It's been already finalised. Skill cap will not be implemented into any later Gw's games. I already made a thread about that. Knowing the mods have deleted it. Figures. But as i'll say again. Raise the level cap...Goodbye 55 and a lot of other builds. Not to mention code rewriting yada yada...I shouldnt have to repeat myself. nuff sed. |
GW2 Suggestions Thread
Arkantos
Quote:
Lordnekroseth
Greetings!
First of all i dont envy anyone reading ALL these posts!
Its omg so many and long. But i did. Why?
Becoz i am soo interested in an good Mmorpg.
I am experienced with Wow,Gw1,Ragnarok o.,Eq1 & Eq2, Sw g... so i hope you ppl trust i have Experiance with mmorpgs-s and what woud be good for and good game.
First!
1, The best thing in Gw is the blocking. Its almost missing from all mmorpg-s. But there coud be a bit more other things..like jumping.(I heard that jumping will be in the game so thy )
2,Physical engine! The game is looking awesome anyway,But the battles and character intervention is really bad. You have no effect at the world at all. Like Sitting on a chair. Burning the grass down with fire or blasting an small hole in the ground wit fireball. Or destroying an gate with your summoned siege golem! There is noo need to make the game like HL2,but some small interaction woud be soooooo great!
3,Gw is a good game in his way but ppl get bored after some moths. Why? Becoz there is nothing to doo! Even pvp ing is the same after some time. I mean Gw is action centered game ok,but when the game gets to a point in that its dull. Like Gw is nothing more than variating skills in the best combo and wahing your char killing with them. Items are not significant at all. The gameplay shoud be a bit more expanded. Like mounts,houses and other ownership things are great feeling. Ppl love to grind for things like that. Players love to see and feel they worked for something usefull or someting they can feel (like mounts are fast travel). Titles,equipment are the same.
4, In rpg way Gw is the wors ever. Warriors and mages are only different is skillusage. It dull! There are no statics!
{Is my mage same strong as that warrior with that 2h hammmer? No difference! He has learned how to use it only difference}
No Int,Dex...no nothing. It was lazy work to make only skills. Ppl learn those skills with time and figting! Not yust to get them from some ppls. Make leveling some sense! (Check D&d). No warrior will learn throwing fireballs from nothing.
5, Let ppl use there owerpovered pve chars in pvp. But mach them with almost same geared ppl-s.
But the real fun is when ppl work hard to get lv,skills and gear to be powerfull,let them fight with the lower lv ed chars. (not like in wow you cant even move if someone i so batter geared). Like: Warrior on lv 32 can almost be same strong as the lv 12 warrior but he can dodge almost all of his hits becoz he is so experianced in fighting,but if the lv 12 hits him with the sword,lets not forget he can die the same way as anyone!(ofc wariros can take more pain,so an warrior vs warior is usually high lv win,but an mage vs warrior coud go out like:[ the high lv warior and low lv warrior fighting mage fireblasting the area and kill booth no matter of lv.]
But in other was Pvp is fun on more like 100v100. Big sieges are the best in mmorpg-s. Like Lineage! Castle sieges/ownership for guilds! Small pixel harpys flying in the air with arrows,bacground sounds(swords,cry-s,screaming). Makes battles awesome. And still you dont need an reactor to run the program.
And lets not forget in big battles there are lots of hig lv vs hig lv and hig lv vs low lv. And that makes an battle fun!
Like: High level legendary guild leader (Warrior) In the middle of battle killing ppl each after another. It realistic and its balaced still...he was playing for moths only to get money to establish guild ...not to imagine the lv-s and gear...
6, And bye the way i seen a lot of ppl camparing abaut bots selling money and things like items shoud not be centered. SORRY BUT ITS A FREE GAME. Not like in wow!
You have 32 hours to play and get medium gear and get pawned by high lv and batter geared chars that have more time. This game is free! And thy for making gw2!
First of all i dont envy anyone reading ALL these posts!
Its omg so many and long. But i did. Why?
Becoz i am soo interested in an good Mmorpg.
I am experienced with Wow,Gw1,Ragnarok o.,Eq1 & Eq2, Sw g... so i hope you ppl trust i have Experiance with mmorpgs-s and what woud be good for and good game.
First!
1, The best thing in Gw is the blocking. Its almost missing from all mmorpg-s. But there coud be a bit more other things..like jumping.(I heard that jumping will be in the game so thy )
2,Physical engine! The game is looking awesome anyway,But the battles and character intervention is really bad. You have no effect at the world at all. Like Sitting on a chair. Burning the grass down with fire or blasting an small hole in the ground wit fireball. Or destroying an gate with your summoned siege golem! There is noo need to make the game like HL2,but some small interaction woud be soooooo great!
3,Gw is a good game in his way but ppl get bored after some moths. Why? Becoz there is nothing to doo! Even pvp ing is the same after some time. I mean Gw is action centered game ok,but when the game gets to a point in that its dull. Like Gw is nothing more than variating skills in the best combo and wahing your char killing with them. Items are not significant at all. The gameplay shoud be a bit more expanded. Like mounts,houses and other ownership things are great feeling. Ppl love to grind for things like that. Players love to see and feel they worked for something usefull or someting they can feel (like mounts are fast travel). Titles,equipment are the same.
4, In rpg way Gw is the wors ever. Warriors and mages are only different is skillusage. It dull! There are no statics!
{Is my mage same strong as that warrior with that 2h hammmer? No difference! He has learned how to use it only difference}
No Int,Dex...no nothing. It was lazy work to make only skills. Ppl learn those skills with time and figting! Not yust to get them from some ppls. Make leveling some sense! (Check D&d). No warrior will learn throwing fireballs from nothing.
5, Let ppl use there owerpovered pve chars in pvp. But mach them with almost same geared ppl-s.
But the real fun is when ppl work hard to get lv,skills and gear to be powerfull,let them fight with the lower lv ed chars. (not like in wow you cant even move if someone i so batter geared). Like: Warrior on lv 32 can almost be same strong as the lv 12 warrior but he can dodge almost all of his hits becoz he is so experianced in fighting,but if the lv 12 hits him with the sword,lets not forget he can die the same way as anyone!(ofc wariros can take more pain,so an warrior vs warior is usually high lv win,but an mage vs warrior coud go out like:[ the high lv warior and low lv warrior fighting mage fireblasting the area and kill booth no matter of lv.]
But in other was Pvp is fun on more like 100v100. Big sieges are the best in mmorpg-s. Like Lineage! Castle sieges/ownership for guilds! Small pixel harpys flying in the air with arrows,bacground sounds(swords,cry-s,screaming). Makes battles awesome. And still you dont need an reactor to run the program.
And lets not forget in big battles there are lots of hig lv vs hig lv and hig lv vs low lv. And that makes an battle fun!
Like: High level legendary guild leader (Warrior) In the middle of battle killing ppl each after another. It realistic and its balaced still...he was playing for moths only to get money to establish guild ...not to imagine the lv-s and gear...
6, And bye the way i seen a lot of ppl camparing abaut bots selling money and things like items shoud not be centered. SORRY BUT ITS A FREE GAME. Not like in wow!
You have 32 hours to play and get medium gear and get pawned by high lv and batter geared chars that have more time. This game is free! And thy for making gw2!
Alaris
Hall of Monument
These ideas are to make the Hall of Monuments as rewarding as possible to the current player base, while at the same time not being too overpowered for players starting GW2 who did not play GW1.
Regarding what you put in:
Items of interest are status armor (endgame, 15k, etc), minis, gold / perfect / endgame items, etc. Festival hats. However, you should be able to keep using those items in GW1, except that you can't trade them otherwise you somehow lose it in GW2.
You could also put in gold as a one-way deposit.
Regarding titles:
Some titles you should be able to wear in GW2 (e.g. Descendent of survivor, of protector of ..., etc)
Some titles you should be able to carry with you and continue in GW2 (e.g. PvP rank, maxed titles, etc)
Some titles you should have the option to trade in for goodies (more below)
Benefits from character-based titles should vanish should you delete that character, to avoid people from repeatedly getting the survivor and masters titles, putting them in the Hall, erasing their char, and repeating. Sure that's a lot of time and effort... so perhaps they deserve it... perhaps not.
Regarding what you get back:
You should have some choices in what you get for your efforts. A credit system would be best: some items and titles automatically gives you credits, whereas others you can choose to keep as is or to trade in. The credits you get allow you to purchase special items only available through the Hall of Monuments.
Reputation system
Allows to flag a person's behavior during gameplay. Some of these can lead to titles (e.g. helpful, friendly, trustworthy), while others can lead to ANet punishing you upon verification of behavior (e.g. scammer & spammer). You also get a log of people you recently interacted with, such that those who log out are still get their evaluation.
Items included:
Helpful (e.g. answered questions, helped with quests / missions) <== each part of the idea can be voted on
Friendly (e.g. is pleasant with others)
Scammer (e.g. tries to steal accounts, etc)
Spammer (e.g. multiple repeated posts in a row)
Trustworthy (e.g. delivered on promises or refunded if he could not deliver)
RPGer (e.g. stays in character, uses language appropriate for the era, acts naturally)
Courageous (e.g. does not abandon group at first sign of failure, but rather tries to help the group recover)
It would be account-based, so making new characters does not clear the record. Also, you and others get to see your own ratings as well as how you rate others, as a detriment to abuse.
Summoner class
Ok perhaps not the best place, but I love summoning, and the current summoners just don't satisfy me because (1) spirits don't move and disappear after a set time, (2) undead have health degen thus you end up being a nurse rather than a general, and (3) the ranger's pet is a loner and has no variety except for looks and evolution (otherwise its an awesome pet, love the charm ability to get different looks).
A summoning class like I suggest can pre-cast his (small) army, and is actively involved in controlling his army / fighting instead of having to constantly heal them. His pets are varied in function and numbers. I also suggested a way to make this balanced, see the "War summoner" thread for details.
Primary attribute: reduces upkeep costs of army, so you can cast more of them.
Attribute 2: golem (max of 1 golem per caster)
Attribute 3: familiars (max number based on upkeep costs, but you can have a few)
Attribute 4: spells (support, direct attacks, etc)
Both golem and familiar attributes include skills to buff them, to heal them, to cast a few different types of them, and to make them attack with special skills.
