than you. I know something you don't--lots of somethings. Try and break me. See if you're smart enough. I dare you."

As for what you'd find... who knows? Lore, weapons. Maybe even skills. Graft real-world possibilities into the game's structure. That's up to the Devs to decide. But the concept of a living gameworld--one with real secrets that actually can be discovered--is something I've never seen before. I'd love to see it in the new game.

Mud Hekket

Pre-Searing Cadet

Join Date: Jun 2008

That would be so much fun to play, Rico. I must admit, though, I can't it working just because people are going to put up wiki pages giving all the secrets away.

TedTheShred

TedTheShred

Ascalonian Squire

Join Date: Jul 2006

Quote:
Originally Posted by Rico the Spirited
I would like there to be secrets.

Right now there are GW2 lorehunters scouring the gameworld for clues about the future of Tyria. But although I'd love to get in on the action, I have the nagging feeling that there's nothing there. No secrets to find. No clues to uncover. Just, as someone said earlier in this thread, the "beautiful railroad."

I would love for GW2 to be like the real world--I would love for there to be secrets within the software, riddles and clues embedded into the framework of the game itself. I want to know that there are places in the game which no one has ever discovered before: places a player only get to through observation, logic and experimentation.

Most MMOs are extrapolations of card games like Magic. There's nothing wrong with that. The Guild Wars development team has been astoundingly innovative, but if they could take advantage of their medium they could go ever so much further.

Imagine a GW2 that looked its players in the eye and said, "Yes. I know more than you. I know something you don't--lots of somethings. Try and break me. See if you're smart enough. I dare you."

As for what you'd find... who knows? Lore, weapons. Maybe even skills. Graft real-world possibilities into the game's structure. That's up to the Devs to decide. But the concept of a living gameworld--one with real secrets that actually can be discovered--is something I've never seen before. I'd love to see it in the new game.
Absolutely.

This has been on my mind since the first game. Prophecies was released in that rather large expanse of time between the first and second Halo. Like any good Halo fan, I was eager to sop up any information I could about the upcoming release. Fortunately, I stumbled across a web page comprised of a group of story hunters.

I was shocked at how much nuance the first halo game contained and embarrassed that I caught none of it my first time through. Every line of text dripped with further meaning. Environments screamed for interpretation throwing clues in your face. Even the descriptions, sounds, and layouts found in multiplayer maps were keys to a robust universe, all you had to do was notice.

I 'know' far more about the Halo universe than is explicitly stated in the games without ever having read their books, all I had to do was dig a little deeper. People who accuse the story of the Halo games of having simple stories are correct only to a degree. What is explicitly told is simple, allowing anyone to experience a cohesive epic without convoluted and unnecessarily complicated story structures. Instead, depending on the player, they could search below the surface for a breadth of implied facts with which they could argue with the community.

I know that I have spent a lot of words talking about Halo, but it really helps me illustrate the point that I think Rico was trying to make. I love the Halo story. Not because of what was explicitly told through the games, but what I wasn't told. What was kept secret by the story-tellers, what I had to deduce for myself and with the community. The developers weren't spoon feeding me anything, they didn't assume I was an idiot, or twelve; They gave me the benefit of the doubt and the story was better for it.

I went into Guild Wars with the same expectations. It was somewhat confusing to me why a game with such terrific art design (the art design in this game is possibly my favorite anywhere), such a robust cast of beasts lifted from various cultures, and a truly original Fantasy background so unlike the mire of Tolkien and Warcraft wannabes could not give the story told the same degree of concentration given to the world the story occurs in.

Largely, I think this has to do with layering. Stories in games need to deal with both the implicit and the explicit. So much of the Guild Wars lore is told straight to us. This happened, then this happened. Even when there is a secret, it is often answered directly in the next chapter. On paper, this sounds legitimate, but once the mystery is solved, it is surprisingly hollow. What people want is to have a good idea of what is happening, backed by information they themselves have gathered to the point of almost certainty. They love that eureka moment, they love running through the streets in the nude screaming "I know the answer! I have the proof! Look at me! I'm smart!" When the story teller relays the proper information we who have deduced the answers either feel condescension for facts we have already determined, or for stealing from us the joy of solving these puzzles. This is not to say that stories need be abstract, interpretable differently and equally correct by each individual. Facts are facts, truths are absolute, secrecy does not change this; it is the evidence that is interpretable. It is the development team that holds these facts beyond our view, giving us the clues that they deem reasonable.