See my "War summoner" thread for more details.
These ideas are to make the Hall of Monuments as rewarding as possible to the current player base, while at the same time not being too overpowered for players starting GW2 who did not play GW1.
Regarding what you put in:
Items of interest are status armor (endgame, 15k, etc), minis, gold / perfect / endgame items, etc. Festival hats. However, you should be able to keep using those items in GW1, except that you can't trade them otherwise you somehow lose it in GW2.
You could also put in gold as a one-way deposit.
Regarding titles:
Some titles you should be able to wear in GW2 (e.g. Descendent of survivor, of protector of ..., etc)
Some titles you should be able to carry with you and continue in GW2 (e.g. PvP rank, maxed titles, etc)
Some titles you should have the option to trade in for goodies (more below)
Benefits from character-based titles should vanish should you delete that character, to avoid people from repeatedly getting the survivor and masters titles, putting them in the Hall, erasing their char, and repeating. Sure that's a lot of time and effort... so perhaps they deserve it... perhaps not.
Regarding what you get back:
You should have some choices in what you get for your efforts. A credit system would be best: some items and titles automatically gives you credits, whereas others you can choose to keep as is or to trade in. The credits you get allow you to purchase special items only available through the Hall of Monuments.
Reputation system
Allows to flag a person's behavior during gameplay. Some of these can lead to titles (e.g. helpful, friendly, trustworthy), while others can lead to ANet punishing you upon verification of behavior (e.g. scammer & spammer). You also get a log of people you recently interacted with, such that those who log out are still get their evaluation.
Items included:
Helpful (e.g. answered questions, helped with quests / missions) <== each part of the idea can be voted on
Friendly (e.g. is pleasant with others)
Scammer (e.g. tries to steal accounts, etc)
Spammer (e.g. multiple repeated posts in a row)
Trustworthy (e.g. delivered on promises or refunded if he could not deliver)
RPGer (e.g. stays in character, uses language appropriate for the era, acts naturally)
Courageous (e.g. does not abandon group at first sign of failure, but rather tries to help the group recover)
It would be account-based, so making new characters does not clear the record. Also, you and others get to see your own ratings as well as how you rate others, as a detriment to abuse.
Summoner class
Ok perhaps not the best place, but I love summoning, and the current summoners just don't satisfy me because (1) spirits don't move and disappear after a set time, (2) undead have health degen thus you end up being a nurse rather than a general, and (3) the ranger's pet is a loner and has no variety except for looks and evolution (otherwise its an awesome pet, love the charm ability to get different looks).
A summoning class like I suggest can pre-cast his (small) army, and is actively involved in controlling his army / fighting instead of having to constantly heal them. His pets are varied in function and numbers. I also suggested a way to make this balanced, see the "War summoner" thread for details.
Primary attribute: reduces upkeep costs of army, so you can cast more of them.
Attribute 2: golem (max of 1 golem per caster)
Attribute 3: familiars (max number based on upkeep costs, but you can have a few)
Attribute 4: spells (support, direct attacks, etc)
Both golem and familiar attributes include skills to buff them, to heal them, to cast a few different types of them, and to make them attack with special skills.
See my "War summoner" thread for more details.
viper11025
Specific pets for specific classes/professions.
Example:
Any ranger can have regular pets but what if a Ritualist had the ability to have a spirit pet?
Sins could have a demon, warriors can have a small dragon, eles can have a jade armor pet, etc...
Of course the pets will have skills to go with them like rangers do and none can be used in pvp because of what they are except for the rangers pets already avalible.
I won't like PVP if theres a bunch of dragons blocking my view. >< Necros and rangers both have pets already including minions,the healing classes should be excluded for various reasons.
More detailed description:
Warrior: Dragon mastery
Assassin: Shadow/Demon mastery
Dervish/Ritualist: Spirit Mastery
Elementalist:Golem mastery
Mesmer: Spirit Mastery
Paragon: Angelic Mastery
Example:
Any ranger can have regular pets but what if a Ritualist had the ability to have a spirit pet?
Sins could have a demon, warriors can have a small dragon, eles can have a jade armor pet, etc...
Of course the pets will have skills to go with them like rangers do and none can be used in pvp because of what they are except for the rangers pets already avalible.
I won't like PVP if theres a bunch of dragons blocking my view. >< Necros and rangers both have pets already including minions,the healing classes should be excluded for various reasons.
More detailed description:
Warrior: Dragon mastery
Assassin: Shadow/Demon mastery
Dervish/Ritualist: Spirit Mastery
Elementalist:Golem mastery
Mesmer: Spirit Mastery
Paragon: Angelic Mastery
Kityn
I would like to see a true Stealth skill added to GW2. Would make you invisible on the compass but someone could still see you if they are looking. You could still be targetted using the mouse. You would be visible on the compass once you enter someones agro circle. Would make the World vs World pvp more interesting. Not sure how it could be implimented in pve but Anet could come up with a use for it.
waksi brah
I want a new profession inspired by the movie "300". Spearmen, which don't trow their spears like silly paragons. I basically want Spearmen with long spears, which they stab into their enemy. Paragons are the most absurd profession this far.
I also want to be able to carry my bow on my back, have my sword in a sheath, and daggers also, and so on. this would also be cool for when you're in a town.
I also want to be able to carry my bow on my back, have my sword in a sheath, and daggers also, and so on. this would also be cool for when you're in a town.
Xenosmilus
I play Guild Wars either solo or with 1 or 2 friends. I've done most of the content in GW since release with a local friend and henchmen / heroes and enjoyed it a lot. I used to play EQ, WoW and so on, but found them to be no fun for my playstyle and have continued to enjoy GW since I picked it up. I like the story, the immersive feel to the world and the game design that doesn't require me to raid ( which I've done before in other games and ended up hating ) or spend time looking for a group in order to progress and obtain any of the gear I want. From my point of view, this is what I'd love to see in Guild Wars 2
1/ Please keep the level grind down: One of the big reasons I keep coming back to Guild Wars and have ditched other online games is that levelling in Guild Wars is painless and incidental to the main story / plot. So it happens while I play and advance through the story without any need to grind away killing mobs. This is far superior to me than the WoW system where the quests really feel more like a veneer over "go kill x number of mobs to gain this much experience, oh and by the way we'll give you an incidental reward". In Guild Wars I often find that I'll level without expecting it. Levelling for the sake of levelling is dull and uninspired in my book.
2/ Make all content soloable / all gear acheivable by a solo or casual player: Guild Wars 1 is fantastic in this regard. Henchmen have worked well in this regard. In a number of MMOGs players who can't find a full group or who don't wish to wait around looking for a group, or who simply don't enjoy grouping with random people are made second class citizens. In these other games the top gear is shut out from people who don't enjoy or don't have the time for finding full groups. I'd hate to see content like quests, areas and equipment shut out from solo / duo type casual players.
3/ "Encouraging grouping" should not mean "Enforced grouping": I note in an interview that it was stated that Anet want to encourage grouping. If people are choosing to solo or use henchmen, taking that away from people is simply forcing them to do it in a way they don't wish to. If you want to give some sort of -bonus- for grouping, that's great. However, people who have limited blocks of time or just want to solo / duo or play through the game with 1 or 2 friends should not be penalised by not being able to do quests and so on ( see 2 )
The fact that this can be done in GW is awesome. If I can't find a group, I'm not stuck. If I want to log on and do a quest quickly for 20 or 30 minutes then log off, I'm not out of luck. If I want to take on -any- PvE content in the game, I can do it, even if I can't or don't want to group.
4/ Instancing Rocks. Shared zones not so much: Instancing in GW is good in a number of ways. Firstly, my friends and I don't have to share the world with other players unless we choose to. There are a number of good reasons that enforced sharing of the world can be negative:
a/ Immaturity of some players: Having no way to get away from "Leetuberkilla Ninjalewtz" and his buddy "Pwnu Indaface" isn't terribly conducive to the immersion in the world =) Having people steal kills, spam chat and generally act in irritating ways is a big downside for me.
b/ Camping: Having to compete for "spawns" is dull, boring and old hat. This puts my friends and I off a lot of other games.
c/ Respawn: I like that an instance essentially means no respawn is required. You fight through it and monsters stay dead.
5/ Keep the "cool stuff" focus: Festival hats, being drunk, snowball fights, fun events, armor and weapons that have all sorts of different looks, even though they have similar stats, character customisation. I find interesting appearance to items and characters way more fun than spending time looking for a weapon with a small additional bonus.
I guess my shortlist would be:
Keep it soloable / duoable. Don't lock this playstyle out of content
Instancing is awesome.
Besides the above concerns, I am genuinely excited about a number of the other things that have come up regarding GW2, such as the playable races, the potential ability to transfer some things over between games in a limited way and so on, and I'm really looking forward to seeing how the world is realised 100 years on from the original game.
Thanks!
1/ Please keep the level grind down: One of the big reasons I keep coming back to Guild Wars and have ditched other online games is that levelling in Guild Wars is painless and incidental to the main story / plot. So it happens while I play and advance through the story without any need to grind away killing mobs. This is far superior to me than the WoW system where the quests really feel more like a veneer over "go kill x number of mobs to gain this much experience, oh and by the way we'll give you an incidental reward". In Guild Wars I often find that I'll level without expecting it. Levelling for the sake of levelling is dull and uninspired in my book.
2/ Make all content soloable / all gear acheivable by a solo or casual player: Guild Wars 1 is fantastic in this regard. Henchmen have worked well in this regard. In a number of MMOGs players who can't find a full group or who don't wish to wait around looking for a group, or who simply don't enjoy grouping with random people are made second class citizens. In these other games the top gear is shut out from people who don't enjoy or don't have the time for finding full groups. I'd hate to see content like quests, areas and equipment shut out from solo / duo type casual players.
3/ "Encouraging grouping" should not mean "Enforced grouping": I note in an interview that it was stated that Anet want to encourage grouping. If people are choosing to solo or use henchmen, taking that away from people is simply forcing them to do it in a way they don't wish to. If you want to give some sort of -bonus- for grouping, that's great. However, people who have limited blocks of time or just want to solo / duo or play through the game with 1 or 2 friends should not be penalised by not being able to do quests and so on ( see 2 )
The fact that this can be done in GW is awesome. If I can't find a group, I'm not stuck. If I want to log on and do a quest quickly for 20 or 30 minutes then log off, I'm not out of luck. If I want to take on -any- PvE content in the game, I can do it, even if I can't or don't want to group.
4/ Instancing Rocks. Shared zones not so much: Instancing in GW is good in a number of ways. Firstly, my friends and I don't have to share the world with other players unless we choose to. There are a number of good reasons that enforced sharing of the world can be negative:
a/ Immaturity of some players: Having no way to get away from "Leetuberkilla Ninjalewtz" and his buddy "Pwnu Indaface" isn't terribly conducive to the immersion in the world =) Having people steal kills, spam chat and generally act in irritating ways is a big downside for me.
b/ Camping: Having to compete for "spawns" is dull, boring and old hat. This puts my friends and I off a lot of other games.
c/ Respawn: I like that an instance essentially means no respawn is required. You fight through it and monsters stay dead.
5/ Keep the "cool stuff" focus: Festival hats, being drunk, snowball fights, fun events, armor and weapons that have all sorts of different looks, even though they have similar stats, character customisation. I find interesting appearance to items and characters way more fun than spending time looking for a weapon with a small additional bonus.
I guess my shortlist would be:
Keep it soloable / duoable. Don't lock this playstyle out of content
Instancing is awesome.
Besides the above concerns, I am genuinely excited about a number of the other things that have come up regarding GW2, such as the playable races, the potential ability to transfer some things over between games in a limited way and so on, and I'm really looking forward to seeing how the world is realised 100 years on from the original game.
Thanks!
Uthmanz
I would love GW2 for PC & Mac - i play Gw less now and Wow more, now that i have switched to a mac, because Wow works on Mac as well as PC so i dont have to reboot and use bootcamp to play, i dont want to turn this in to a Wow and Gw battle by any means - its just i have to reboot my system into windows mode everytime to play Gw and im a guildwars fan, so i make efford and do the extra step and reboot when im felling that Gw "jones".
There are not many mac gamers to pc gamers but mostly every mac user are avid gamers - i work at that the apple store and every worker at that apple store, were gamers - everyone that brought a mac this year where 90% gamers and the Pc people that were thinking about switching asked if it could run their games via a bootcamp windows installation on the mac - i dont know how many times i said yes to this question, but there are alot of gamers for macs (now that they have switch to using intel chips.)
if you can give mac gamers that play wow a choice, on there macs with an option to play Gw2 with no monthy fee i belive every mac consumer will buy Gw2 if not Gw2 most will giving anet a strong mac based community playing there game there servers. thank you and if i offended anyone by this im sorry....
- Armor
There are not many mac gamers to pc gamers but mostly every mac user are avid gamers - i work at that the apple store and every worker at that apple store, were gamers - everyone that brought a mac this year where 90% gamers and the Pc people that were thinking about switching asked if it could run their games via a bootcamp windows installation on the mac - i dont know how many times i said yes to this question, but there are alot of gamers for macs (now that they have switch to using intel chips.)
if you can give mac gamers that play wow a choice, on there macs with an option to play Gw2 with no monthy fee i belive every mac consumer will buy Gw2 if not Gw2 most will giving anet a strong mac based community playing there game there servers. thank you and if i offended anyone by this im sorry....
- Armor
Alaris
1) Give yourselves a raise. You deserve it.
2) Integrate the "group search feature" with the chat: when using it, it regularly announces it in the chat (GLF 'whatever' 5/8), so non-users can see it an join in. Similarly, those people typing in GLF get added to the search under a non-classified category (cuz you don't know if they are mission, quest, or just bonuses). Same for WTS / WTB, except that they go under trade.
3) Color-code location in chats, thus encouraging people to find each other and group when chatting about a given topic. For example: red is north of your location, green is south, yellow is east, blue is west. Saturation is related to the distance, with white being nearby. So if you see a bunch of posts in red, you know those guys are north of you. Moreover, if you group up, you can safely ignore all colored posts (because you'll all be white to each other due to proximity) and know you won't miss a bit of the important conversation. Plus if you want to buy something off of someone else, you know where to find them.
4) Stealth: It's been said before, but it needs to be said again. Skills to reduce aggro, reduce visibility to human eyes / radar, and counters. It adds elements of strategy and suspence.
5) All races - all professions motto: you should be able to combine all races with all primary professions, and you should have good reasons to do so. I loved being a Night Elf in the WoW trial, but I couldn't be that class that summons demons with that race. I much preferred the "Pick any two professions" model of GW, especially with their money back guarantee (switch the secondary anytime). Each race should have incentives to combine with any professions. For example, the Norn shape-shifting should include animal forms useful to spell casters.
6) Play-style choice: GW has amazing diversity in play-style offered, which you can only appreciate by trying them out. Each is balanced and fun.
You have competitive PvP such as GvG, random arena, team arena, hero battles, and you have different styles of PvE, including instancing, and missions, which can be done with heroes, henchs, and other people. Only occasionally do I have to do something such as completing a mission or crossing an instance via a few quests, to access what I want to do. I can choose to spend most of my time playing missions with heroes & henchs, or go around questing forever with friends.
*My choice.* Keep it that way.
I'm all for persistent world & casual PvP, I think they'll be great additions, both of which I will spend much time enjoying I am sure. But whenever possible, give me a choice. Perhaps I can cross the same area via instance with a group of henchs, or via a mission, or via a persistent version of the same area. Have the instance reflect the current state of the persistent world. But give me choices whenever possible.
7) Steal the "monster play" feature from LOTRO. Let them brag that GW2 stole the idea, they deserve the credit for the good idea.
8) Allow us a way to combine skins with any attributes & weapon mods. I love the armor insigna & rune model, the weapon with their two parts, etc. But sometimes you have restrictions on what you can extract and combine.
That's about it for now.
Alaris
2) Integrate the "group search feature" with the chat: when using it, it regularly announces it in the chat (GLF 'whatever' 5/8), so non-users can see it an join in. Similarly, those people typing in GLF get added to the search under a non-classified category (cuz you don't know if they are mission, quest, or just bonuses). Same for WTS / WTB, except that they go under trade.
3) Color-code location in chats, thus encouraging people to find each other and group when chatting about a given topic. For example: red is north of your location, green is south, yellow is east, blue is west. Saturation is related to the distance, with white being nearby. So if you see a bunch of posts in red, you know those guys are north of you. Moreover, if you group up, you can safely ignore all colored posts (because you'll all be white to each other due to proximity) and know you won't miss a bit of the important conversation. Plus if you want to buy something off of someone else, you know where to find them.
4) Stealth: It's been said before, but it needs to be said again. Skills to reduce aggro, reduce visibility to human eyes / radar, and counters. It adds elements of strategy and suspence.
5) All races - all professions motto: you should be able to combine all races with all primary professions, and you should have good reasons to do so. I loved being a Night Elf in the WoW trial, but I couldn't be that class that summons demons with that race. I much preferred the "Pick any two professions" model of GW, especially with their money back guarantee (switch the secondary anytime). Each race should have incentives to combine with any professions. For example, the Norn shape-shifting should include animal forms useful to spell casters.
6) Play-style choice: GW has amazing diversity in play-style offered, which you can only appreciate by trying them out. Each is balanced and fun.
You have competitive PvP such as GvG, random arena, team arena, hero battles, and you have different styles of PvE, including instancing, and missions, which can be done with heroes, henchs, and other people. Only occasionally do I have to do something such as completing a mission or crossing an instance via a few quests, to access what I want to do. I can choose to spend most of my time playing missions with heroes & henchs, or go around questing forever with friends.
*My choice.* Keep it that way.
I'm all for persistent world & casual PvP, I think they'll be great additions, both of which I will spend much time enjoying I am sure. But whenever possible, give me a choice. Perhaps I can cross the same area via instance with a group of henchs, or via a mission, or via a persistent version of the same area. Have the instance reflect the current state of the persistent world. But give me choices whenever possible.
7) Steal the "monster play" feature from LOTRO. Let them brag that GW2 stole the idea, they deserve the credit for the good idea.
8) Allow us a way to combine skins with any attributes & weapon mods. I love the armor insigna & rune model, the weapon with their two parts, etc. But sometimes you have restrictions on what you can extract and combine.
That's about it for now.
Alaris
crusnk
Being a real stealth assassin would be really, really something. But there are some things about stealth that would make it almost useless: with ctrl-button (or was it alt) you can see enemies thus making stealth kind of useless when the enemy sees your name and also using tab you can quickly scroll over enemies you have against you. Of course these are only problems with the current GW interface.
But yeah, some sort of stealth for assassins-like class.
But yeah, some sort of stealth for assassins-like class.
Lordnekroseth
Ok ok! Ppl want to have balance in pvp,but pls mates notice!
Start pvp char get the best gear in 1 min and everything!(ok not skills). And then you only need to play. But that gets boring in 2-3 days.
Playing the storyline is not big time. And what efter? Only pvp.
Think of it. Making ppl getting new and stronger items. Getting higher lv and getting more powerfuller is making the game longer,and wants them to play longer. They get goals. Not like diablo.....endless killiing with same mobs and(in gw players) with same gear and same places and same everything.
The unbalace coud be solved sooooo easy! Make pvp goals for each lv area! Everyone coud pvp every area!
On the 1-9 area there are like 4-5 mayor guilds that will make you chose what lesser faction will you join later.
Like 1-9 area vs 1-9 area from opposing faction(s).
Quest: Lv player needs to kill 3 Lv 6 player. The lv 1 citys are the biggst. And cant be captured. But the area from 10-19 is capturable.
Higher level ppl can come to low Lv area. But there is an limatition of there number.
Like: No more than 15 Lv35+ can come in the Lv20-29 area.
There woud be no problem small Lv players get ganked or killed to easy. 3-4 player can kill the higher level players easy. They can team up anytime.
Another Thing :
Making more skills and lv does not do anything. Make other system. All charachters shoud be able to use basic abilitys. Like sit,attack,throw(weapon). And classes like warriros coud chose there skilltrees like
Meele-Warrior-Babarian.
Meele-Warrior-Baldemaster
Same with casters:
Caster-summoner-necromancer
Caster-summoner-elementalist
Caster-Divine-Monk
All caster get Arcane-bolt.
After Caster class everyone can cast acrane blast/bolt. Even monks
Ther are some basic skills that everyone can use.