Layering stories in an open world could even grant a higher level of immersion than in a progressive series of levels like those found in Halo. Quests could give us clues, hints about the past the present and future of the world around us, while missions propel us through changes in that landscape.

Yes, the internet has destroyed secrecy to a point. No, you won't be able to find areas and skills nobody else has. What you can do is extrapolate that area's significance in the world, in it's history, in it's future. It is not in the code that you will find these secrets, but the implicit evidence of all your experiences in this world.

These are the reasons I so very much disliked the recent bonus mission pack. The biggest mystery to players thus far, far beyond any world shaping revelations, was the fate of poor Gwen. It was nice to see the character's re-emergence, to know that she had survived the Charr attack and to be aware of her current state of affairs and state of mind. What I did not appreciate was the step by step description of how she got where she was. Essentially, a huge topic of discussion was squelched. No ambiguity, no secrets, no possibility of further exploration into the matter. No string of clues, no furious arguments over which direction the Charr war party took when they hit the mountain range. Whether or not her bones rest in the mass grave outside the recently conquered Charr outpost will never be discussed. No speculative ponderings as to why she refuses to follow you into a certain valley, what happened to her there? What evidence in this valley can we find to fill in the gaps of her past? Where do these clues lead?

Wow, that became a rant fast. Apologies, it's been a while since I've posted on any board. However, I do feel that this is a valid argument for the story structure of the upcoming game.

Thanks Rico.

Icy The Mage

Icy The Mage

Forge Runner

Join Date: Apr 2008

Canada

E/

I would like to see...
-Buyback (WTB Back - Black Dye 1g)
-Character travel (reset their level armor, etc.. I d c, I want to play my ORIGINAL CHARACTER!)
-An Economy (no having "achieve everything, money means nothing" policy)
-Skill>Time (Basically the exact opposite of Ursan)

That's it for now.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Two things from AoC:

1. Fatalities with the blood splattering. I still enjoy seeing them after playing for nearly 2 weeks.
2. Sweet nudity.

Stilts

Stilts

Pre-Searing Cadet

Join Date: Jul 2007

Three Reapers Guild [TRG]

E/A

Quote:
Originally Posted by 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
By "easy" do you actually mean "convenient"? Sorry, but I don't like the idea of slogging through monsters for two hours just to get to an early area so I can help out a friend who created a new character. Hypothetically, if ANet decided to take map travel out of GW1 in the next update, I would stop playing immediately; I'd have better things to do with my free time than spend most of it trying to get to where the fun is. I like the fact that I'm able to meet one of my friends in any outpost in the game in less than a minute. While I agree that map travel is definitely not immersive, I'm more than willing to sacrifice immersion for the ability to have fun wherever I want in just a few moments.

Of course, my point may become moot if the world design in GW2 is drastically changed from GW1 in order to facilitate a no-map-travel game; but from the information we have so far, it doesn't seem like ANet is doing any drastic changes with the world design.

Enora Nebbia

Pre-Searing Cadet

Join Date: Jun 2008

W/A

Hi guys !
This is my first post, so please be nice with me...
First of all, I apologise now for 2 reasons... I explain myself :
- English is not my mother's tongue so I may make some mistakes
- I'm maby lazy but I didn't read the 60 previous pages, so I may tell things that had already been told...

Well, let's talk about GW2 now !

These ideas are from me and some members of my guild also, because we talk a lot about GW2 and the possibilities of changing...

1-> The environment of GW is already beautiful, amazing, but I thaught of more realism for GW2, that is to say, changing in seasons, step by step (not just and update that fixes the landscape, and turn autumn in winter in one day you see...). Well, I mean that the environment would evolve with the time, maybe trees (etc..) could grow. Of course, I thaught of the changing between day and night, and here too, step by step, as normal as if you look a landscape from 4PM to 9PM you know...