And some are only usable for those who specialyze themselfs futher.
So pls make some effort making this game! Dont let Gw2 be an mindless acion rpg. With mindless hack & sla..
Anyone know wher can i sugest these things to the areanet guys directly or somehow?
Start pvp char get the best gear in 1 min and everything!(ok not skills). And then you only need to play. But that gets boring in 2-3 days.
Playing the storyline is not big time. And what efter? Only pvp.
THE BIGGEST PROBLEM IS
this game is short!
this game is short!
Think of it. Making ppl getting new and stronger items. Getting higher lv and getting more powerfuller is making the game longer,and wants them to play longer. They get goals. Not like diablo.....endless killiing with same mobs and(in gw players) with same gear and same places and same everything.
The unbalace coud be solved sooooo easy! Make pvp goals for each lv area! Everyone coud pvp every area!
On the 1-9 area there are like 4-5 mayor guilds that will make you chose what lesser faction will you join later.
Like 1-9 area vs 1-9 area from opposing faction(s).
Quest: Lv player needs to kill 3 Lv 6 player. The lv 1 citys are the biggst. And cant be captured. But the area from 10-19 is capturable.
Higher level ppl can come to low Lv area. But there is an limatition of there number.
Like: No more than 15 Lv35+ can come in the Lv20-29 area.
There woud be no problem small Lv players get ganked or killed to easy. 3-4 player can kill the higher level players easy. They can team up anytime.
Another Thing :
Making more skills and lv does not do anything. Make other system. All charachters shoud be able to use basic abilitys. Like sit,attack,throw(weapon). And classes like warriros coud chose there skilltrees like
Meele-Warrior-Babarian.
Meele-Warrior-Baldemaster
Same with casters:
Caster-summoner-necromancer
Caster-summoner-elementalist
Caster-Divine-Monk
All caster get Arcane-bolt.
After Caster class everyone can cast acrane blast/bolt. Even monks
Ther are some basic skills that everyone can use.
And some are only usable for those who specialyze themselfs futher.
So pls make some effort making this game! Dont let Gw2 be an mindless acion rpg. With mindless hack & sla..
Anyone know wher can i sugest these things to the areanet guys directly or somehow?
Komradkyle
I would like to see more animations with character faces, weapons, and possibly armor. It would also be cool if there was a setting where your characters said verbal taunts. Or some monster screamed "DIE" for example.
CowTrix
1. Fix the goddamn cut scenes!
2. Jumping over stuff, going off edges, not so restricted movement.
3. More motivation for completing quests. E.g. unique items, armour, skills, ranks.
4. Large scale battles. I want to see hundreds of characters in a massive battle against each other - with a vote appointed general who can direct "troops" across the battlefield. I think this would really bring a new level to GW.
5. Environment interaction - you're in an instance. Therefore, absolutely no harm can come from BLOWING UP, KNOCKING DOWN AND DEMOLISHING IT!!!!
2. Jumping over stuff, going off edges, not so restricted movement.
3. More motivation for completing quests. E.g. unique items, armour, skills, ranks.
4. Large scale battles. I want to see hundreds of characters in a massive battle against each other - with a vote appointed general who can direct "troops" across the battlefield. I think this would really bring a new level to GW.
5. Environment interaction - you're in an instance. Therefore, absolutely no harm can come from BLOWING UP, KNOCKING DOWN AND DEMOLISHING IT!!!!
GourangaPizza
Revision of GW2 Mission System
GW's way of presenting its storyline and PvE gameplay is unique and astonished me. Players have to do missions in order for them to advance in missions. However most missions are very linear which have the players to proceed from Point A to Point B, to slay the baddie, completing the mission by doing so.
My proposition is to add some varieties to it. E.g. After the players having slayed Kanaxai, the whole dungeon starts to collapse, and they have to escape and fight the fleeing monsters at the same time to achieve completion.
Another way is to add a ranking system for missions completion. For those familiar with Hitman series, the best rank is obtained when you avoid unnecessary killings as much as possible. The same rule can be applied to GW2. Players will be given ratings based on how they complete the mission. This is to encourage them to try to explore and find other creative ways to complete mission objectives, instead of just blindly wiping out monsters to get there. E.g. The elementalist can opt to nuke the cave walls to trap the enemies, since GW2 have destructible environment.
GW's way of presenting its storyline and PvE gameplay is unique and astonished me. Players have to do missions in order for them to advance in missions. However most missions are very linear which have the players to proceed from Point A to Point B, to slay the baddie, completing the mission by doing so.
My proposition is to add some varieties to it. E.g. After the players having slayed Kanaxai, the whole dungeon starts to collapse, and they have to escape and fight the fleeing monsters at the same time to achieve completion.
Another way is to add a ranking system for missions completion. For those familiar with Hitman series, the best rank is obtained when you avoid unnecessary killings as much as possible. The same rule can be applied to GW2. Players will be given ratings based on how they complete the mission. This is to encourage them to try to explore and find other creative ways to complete mission objectives, instead of just blindly wiping out monsters to get there. E.g. The elementalist can opt to nuke the cave walls to trap the enemies, since GW2 have destructible environment.
Puliver
Quote:
Originally Posted by Lordnekroseth
Another Thing :
Making more skills and lv does not do anything. Make other system. All charachters shoud be able to use basic abilitys. Like sit,attack,throw(weapon). And classes like warriros coud chose there skilltrees like Meele-Warrior-Babarian. Meele-Warrior-Baldemaster Same with casters: Caster-summoner-necromancer Caster-summoner-elementalist Caster-Divine-Monk All caster get Arcane-bolt. After Caster class everyone can cast acrane blast/bolt. Even monks Ther are some basic skills that everyone can use. And some are only usable for those who specialyze themselfs futher. So pls make some effort making this game! Dont let Gw2 be an mindless acion rpg. With mindless hack & sla.. |
Something that would bring more "reality" into the game is making the possibility to get more influence of Gods into game (pve). For those players who wants to play a real rpg, is good to have the oportunity to "switch on" (by making decision at temple or so) to be a devotianal and after that you must obey your God's rules. When not, you are punished, when you please him, you are rewarded (maybe time blessing for beter dmg against Y1, but you are less effective against others or so). You can pray for your blessings at some places, without altar you can gain only basic things like health or so, but not blessings ..., but you can not pray very offten, this will annoy your God and decrese favor. With each pray you are "spending" your favor but with obeying God's rules, you are gaining it. Praying can be made the way, that each blessing cost different ammount of favor and new blessings can be gained throug special "God's" quests or maybe by just "giving up" enough favor for free to your God, like you made good deeds and you want nothing in return, so God see fit that from this point you can be blessed by this blessing. When you displease your God enough, you can get hexes or lost health. Loosing favor can occur even when you do bad deeds like not solving the quest a good way, but instead I kill the person, I get more loot, but Dwayna is displeased...
Alaris
Quote:
Originally Posted by Puliver
The game should be more "realistic" like my char is developing during the course of my actions. Like I must choose the way a want to go through the game and so I become more specialized. I'm first only normal person "tabula rasa", then I choose to become caster like or melee like or something between ... later I can be summoner and after that I can become absolutely specialized like warlock, necromancer ... like you have written.
|
However, you could have something like that as a way to develop your character "outside" of levelling. For example, you could join certain groups with given agendas, and if you do quests for them (and transfer factions), you could get access to goodies that only they have. I liked the system in Factions, where it was possible to get the goodies from both sides with the same char, but you still had some work to do to get to later areas on either side. If I'm not mistaken, we might get to see more of that in GW:EN.
I also really like the idea of possible multiple quests endings, with different rewards. In Nightfall, you sometimes had to make choices early on, which could branch the storyline in one of 2 directions. Nice touch. But I'd also like to see cases where you can complete quests in different ways, each way has its different rewards. Kill fewer ennemies, you might get on Dwayna's side, but kill many, Grenth's. Balthazar if you go head first fighting, Lyssa if you find a secret back door. Different rewards. And allow players to repeat those quests so that they can try the different ways, if they want to (I know I will).
I really like the current system where most useful things are relatively easy to get, e.g. heroes, max armor & weapons, skills, but where cosmetic prestige items are the hard ones to get (e.g. endgame armor is 15k a piece, titles). That means that even though the game can be finished within the time frame of most games out there, there is plenty to do afterwards for those who want to. Personally, I have 4 titles, and I'll be getting Razah & endgame Paragon armor while waiting for hard mode.
Lordnekroseth
Strange!
I dont know why ppl are so aginst leveling and getting batter items!
But the most of ppl here want to get the best gear easy!
Then why dont we all play same characters and same gear and lv and everything? It woud be soo boring like gw is getting now. What woud be the fun? Spamming the same spells and skills on eachoter,and hoping we win not the other.
Why dont ppl like these go and play warcraftrpg maps? where they mutiplay and have same gear and skills. Or play singleplayer games and go godmode.
I dont know why ppl are so aginst leveling and getting batter items!
But the most of ppl here want to get the best gear easy!
Then why dont we all play same characters and same gear and lv and everything? It woud be soo boring like gw is getting now. What woud be the fun? Spamming the same spells and skills on eachoter,and hoping we win not the other.
Why dont ppl like these go and play warcraftrpg maps? where they mutiplay and have same gear and skills. Or play singleplayer games and go godmode.
Fred Kiwi
The current pczone article on GW2 has intrigued me: http://www.computerandvideogames.com....php?id=161479
It mentions huge pvp battle areas where anyone can join in and do what the hell they want pve style (think fort aspenwood but much much bigger).
So I suggest:
- Have voice command menus/audible shouts, much like a typical shooter would have, so that someone can just tap lets say a button like z and then a list of commands comes up that they can activate with a mouse click. I think this would rock and make it much easier to get information out without having to type, ie stuff like "Close the gate!" if there is an army coming over a hill. Obviously you'd have a limit on commands to stop spammers, and maybe a communitive vote to mute people or something..I dunno.
-Have a rank/title system for the world versus world games that actually gives you tangible benefits. Like so it would be like a combination of the sunspear title track and kurz/lux faction titles (ie you get 'World faction' for kills and objectives etc) we have now and except you maybe get to order around a squad of npcs if you get the highest tier or something.