2-> Do something for the guild halls (or the thing that will replace it) to make it more funny, more usefull. I mean, you know, halls aren't really used, 'cause they're neither usefull nor interesting. There are some NPCs and that's all. Now, think about a hall that could be "interactive", you lunch by a button similar to GvG a specific thing : the attack on your hall. That is to say, for example, halls with a beach could be attacked by ships of corsairs, one other with a river would be attacked by some frogs... It would be more funny! You would be able to enjoy yourself even there! Because, honestly, who spends time in his hall ?
I see, some would say "there's already a lot of things to do outside..." I would just answer "yes, but how about INSIDE the Hall? What is meant to do there?"

-> Now let's talk about the characters by themselves. Are we eternally young like them ? of course not! are we always with the same length of hair? again, no! do we know, from the beginning of our life what job do we wanna do? no !
Why would it change in GW2? I mean, won't you like to see your character evolve? for example you begin with a character who's about 20 and you see him evolve until around 40 or 50. This changing in age would depend on the time past since his creation, but not on the campain... it may change their characteristics, for example reduce damages for an old warrior who would be used to fight, but decrease his health due to these fights he lead... and as they grow up, their hair is getting longer and longer -> why can't we change their hair, by "cutting" it or something like that?
As far as the profession is concerned, I think that we should start without any profession. It would be more realistic you see, like a beginner into an academy, and we already know that, due to the race you choose, you will have some bonuses (norn -> turn into ursan and maybe other things...) so by starting without profession you would be able to think and test the different profession and see how the bonuses of such or such race can be used so as to be more powerfull, and take all benefits from these bonuses... Of course it wouldn't be compulsory to test every profession, if you are sure it would be pretty fast...

That's all (for the moment ;D ) I hope you'll enjoy these ideas
Thank you for reading me.

orgeron

orgeron

Academy Page

Join Date: Feb 2008

sweden

swedish elite army (swea)

Mo/

don't know if this have bin mentiond befour, but don't u think that it would be boring if the only "boost" for ex. norn will get is for hp and attack? what i'm trying to say is that if all races will have the same boost what ever proff they are, u will (allmost) never see a suporter norn becouse the don't need attack boosts (sure more hp is great but not necerey). for ex. u will only see norn worriors (meels) asura elementalist (proff with need of nrg) charr ranger (more meels?) and silvara may be suport? (don't know what silvari does yet :P) NOT FUN ANET! i hope they give different boost for deiferent proff and race. may be hard to do, i don't don't know, but hell! i whnat my norn monk XD

i'm fighting for my norn monk so here's my ideas about that :P

there is 6 animal spirits in the norn "religion" why not have i for each proff (on for more proff if derv and more proff will still be in gw2)

bear spirit: transform to a bear and get a hp and attack boost

wolf spirit transform(?) to a wolf to give you an speed bost in attack and speed. if u have a pet maby the wolf spirit can soround the pet to give u and the pet the boost.

raven spirit: (not transform XD) have a raven spirit over u/on your sholder/ some thing els to give u some condition boost, longer durutation on conditions, deal a random condition on hit or maby deal a specified condition (blind?)

ox spirit: transform to an ox(?) more armor and dmg reduction(?)

owl spirit: (same as raven, have it beside u or some thing) boost to casters, faster casting, more nrg, faster skill recharge(?)

and worm spirit: hm... this is the hardest :P some thing for casters maby?

give me my owl i whant to be a norn monk so i don't whant to do this for asuras (but i hope they do some thing for asura worrior :P) and the rest of the races.

for the ones who havent seen this picture of norn forms, here u go, wolf is kind of cool :P

(its after livia and the gods)

http://www.conceptart.org/forums/sho...=108591&page=7

inscribed

inscribed

Lion's Arch Merchant

Join Date: Jan 2006

first of all, this should really be made a separate forum. throwing all these ideas into a single thread is sloppy and makes it very hard to respond to specific post in the thread without cluttering it up even more.

now, on to my idea.

I mostly play PvE. A problem I see with PvE is that a majority of the rewards and benefits earned in PvE are in the form of titles. Now, two players can go through the game, do the exact same missions and quests, spend the exact same amount of time farming or doing challenge missions or whatever, but the player who spends all of his time on one character will have a good number of titles and rewards to show for it. The player who spreads his time across multiple characters has next to nothing to show for it, title-wise, despite doing the exact same thing. In my eyes, a player should not be penalized in this way for playing multiple characters.