It mentions huge pvp battle areas where anyone can join in and do what the hell they want pve style (think fort aspenwood but much much bigger).
So I suggest:
- Have voice command menus/audible shouts, much like a typical shooter would have, so that someone can just tap lets say a button like z and then a list of commands comes up that they can activate with a mouse click. I think this would rock and make it much easier to get information out without having to type, ie stuff like "Close the gate!" if there is an army coming over a hill. Obviously you'd have a limit on commands to stop spammers, and maybe a communitive vote to mute people or something..I dunno.
-Have a rank/title system for the world versus world games that actually gives you tangible benefits. Like so it would be like a combination of the sunspear title track and kurz/lux faction titles (ie you get 'World faction' for kills and objectives etc) we have now and except you maybe get to order around a squad of npcs if you get the highest tier or something.
Aar0n
-Much more physical combat. Sure, now, I can just move up to my target and spam my skills in sequence. In GW2, I want to worry about my opponent picking me up and throwing me into a wall. I want to be able to roll out of the way of a troll swinging a club at me. I also want my Elementalist's fireball to blow my opponent back some distance and make a huge scorch mark in the ground. All in all, believable combat will add a lot to the game's immersion; I won't just stand there while a 50-foot demon swings his sword at me. As masochistic as it sounds, I want to be crushed, slammed, and thrown.
-Better enviorments. In GW as it is, I have the occasional moment where I think "Oh, that looks nice." In GW2, I want to fill up my screenshots folder. I want to be able to just chill in the village tavern, so swim in a river until I find where it drains off into a lake, and to climb the highest mountain I can find just for the heck of it.
-VERY personal weapons and armor. Add several hardpoints to each weapon and armor piece where I can modify them. Like, a single metal spaulder mixed with studded leather and chainmail for my Warrior. A bloodstained robe for my Necromancer. Expensive mods could add glowing sigils or auras, or even personal inscriptions. In addition, my sword could have one of many pommels, handguards, even fullers.
-More advanced AI. I want to be able to stalk the hills until I find a Charr encampment, then I want to be able to make mayhem by sending a fireball right into their tents. Having the enemy spread out, flank me, or try to break my group's formation would be VERY cool.
-Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game.
More to come.
-Better enviorments. In GW as it is, I have the occasional moment where I think "Oh, that looks nice." In GW2, I want to fill up my screenshots folder. I want to be able to just chill in the village tavern, so swim in a river until I find where it drains off into a lake, and to climb the highest mountain I can find just for the heck of it.
-VERY personal weapons and armor. Add several hardpoints to each weapon and armor piece where I can modify them. Like, a single metal spaulder mixed with studded leather and chainmail for my Warrior. A bloodstained robe for my Necromancer. Expensive mods could add glowing sigils or auras, or even personal inscriptions. In addition, my sword could have one of many pommels, handguards, even fullers.
-More advanced AI. I want to be able to stalk the hills until I find a Charr encampment, then I want to be able to make mayhem by sending a fireball right into their tents. Having the enemy spread out, flank me, or try to break my group's formation would be VERY cool.
-Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game.
More to come.
Lordnekroseth
Thank you Fred kiwi
the ida of influance of the ranks/titles is a good id. i think.
Like pvp ranks : scout->footman->captain->....
And scouts get ability like faarsight,captains like inspire quad. GEnerals get bigger advantagement like making some tactics for the battle like: placing the siege weapons.
Other ways give ranks interraction in the pve world to. Lets not forget an captain in the city gets more respect, he shoud coud call 1-2guards in 1 day for help. Or get acces to the city barrack, then he does not needs the sleep in the inn.
Generals get free house,if you get merchantleader status you get an shop ect,or can establish an distributing shop for other merchants.
For the crafting system AarOn minigames are good ida,anyone playing eq2 knows what the best crafting system is. IT was never boring,ppl coud even go craft without playing. Second this scavanging gathering is a bit wierd,make ppl get mining,or herbalism. Or make mines for npc-s and let ppl inside to mine.
By the way Auction house will not stop the spamm(it didnt stop it in wow),but it is a great idia,yust like the option players can make themselfs shopbots(like in lineage2). You set your character in for prizes,others can click on you and see your wares and can buy them from you.
the ida of influance of the ranks/titles is a good id. i think.
Like pvp ranks : scout->footman->captain->....
And scouts get ability like faarsight,captains like inspire quad. GEnerals get bigger advantagement like making some tactics for the battle like: placing the siege weapons.
Other ways give ranks interraction in the pve world to. Lets not forget an captain in the city gets more respect, he shoud coud call 1-2guards in 1 day for help. Or get acces to the city barrack, then he does not needs the sleep in the inn.
Generals get free house,if you get merchantleader status you get an shop ect,or can establish an distributing shop for other merchants.
For the crafting system AarOn minigames are good ida,anyone playing eq2 knows what the best crafting system is. IT was never boring,ppl coud even go craft without playing. Second this scavanging gathering is a bit wierd,make ppl get mining,or herbalism. Or make mines for npc-s and let ppl inside to mine.
By the way Auction house will not stop the spamm(it didnt stop it in wow),but it is a great idia,yust like the option players can make themselfs shopbots(like in lineage2). You set your character in for prizes,others can click on you and see your wares and can buy them from you.
Andrew_
Right... 1stly apologies if this HAS been mentioned, but regarding the Hall of Monuments, it would appear that you can 'transfer' titles, minipets, maybe even items? But what if, your character's soul (from GW 1) could be kept in the mists, and then summoned back into a new body? It would have to be only accessible by completing a very hard, high-end quest in Guild Wars 2 (otherwise people would just be able to start with their experienced char.), with a corresponding, equally challenging quest in Guild Wars 1.
Perhaps the character in GW 2 will receive certain benefits (such as having a large no. of skills unlocked if in GW they had UAS or close to it), maybe coming into the game with a level based on their XP in GW 1? I dunno, just a thought, if you don't like it, try not to flame.
PS: I don't have a character that has FOW armour, or such hard to aquire things, I would just like to hang onto my character for sentimentality (ie. same name, same appearance etc)
Stormwake_
Perhaps the character in GW 2 will receive certain benefits (such as having a large no. of skills unlocked if in GW they had UAS or close to it), maybe coming into the game with a level based on their XP in GW 1? I dunno, just a thought, if you don't like it, try not to flame.
PS: I don't have a character that has FOW armour, or such hard to aquire things, I would just like to hang onto my character for sentimentality (ie. same name, same appearance etc)
Stormwake_
Sithicus
My 2 cents
Level cap:
Making no level cap will probably either have no influence on the skills (like in morrowind) or have fading influence after some time in order to be balanced for newcomers.
Skills:
The best and worst part of GW was his skills. A good combo/usage of them could mean a victory and a bad combo or bad usage almost always spells defeat. The skills ensured balance and caused monotony. Arena net could go for "what you do more often you get better at" prinicple (like morrowind). You cast spells of certain attribute and become better at them. You fight a lot and your attacks deal more damage. But this ain't flexible though Imagine getting some high rank in fighting and decide you want to be a spellcaster. Tedios to reach the same level again.
Items:
They weren't unique but kept the balance. Apparently people want more customization of their weapons or atleast make them so unique no one has a same sword like them. This is quite elitistic and I really don't agree with them.
Ok I have no idea what arena net will do but I know what I don't want her to do:
1. Make PvP unbalanced or balanced through racial differences (like Charrs>Humans Humans>Sylvani, Sylvani>Charrs) I want skills to be balanced so all races/proffesions are more or less equal. I want that skills decide the winner of the battle not the time invested in the game
2. I don't want it to be unaccessible through dial up.
3. I don't want items that level with me.
4. I don't want NPC for hire to be completely removed from game.
Level cap:
Making no level cap will probably either have no influence on the skills (like in morrowind) or have fading influence after some time in order to be balanced for newcomers.
Skills:
The best and worst part of GW was his skills. A good combo/usage of them could mean a victory and a bad combo or bad usage almost always spells defeat. The skills ensured balance and caused monotony. Arena net could go for "what you do more often you get better at" prinicple (like morrowind). You cast spells of certain attribute and become better at them. You fight a lot and your attacks deal more damage. But this ain't flexible though Imagine getting some high rank in fighting and decide you want to be a spellcaster. Tedios to reach the same level again.
Items:
They weren't unique but kept the balance. Apparently people want more customization of their weapons or atleast make them so unique no one has a same sword like them. This is quite elitistic and I really don't agree with them.
Ok I have no idea what arena net will do but I know what I don't want her to do:
1. Make PvP unbalanced or balanced through racial differences (like Charrs>Humans Humans>Sylvani, Sylvani>Charrs) I want skills to be balanced so all races/proffesions are more or less equal. I want that skills decide the winner of the battle not the time invested in the game
2. I don't want it to be unaccessible through dial up.
3. I don't want items that level with me.
4. I don't want NPC for hire to be completely removed from game.
silvershock
- More effects to weapons and armor (glows, aura's, etc.)
- 1 world map and no boat travel(could be implemented in GW1 aswell)
- Central Market place where people can take place behind market stands and sell their items whilst being afk(or not)
-More features to make your character unique. (compared to the rest of the players)
- Limited map travel. (so that characters can no longer just go to a place in 2 seconds.) Instead make region capital's where you can map travel to and walk the last few miles on your own.(Imagine being to travel only to Droknars, Lions arch, Ascalon city, Henge of denravi and the Amnoon oasis)
Since their will be a persistent world this will make players need to "walk the earth more" which will make the persistent world better and more lively.
Next Gen Alliance battles for Guild Wars 2
In guild wars 2, you should be able to make you own guilds n stuff just like in guild wars 1. But here come's the catch; alliances should work differently.
An alliance should be a massive army of not just several guilds, but with a maximum of 20 to 50 guilds, depending on how much players a "world" can harbor. The battles between these alliances should be a new pvpve option.
These alliances will then fight over land and territory, comparable to factions. But this time they will have more freedom and The leaders are humans, not npc's. There are certain areas in Tyria that can be conquered. An alliance can only own 1 of these areas, else the mayor alliance's would own the entire land and the smaller alliances would have nothing.
Of course the Mayor alliance would still own the mayor cities, where they rightfully fought for. But Smaller, less skilled alliances shouldn't be left out on all the fun. Each area which is conquerable should be occupied by NPC's the first time an alliance attacks it. After this happens, The wars between guild alliances can start. Smaller alliances will fight over the less important land, while the big alliance fight over Lions arch for example. Of course there should be quite a bit of these conquerable areas to keep the alliances powerfull enough to conquer land pleased.
Also, alliances can mod the land they own. For instance, alliance A is controlling Lions arch. While they controll this city, they can change it a little, meaning flags of the alliance hanging at pre designated points, alliance npc's guarding the city, that sort of thing. Also each conquerable area should have a place where the alliance that owns it can build their base. Of course you would have to buy the buildings n such you build in that area with alliance faction you gain during alliance battles, but once you've "unlocked" them by having build them before, the price will go down a bit, because else you have to invest faction over and over again each time you get driven of your land.
I can hear you thinking; But wouldn't you have to be online for 24/7 to defend your piece of land? Else you might check up on guild wars 2 and have lost all you'r hard earned land in the time you weren't playing. No this isn't the case. You can only lose land if you challenge another alliance or get challenged by another alliance and accept and lose 3 battles. In order to prevent alliances from conquering a piece of land and then never doing a battle again to preserve their land, alliances should do a number of alliance battles every 2 months. If you don't do this,you will lose your land automaticly.
These alliance battles will be kinda simmilar to the world battles suggested by Anet, only on a smaller scale and with more up to 25 to 10 vs 25 to 10 players + 25 to 10 bots on each side. the number depends on how important the land is you control. This way you dont need half you alliance to be online to do a battle. As long as you have enough players online to do a battle. (50 if you are a big alliance of 20+ guilds, but then that should not be a problem )
I also mentioned alliance npcs. Lets face it, guild are bands of heroes, but alliance are huge armies who need more than just human players. Alliance npc's are comparable to normal npc guards in guild wars 1. Of course they come in various classes, but they should be present when an alliance is in controll of a city/piece of land.
Just to make you get a better idea of how this would effect the gw2 world: You and your guildies are hunting a high level drake near droknar's. Suddenly you are ambushed by ice golems and find yourself in a bad position. Fortunatly, some "blablabla" alliance guards(npc's) happen to be patrolling nearby and hear your shouts. They rush to your position and help you defeat the ice golems.
A few days later you and you're alliance deicide it's time you conquered a better piece of land. After some alliance battle scrimmages you feel you are ready, and you set up a medium lvl alliance battle for the sanctum cay area. After a brutal fight which lasts 1 and a half hour your alliance wins 2 out of 3 battles. After cheering and getting drunk on hunters ale, you and the fellow guild leaders in you alliance decide to start "decorating the place".
After finishing you new base of operations a few weeks pass by, but suddenly you get a challenge to an alliance war. Your alliance seems to be sober enough to fight so you accept. Unfortunaly you lose 2 out of 3 matches and get kicked out again. This time you feel you need to step down a bit and do a small alliance battle over the dunes of despair area. You win and decide you don't want to move every 5 seconds so you decline challenges for the next 5 weeks.
Hope you guys like the idea.
- 1 world map and no boat travel(could be implemented in GW1 aswell)
- Central Market place where people can take place behind market stands and sell their items whilst being afk(or not)
-More features to make your character unique. (compared to the rest of the players)
- Limited map travel. (so that characters can no longer just go to a place in 2 seconds.) Instead make region capital's where you can map travel to and walk the last few miles on your own.(Imagine being to travel only to Droknars, Lions arch, Ascalon city, Henge of denravi and the Amnoon oasis)
Since their will be a persistent world this will make players need to "walk the earth more" which will make the persistent world better and more lively.
Next Gen Alliance battles for Guild Wars 2
In guild wars 2, you should be able to make you own guilds n stuff just like in guild wars 1. But here come's the catch; alliances should work differently.
An alliance should be a massive army of not just several guilds, but with a maximum of 20 to 50 guilds, depending on how much players a "world" can harbor. The battles between these alliances should be a new pvpve option.
These alliances will then fight over land and territory, comparable to factions. But this time they will have more freedom and The leaders are humans, not npc's. There are certain areas in Tyria that can be conquered. An alliance can only own 1 of these areas, else the mayor alliance's would own the entire land and the smaller alliances would have nothing.
Of course the Mayor alliance would still own the mayor cities, where they rightfully fought for. But Smaller, less skilled alliances shouldn't be left out on all the fun. Each area which is conquerable should be occupied by NPC's the first time an alliance attacks it. After this happens, The wars between guild alliances can start. Smaller alliances will fight over the less important land, while the big alliance fight over Lions arch for example. Of course there should be quite a bit of these conquerable areas to keep the alliances powerfull enough to conquer land pleased.
Also, alliances can mod the land they own. For instance, alliance A is controlling Lions arch. While they controll this city, they can change it a little, meaning flags of the alliance hanging at pre designated points, alliance npc's guarding the city, that sort of thing. Also each conquerable area should have a place where the alliance that owns it can build their base. Of course you would have to buy the buildings n such you build in that area with alliance faction you gain during alliance battles, but once you've "unlocked" them by having build them before, the price will go down a bit, because else you have to invest faction over and over again each time you get driven of your land.
I can hear you thinking; But wouldn't you have to be online for 24/7 to defend your piece of land? Else you might check up on guild wars 2 and have lost all you'r hard earned land in the time you weren't playing. No this isn't the case. You can only lose land if you challenge another alliance or get challenged by another alliance and accept and lose 3 battles. In order to prevent alliances from conquering a piece of land and then never doing a battle again to preserve their land, alliances should do a number of alliance battles every 2 months. If you don't do this,you will lose your land automaticly.
These alliance battles will be kinda simmilar to the world battles suggested by Anet, only on a smaller scale and with more up to 25 to 10 vs 25 to 10 players + 25 to 10 bots on each side. the number depends on how important the land is you control. This way you dont need half you alliance to be online to do a battle. As long as you have enough players online to do a battle. (50 if you are a big alliance of 20+ guilds, but then that should not be a problem )
I also mentioned alliance npcs. Lets face it, guild are bands of heroes, but alliance are huge armies who need more than just human players. Alliance npc's are comparable to normal npc guards in guild wars 1. Of course they come in various classes, but they should be present when an alliance is in controll of a city/piece of land.
Just to make you get a better idea of how this would effect the gw2 world: You and your guildies are hunting a high level drake near droknar's. Suddenly you are ambushed by ice golems and find yourself in a bad position. Fortunatly, some "blablabla" alliance guards(npc's) happen to be patrolling nearby and hear your shouts. They rush to your position and help you defeat the ice golems.
A few days later you and you're alliance deicide it's time you conquered a better piece of land. After some alliance battle scrimmages you feel you are ready, and you set up a medium lvl alliance battle for the sanctum cay area. After a brutal fight which lasts 1 and a half hour your alliance wins 2 out of 3 battles. After cheering and getting drunk on hunters ale, you and the fellow guild leaders in you alliance decide to start "decorating the place".
After finishing you new base of operations a few weeks pass by, but suddenly you get a challenge to an alliance war. Your alliance seems to be sober enough to fight so you accept. Unfortunaly you lose 2 out of 3 matches and get kicked out again. This time you feel you need to step down a bit and do a small alliance battle over the dunes of despair area. You win and decide you don't want to move every 5 seconds so you decline challenges for the next 5 weeks.
Hope you guys like the idea.
Mrawskrad
maybe its just me but it seems like over 50% of these posts want GW to be more like WoW, ive even read some that suggest making the game more item based.
IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"
max items should be easy to get so that it keeps players on an equal playing field which relys on the skill of the player not the items they use
if you want a WoW like game go play WoW, dont ruin the essence of GW.
my 2 cents
ps. i just read a post that suggests gaining small benefits for every level you get over 20, that is just retarded. it might sound good. but what happens when the game has been out for 2-3 years? some idiot who farms all day will have like 5k+ health and all the casual players only have 500-600ish.
no offense to whos idea that was, but thats just dumb, again if you want that go play wow
my other 2 cents
IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"
max items should be easy to get so that it keeps players on an equal playing field which relys on the skill of the player not the items they use
if you want a WoW like game go play WoW, dont ruin the essence of GW.
my 2 cents
ps. i just read a post that suggests gaining small benefits for every level you get over 20, that is just retarded. it might sound good. but what happens when the game has been out for 2-3 years? some idiot who farms all day will have like 5k+ health and all the casual players only have 500-600ish.
no offense to whos idea that was, but thats just dumb, again if you want that go play wow
my other 2 cents
silvershock
Quote:
Originally Posted by Mrawskrad
maybe its just me but it seems like over 50% of these posts want GW to be more like WoW, ive even read some that suggest making the game more item based.
IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win" max items should be easy to get so that it keeps players on an equal playing field which relys on the skill of the player not the items they use if you want a WoW like game go play WoW, dont ruin the essence of GW. |
Your point on guild wars not evolving into WoW is, in my oppinion, absolutely true. WoW and GW are different, and should stay that way. Evolving the game is a big +, but let GW stay GW and WoW stay WoW.
viper11025
Maybe this was said, sorry for any retakes.
I was thinking maybe a marriage system?
(Married couples really do play GW)
I was wondering that if two people really wanted to they can get married in GW2. Of course this will cost and have a few requirements.
They gain a kid (Hero) and the Married title. This kid can only be named by the married couple and the name must be agreed upon like trading. The kid will be at a medium height and have a random sex type chosen by the server(the married couple can chose to change it's type if wanted for a price (5k maybe)). Its aperance can be chosen by the person who paid for the marriage. This kid's primary profession will be chosen by both people and will be similar to the charcter naming system, two names and not the same name used by anyone else. After chosing this the couple can use this hero/kid like a hero from GW. With one exception, the kid will have a better AI system and take a new set of orders not just defend,attack,and evade but it can also protect an assigned person. This kid/hero will also be able to collect items and based on how many times it dies and how often it dies the kid can chose to throw away its items or sell them. For example yor kid gets a rare gold item and you let it die too many time it can chose to give it to you or throw it away, since you let it die too many time the kid will throw it away. This does not affect the character ,whos using the kid, drop rate.It actually worstens it like a hero does.
I was thinking maybe a marriage system?
(Married couples really do play GW)
I was wondering that if two people really wanted to they can get married in GW2. Of course this will cost and have a few requirements.