What I propose is to have all of your characters on an account part of a party. With the introduction of heroes and the Nightfall theme of "a hero to lead them", the idea of a party of heroes traveling together, even though they are not all active at the same time, has been introduced. This idea should be expanded to include our own player characters. When I brought my warrior to Nightfall, instead of making a brand spanking new Dervish starting from square one, I could of been recruiting a new Dervish into my warrior's party. The Dervish would of still had to go through the tutorial section and what not, but after that, the Dervish would be part of the team, and have access to the same areas and same maps and same achievements my warrior had, because they were partied together. You could even expand this to have player character's usable as heroes, if desired.

This would remove the penalty on playing multiple characters through different parts of the game, allowing them to access the same achievements as people who focus only on a single character. With the advent of Hard Mode and other vanquisher titles and other stuff, there is already enough of a replayability factor to cause most players to go back through early areas again with their new characters, if that is a concern with characters created late in the game. I really can't see any downside to this idea, and would really create a sense of unity between the different characters of a player.

I don't know if anyone is still reading this thread, but feedback is welcome. Anyone from A-net read this?

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by orgeron
there is 6 animal spirits in the norn "religion" why not have i for each proff (on for more proff if derv and more proff will still be in gw2)
There're actually more than only 6 Animal Spirits. Norns are based on the norse mythology, which in itself is an ancient partwise germanic legend.

The norse Animal Spirits are also in the norse mythology the Zodiac Signs.
So that means it gives exactly 12 Animal Spirits for the Norn.

- Bear - based on the the mythological Bears, that helped creating the Gleipnir to stop the Fenris Wolf
- Wolf - based on most famous Wolf - the Fenris Wolf, also known as Fenrir
- Raven - based on Odins famous 2 Ravens
- Horse - based on Odins famous Death Horse Sleipnir - the Horse with 8 Legs
- Warthog - based on the famous warthog Gullinbursti
- Deer - based on History of the Origin - Yggdrassill
- Ox - based on some Symbolizations
- Eagle - based on the History of the Origin - Yggdrasill
- Snake - based on the most famous Snake - the Midgard Snake Jörmungand
- Fish - based on the mythological Fishs, that helped creating the Gleipnir to stop the Fenris Wolf
- Dragon - based on the History of the Origin - Yggdrasill
- Squirrel - based on the History of the Origin - Yggdrasill

Theoreticaly the norse mythology has more important Animals/Beasts, that are to mention, but those ones here are the 12 , which have the biggest meanings in that mythology, partly based on the History of the Origin from the norse mythology, or based on famous mystical creatures. Others have important personal characteristics, which the norse persons estimate and symbolized these values with various animals.

3 Forms of the Shapeshift for the Norns we know: Bear, Wolf and Warthog can we see on the Concepts. Hopefully they get stocked up to these 12, so that Norns, when they become then GW2's Wannabe Druids at least, will be interestign to play and are then more versatile, than GW's wannabe gods, the Devish, which were limited only onto their 5 avatars. These 12 could be Elite for the Norn, but there could be beside those 12 more Animal Forms for the Norn, because, like I said, the norse mythology has more Animals, that are important to that mythology, than 12.

There are also animals to mention, like the:

Owl, Fox, Falcon, Ram, Worm, Bat, Elk, Cow, Goat and some other I can't remember, therefore it are too much, because in the norse mythology lots of anmals had attached to them symbolizations for personal characteristics, like Strength ,Wisdom, Courage, Proud ect. Each animal stood for something different.

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

I want there to be guilds.

Guilds that go to war.

Sort of like, Guild Wars.

Enough pissant lore and ridiculous WoW-lite, I want GvG in Gw2.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Snow Bunny
I want there to be guilds.

Guilds that go to war.

Sort of like, Guild Wars.

Enough pissant lore and ridiculous WoW-lite, I want GvG in Gw2.


that wud be gud

Liberations

Liberations

Lion's Arch Merchant

Join Date: Nov 2006

Azeroth (shhh)

Ryders of the Sword [FrNd]

E/

Multi guild battles.
3 or 4 at a time, and multiple modes...
The current CTF/kill the Guild Lord is fun, but IMO there needs to be an all out deathmatch with some sort of vehicular combat...

Liberations

Liberations

Lion's Arch Merchant

Join Date: Nov 2006

Azeroth (shhh)

Ryders of the Sword [FrNd]

E/

Limited Map Travel, get rid of compass/minimap in PvE.