They gain a kid (Hero) and the Married title. This kid can only be named by the married couple and the name must be agreed upon like trading. The kid will be at a medium height and have a random sex type chosen by the server(the married couple can chose to change it's type if wanted for a price (5k maybe)). Its aperance can be chosen by the person who paid for the marriage. This kid's primary profession will be chosen by both people and will be similar to the charcter naming system, two names and not the same name used by anyone else. After chosing this the couple can use this hero/kid like a hero from GW. With one exception, the kid will have a better AI system and take a new set of orders not just defend,attack,and evade but it can also protect an assigned person. This kid/hero will also be able to collect items and based on how many times it dies and how often it dies the kid can chose to throw away its items or sell them. For example yor kid gets a rare gold item and you let it die too many time it can chose to give it to you or throw it away, since you let it die too many time the kid will throw it away. This does not affect the character ,whos using the kid, drop rate.It actually worstens it like a hero does.
Yggdrasil
Quote:
Originally Posted by Aar0n
-Much more physical combat. Sure, now, I can just move up to my target and spam my skills in sequence. In GW2, I want to worry about my opponent picking me up and throwing me into a wall. I want to be able to roll out of the way of a troll swinging a club at me. I also want my Elementalist's fireball to blow my opponent back some distance and make a huge scorch mark in the ground. All in all, believable combat will add a lot to the game's immersion; I won't just stand there while a 50-foot demon swings his sword at me. As masochistic as it sounds, I want to be crushed, slammed, and thrown.
-Better enviorments. In GW as it is, I have the occasional moment where I think "Oh, that looks nice." In GW2, I want to fill up my screenshots folder. I want to be able to just chill in the village tavern, so swim in a river until I find where it drains off into a lake, and to climb the highest mountain I can find just for the heck of it. -VERY personal weapons and armor. Add several hardpoints to each weapon and armor piece where I can modify them. Like, a single metal spaulder mixed with studded leather and chainmail for my Warrior. A bloodstained robe for my Necromancer. Expensive mods could add glowing sigils or auras, or even personal inscriptions. In addition, my sword could have one of many pommels, handguards, even fullers. -More advanced AI. I want to be able to stalk the hills until I find a Charr encampment, then I want to be able to make mayhem by sending a fireball right into their tents. Having the enemy spread out, flank me, or try to break my group's formation would be VERY cool. -Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game. More to come. |
Sithicus
From those points I agree with advanced AI and generaly more mods to make the items more unique.
But I mean advanced AI as in different AI for each creature other than having one same monolithic AI(bugs acting the same way as humans is ridicilous). Also all mods should be easily obtained and balanced because of PvP oriented players who don't have the patientce to do many quest/grind. Also making PvE mods unique in their appearance could be good.
As for crafting/salvaging/leathering/smithing if implemented then it would be recommendable to be a sort of a minigame. I don't think potions/food should be allowed in GW so herbalism and other proffesions are redundant. Or you could keep them as a pure PvE thing.
As for enviroment, sure but that should only be for non-mission zones if they exist. I don't want someone to try pass over the mountains while I get attacked by Charrs.
Also sure additional anims and physic would be interesting but
A) Not everyone want to go and get pumbled by a giant.
B) Not everyone has a PhysX card or a good comp.
C) Lag/Server Issues.
But I mean advanced AI as in different AI for each creature other than having one same monolithic AI(bugs acting the same way as humans is ridicilous). Also all mods should be easily obtained and balanced because of PvP oriented players who don't have the patientce to do many quest/grind. Also making PvE mods unique in their appearance could be good.
As for crafting/salvaging/leathering/smithing if implemented then it would be recommendable to be a sort of a minigame. I don't think potions/food should be allowed in GW so herbalism and other proffesions are redundant. Or you could keep them as a pure PvE thing.
As for enviroment, sure but that should only be for non-mission zones if they exist. I don't want someone to try pass over the mountains while I get attacked by Charrs.
Also sure additional anims and physic would be interesting but
A) Not everyone want to go and get pumbled by a giant.
B) Not everyone has a PhysX card or a good comp.
C) Lag/Server Issues.
Kokuyougan
How about this:
There is not an aggro circle, but rather a view point. Like say that character x is looking north. Character y, who is moving up from south, sneaks up behind him, and because character x cannot see character y, character y hits his back, and lands a critical.
There could still be a radar...just if you're not paying attention, you would be killed.
-Koku
There is not an aggro circle, but rather a view point. Like say that character x is looking north. Character y, who is moving up from south, sneaks up behind him, and because character x cannot see character y, character y hits his back, and lands a critical.
There could still be a radar...just if you're not paying attention, you would be killed.
-Koku
Winterclaw
Since Anet said they dislike having to recreate a starting area each time, why not have the Zaishen islands and an all-campaign access area there where players can start? After they graduate (hit 20 or the equlivilant) they can move on to the campaigns. There could also be a new small island added with every new campaign that has some of the foes you'll meet in that campaign. It shouldn't be big, maybe a town and an explorable area.
viper11025
How about some support for mods? Not too be mean but I can't find any mods for GW and I need to check the internet every few minutes to see what my stuffs worth.
But to solve this I think we should have a auction system similar to the WoW system. A lot better and more stats on how much an items really worth of course. At the very least we need something to link all the trades together like the new party search feature.
To put it simply
I DONT want an auction system
I do want a trade system similar to the party search system
Example:
You go use Ctrl+T to pull up the Trading Post window
It has three tabs:
Selling Items/Buying Items/Sell An Item
You Click Selling
It shows an extra table:
Seller/Item/Price/Pm Seller
To buy the item you Pm the seller and set-up a trade
Same goes for buying, you find a buyer and sell through a trade
As for the selling an item tab.
It will give you a Text box to enter your Selling description and the asking price in a small money counter like the trading one, on the bottom near the confirm sell tab.
To sell an item someone must pay 10% of what there asking price is and buy a Selling license. However buying an item is free except for paying the seller. After the buy is made the seller can take off the selling add or wait 12Hrs for the selling/buying time to run out and there add is taken off automatically.
But to solve this I think we should have a auction system similar to the WoW system. A lot better and more stats on how much an items really worth of course. At the very least we need something to link all the trades together like the new party search feature.
To put it simply
I DONT want an auction system
I do want a trade system similar to the party search system
Example:
You go use Ctrl+T to pull up the Trading Post window
It has three tabs:
Selling Items/Buying Items/Sell An Item
You Click Selling
It shows an extra table:
Seller/Item/Price/Pm Seller
To buy the item you Pm the seller and set-up a trade
Same goes for buying, you find a buyer and sell through a trade
As for the selling an item tab.
It will give you a Text box to enter your Selling description and the asking price in a small money counter like the trading one, on the bottom near the confirm sell tab.
To sell an item someone must pay 10% of what there asking price is and buy a Selling license. However buying an item is free except for paying the seller. After the buy is made the seller can take off the selling add or wait 12Hrs for the selling/buying time to run out and there add is taken off automatically.
silvershock
Quote:
Originally Posted by Aar0n
-Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game. |
Jeff Strain (member of arenanet) told the interviewers of a Dutch/Belgium game magazine that there will be a different crafting system in guild wars 2, which will work much better than its GW1 brother.
Baron Von Quent
Sorry if this has been mentioned already but I think its worth looking at.
Apologies also if I'm not entirely correct in my assumptions, as I only own Prophecies and not the other campaigns.
Anyway, on with the suggestion...
What I'd like to see is alternative ways of making money that don't involve combat.
Just speculating here, but if the developers at ANet are planning on adding a lot more
diversity to the game, then there's likely to be much more stuff to spend your money on.
I personally don't like the idea of constantly farming for items or constantly
being in combat either, so how about some alternatives?
Something along the lines of mining, crafting etc.
Any thoughts or suggestions?
Apologies also if I'm not entirely correct in my assumptions, as I only own Prophecies and not the other campaigns.
Anyway, on with the suggestion...
What I'd like to see is alternative ways of making money that don't involve combat.
Just speculating here, but if the developers at ANet are planning on adding a lot more
diversity to the game, then there's likely to be much more stuff to spend your money on.
I personally don't like the idea of constantly farming for items or constantly
being in combat either, so how about some alternatives?
Something along the lines of mining, crafting etc.
Any thoughts or suggestions?
viper11025
You can....open free chest in NF.
You can get 1K a piece I think. And gold items.
You can get 1K a piece I think. And gold items.
athen_panthea
In my point of view, games are constructed upon three simple structural parts; a storyline, a style of gameplay and visual effects. Now just so I don't bore you to death I'll cut straight to the chase try to make my points very clear. I will compare the current Guild Wars with that of the other two titles; Factions and Nightfall, and contrast some qualities from those titles with World of Warcraft (being the most popular MMORPG in the world, it was the most obvious choice).
First of all, I think that the storyline wouldn’t need any covering because I’m sure they’ll do a fine job doing that, knowing that the past three were alright. I just hope that they will take time in finalizing the storyline and try to include as much detail as they can, to include as many possible story outcomes depending on your character’s actions. The creators should also make it as long as possible to, knowing how quick and easy completing those missions was. Unlike WoW, the storyline around Guild Wars and the other two titles were very strict and precise, but too short and basic for my liking. I will admit I haven’t played much WoW, but because of several factors such as the higher levels of characters I don’t see how Guild Wars can be greater in that aspect. When you finish the game, the few things you can continue on include gaining titles (things such as “Protector of Cantha”) which depict a character’s achievements throughout the game. I don’t know for sure but seeing how much time people spend on WoW my guess is that there is a lot more to pursue or develop on, and this I see as the first flaw in Guild Wars. I don’t feel like picking on the storyline anymore, but I’m sure that most people will pick up on more related things.
My biggest concern about Guild Wars 2 will be the detail and higher development of the style of game play. I know that one of the first things that WoW players pick on when they play Guild Wars is the lack of free movement and action that the character is allowed. It becomes the most annoying thing when little obstacles such as stairs or environmental objects get in your way, some things as little as trees or rocks easily block your path. Sometimes there are little segments of hill that break off like a cliff and you can’t even jump off it. There are times were you can’t go any further into the shallow water because you can’t even swim. All of this has been addressed however, and it has even been stated that there will be a lot more free movement for the character such as jumping and climbing trees. I only wish that the developers will take into account the amount of detail into this, they should expand your free movement as much as possible, and custom assign actions for different situations, making it as diverse as possible.