-Map travel ruins immersion, I can go from one place to another on the other side of the world in seconds. No explanation for it...
-Compass keeps your eye off the land and on that little circle in the corner of the screen. Have a discrete breadcrumb system integrated into the map for quests. Something more immersive. PvP you could keep the compass, its not as much about immersion there as it is in PvE.

Liberations

Liberations

Lion's Arch Merchant

Join Date: Nov 2006

Azeroth (shhh)

Ryders of the Sword [FrNd]

E/

Epic Side Quests:
Quests that span multiple regions and continents that act as side-stories.

Full voice acting, lip syncing etc.


Have PvP and PvE more integrated. Have some structured PvP in arenas and battleground CONNECTED to the PvE world. I felt like there was no motivation for the disconnected PvP.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

1)I always find the best type of quests are "important" quest chains. That is, quest chains that provide a fun lore background, such as the Titan Quests.

2) Another thing that might be fun, we can join NPC guilds and get their caps [how to join would be talking to a NPC recruiter and paying 100g, or whatever the price will be in GW2, everyone would act as members there except for a few who fulfill "requirements" such as titles or quest chains (and are very hard to do, in order to prevent too many officers)]

3) Raids on random towns/outposts at times, this of course means that you can bring weapons into towns. Something that can be fun to go with that would be duels. Have a "Norn Tournament" situation in the main towns where players can fight 1v1.

4) As mentioned time and time again, limited map travel. Only map travel to a small amount of towns/trading posts. By use of Asura Gates of course.

5) Also... MOUNTS! Enemies can ride Drakes and yaks, why can't we? It would help with the idea of limited map travel, don't want to go to a major town? Rent a Moa (or something) to ride to your destination! Would love to go into battle riding a Drake though.

I really hope ANet looks at least partially through this (and would love if some old joke posts can be deleted to make the thread smaller ).

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

Yes another GW2 suggestion. Basically swords are probably the most popular weapons in the game, with the high end skins going for excess of 400k and I was thinking to myself of a way anet could make them more interesting;They could introduce a newtype of sword system such as Rapiers,Broadswords, Longswords and maybe 2-handed-swords(been suggested before i know);also maybe that weapon mods effect the appearance of your sword.

Ok going into greater detail starting with sword types;
.With the Rapier maybe and extra 1% attack speed for each point in sword mastery, also dealing piercing damage instead of slashing
.For Broadswords 1% extra base damage for each point in sword mastery(ignores bonus damage from skills),deals slashing
.For Longswords maybe they could attack from further away, deals slashing
.For 2-handers 1%armour penetration for each point in sword mastery, deals slashing

This could all be applicable for other sorts of weapons but swords would probably be the easiest and most fun to introduce to, and with these unique properties would inspire weapon set changing for warriors too.

On to the weapon mod idea as this would apply to other weapons; with zealous and vampiric mods you get a small animation at the moment, I was thinking that with a zealous mod your weapon could glow purple and vampiric it could glow red, maybe asking a bit much graphically but it would be awesome, also there could be an option to hide these animations to prevent the people going 'OMG their sword glowed purple,he's usin zealous what a nub'. For more conventional mods such as sundering i'm not sure though, suggestions please?

Eddie Frenzy Spam

Eddie Frenzy Spam

Krytan Explorer

Join Date: Jul 2007

Old N Dirty [ym]

W/E

Oh god, if they start doing this I will cry.

New weapons = good, and will happen anyway.

Inherent mods available to certain weapons of a certain weapon type only = BAD.

What's going to happen is, there will mostly likely be one weapon skin with a better advantage than the other weapons of the same type (e.g swords) and that will force people to play with a sword they possibly don't like. Basically what you're doing is severly hampering peoples abilities to customize their characters looks.

What made Guild Wars great was the balance around everything, it didn't matter how cool or bad your weapon looked, they would all have the same stats, or had the option to have the same stats, Ideas like this will take alot of that away.

Quote:
Originally Posted by Xsiriss

This could all be applicable for other sorts of weapons but swords would probably be the easiest and most fun to introduce to, and with these unique properties would inspire weapon set changing for warriors too.
Also if you didn't know, warriors weapon switch ALOT anyway, between blind shields, cripple shields, vamp, sundering, ebon mods for beating on other warriors etc etc.