This is only one of the many things that I would like to see covered. As well as free movement, your character should be able to express emotions a lot more. Different aspects should have different effects on a character, such as if your character is weak or low on health, his/her movement should be somewhat affected and your character should clearly display that he/she is wounded or poisoned etc. This should also be considered with verbal actions maybe, you should be able to interact a lot more verbally with your character instead of hearing the occasional moan or whine. That being said, there should be more actions which have active sounds. A character should have some quotes or personal expressions which also define the character and his/her personality.
A lot of this, concerning the customization and high detail of a character and it’s personality should be taken care of when first being created. This is the same for just about every online RPG there is, because there is simply not enough customization. I don’t care whether it’s got to do with too much data that has to be taken care of; we should be able to store a lot more information in a smaller space now with the development of higher technologies becoming increasingly powerful every day. When creating a character first off, we start with their height, the colour of their armour, face design, skin colour, hair colour and style and that’s about it. That might be all we can really take care of, but I believe there should be more choices from a wider selective range (we could also include things such as eye colour, muscular appearance and definition). One really important factor should be his or her personality, this includes things such as the sound of his or her voice, what emotions better affects him or her in whatever situations etc. Another item of customization that should be taken care of is miscellaneous details, which may include tattoos, piercings and body stance and so on (this may also only be available when customizing certain type of armour).
As far as customization is concerned, there is not nearly enough. When it comes to colouring with dyes sure, there’s no issue there but there’s not enough physical or visual changes, because at the moment it’s mostly technical. For example, when adding upgrades to your sword or staff, they take effect but there is no visual change in the weapon. This could be addressed; I think that there should be a lot more detail in things such as weapons and armour than there is already. With armour, there is usually four or five different visual types that differ depending on stats or area in which they are originated. As well as weapons, armour should change and modify according to that characters personality and experience. Experience should also be able to somewhat change your characters general physical appearance, but I think that might be taking it a bit too far. In general, the game should involve a lot more character development; I believe it is essentially one of the most important things that any game should build on.
Okay, so far I’ve covered the basics of which I want to see happen. Now for the more less important, detailed things. To begin with, one of the things that I’ve really wanted to see is a system designed for mounts. The only thing remotely related to mounts is pets, they are somewhat useful, but so far only rangers can tame them. I’m looking for a system of which can incorporate mounts not only as a form of transportation, but as a very useful aspect when it comes to missions and quests. As I have addressed before, customization is a vital factor to these, because one should also be able to modify the mounts abilities, armours, any miscellaneous appearance and developed personality. They should be something you can adopt or tame in the wild, and mounts should come in a variety of regular species which might include large cats, canines, lizards, phoenixes, dragons (decent looking ones in that case) and so forth. When it comes to things such as guild battles and whatever, of course they should place restrictions because having a mount would be a very unfair advantage obviously.
Another little issue I want to see covered is animations and effects. So far there’s not much to complain about, but I would like to see more spectacular and original types of effects when casting spells and everything else. Not only should those effects improve (which I’m sure they will), they should also have environmental affects. For example, spellcasting effects should include defined lighting properties that might light up a cave or something, but they should also include environment damage so that if an elementalist casting something like a fire storm or whatever, the ground should appear visually disrupted. I’ve thought about this for some time, however it might be too complex and just waste more memory on unimportant factors like these.
I think for now this is enough, if I come up with something later I’ll post it.
First of all, I think that the storyline wouldn’t need any covering because I’m sure they’ll do a fine job doing that, knowing that the past three were alright. I just hope that they will take time in finalizing the storyline and try to include as much detail as they can, to include as many possible story outcomes depending on your character’s actions. The creators should also make it as long as possible to, knowing how quick and easy completing those missions was. Unlike WoW, the storyline around Guild Wars and the other two titles were very strict and precise, but too short and basic for my liking. I will admit I haven’t played much WoW, but because of several factors such as the higher levels of characters I don’t see how Guild Wars can be greater in that aspect. When you finish the game, the few things you can continue on include gaining titles (things such as “Protector of Cantha”) which depict a character’s achievements throughout the game. I don’t know for sure but seeing how much time people spend on WoW my guess is that there is a lot more to pursue or develop on, and this I see as the first flaw in Guild Wars. I don’t feel like picking on the storyline anymore, but I’m sure that most people will pick up on more related things.
My biggest concern about Guild Wars 2 will be the detail and higher development of the style of game play. I know that one of the first things that WoW players pick on when they play Guild Wars is the lack of free movement and action that the character is allowed. It becomes the most annoying thing when little obstacles such as stairs or environmental objects get in your way, some things as little as trees or rocks easily block your path. Sometimes there are little segments of hill that break off like a cliff and you can’t even jump off it. There are times were you can’t go any further into the shallow water because you can’t even swim. All of this has been addressed however, and it has even been stated that there will be a lot more free movement for the character such as jumping and climbing trees. I only wish that the developers will take into account the amount of detail into this, they should expand your free movement as much as possible, and custom assign actions for different situations, making it as diverse as possible.
This is only one of the many things that I would like to see covered. As well as free movement, your character should be able to express emotions a lot more. Different aspects should have different effects on a character, such as if your character is weak or low on health, his/her movement should be somewhat affected and your character should clearly display that he/she is wounded or poisoned etc. This should also be considered with verbal actions maybe, you should be able to interact a lot more verbally with your character instead of hearing the occasional moan or whine. That being said, there should be more actions which have active sounds. A character should have some quotes or personal expressions which also define the character and his/her personality.
A lot of this, concerning the customization and high detail of a character and it’s personality should be taken care of when first being created. This is the same for just about every online RPG there is, because there is simply not enough customization. I don’t care whether it’s got to do with too much data that has to be taken care of; we should be able to store a lot more information in a smaller space now with the development of higher technologies becoming increasingly powerful every day. When creating a character first off, we start with their height, the colour of their armour, face design, skin colour, hair colour and style and that’s about it. That might be all we can really take care of, but I believe there should be more choices from a wider selective range (we could also include things such as eye colour, muscular appearance and definition). One really important factor should be his or her personality, this includes things such as the sound of his or her voice, what emotions better affects him or her in whatever situations etc. Another item of customization that should be taken care of is miscellaneous details, which may include tattoos, piercings and body stance and so on (this may also only be available when customizing certain type of armour).
As far as customization is concerned, there is not nearly enough. When it comes to colouring with dyes sure, there’s no issue there but there’s not enough physical or visual changes, because at the moment it’s mostly technical. For example, when adding upgrades to your sword or staff, they take effect but there is no visual change in the weapon. This could be addressed; I think that there should be a lot more detail in things such as weapons and armour than there is already. With armour, there is usually four or five different visual types that differ depending on stats or area in which they are originated. As well as weapons, armour should change and modify according to that characters personality and experience. Experience should also be able to somewhat change your characters general physical appearance, but I think that might be taking it a bit too far. In general, the game should involve a lot more character development; I believe it is essentially one of the most important things that any game should build on.
Okay, so far I’ve covered the basics of which I want to see happen. Now for the more less important, detailed things. To begin with, one of the things that I’ve really wanted to see is a system designed for mounts. The only thing remotely related to mounts is pets, they are somewhat useful, but so far only rangers can tame them. I’m looking for a system of which can incorporate mounts not only as a form of transportation, but as a very useful aspect when it comes to missions and quests. As I have addressed before, customization is a vital factor to these, because one should also be able to modify the mounts abilities, armours, any miscellaneous appearance and developed personality. They should be something you can adopt or tame in the wild, and mounts should come in a variety of regular species which might include large cats, canines, lizards, phoenixes, dragons (decent looking ones in that case) and so forth. When it comes to things such as guild battles and whatever, of course they should place restrictions because having a mount would be a very unfair advantage obviously.
Another little issue I want to see covered is animations and effects. So far there’s not much to complain about, but I would like to see more spectacular and original types of effects when casting spells and everything else. Not only should those effects improve (which I’m sure they will), they should also have environmental affects. For example, spellcasting effects should include defined lighting properties that might light up a cave or something, but they should also include environment damage so that if an elementalist casting something like a fire storm or whatever, the ground should appear visually disrupted. I’ve thought about this for some time, however it might be too complex and just waste more memory on unimportant factors like these.
I think for now this is enough, if I come up with something later I’ll post it.
BSSuperman
Things Id like to see in GW2 :
Responsive Combat system : Give body parts hitpoints and have the chance to seriously damage a leg rather than simply hamstringing someone for x seconds make the condition permanent until they are 'healed' back up to a certain level. Taking away condition removal spells. Your legs been hacked off? Well tough titties now you can't run, walk, dodge. Now stand still whilst I take your arm off.... Of wourse what this aims to address is I've just spent a bit of time and adrenaline to inflict a condition and it can be removed with a spell in no time at all?? It could be more realistic if healing a bleeding artey or a 'deep wound' (which in itself indicates a gaping hole and penetration through muscles) would take some time rather than just negating it through one spell. This as always given combat a Paper Rock Scissors feeling for me. I do this, you do that. Id like to see the combat take a more realistic (in sense of physics and reality - not as in spouting fountains of blood ) turn and make it more intuitive. Allow for the possibily to 'aim' your attacks rather than simply combo'ing skills to give certain effects. This is generally trying to aim more towards a realistic level of gratitious violence and Im sure Anet have to tone it down to make sure some of the kiddies can still play, but dammit I wanna see more blood.... and possibly severed limbs.
Decapitation is well what Im after.
Instigate an armour system that reflects the reality of what we're seeing. Vanity skins are all good and well but my logic tells me that the platemail armour should give FAR more AR than the Gladiator Armour. However my warrior should in practise be able to move a HELL of a lot quicker in the Gladiator Armour.... I would also like to be able to roll out of the way of attacks (something maybe you could do in leather armour with the necessary mobility and not even attempt with big mo-fo metal plates bolted onto your skeleton....) Also make the armour protect what it covers. Id like to see a far more in depth collision detection system that doesnt simply rely on if Im in this stance I have a % chance not to be hit. Or if I kite I probably wont get hit by arrow, projectile etc. If we can speed up the actual movement of the people and be able to jump (somersault, roll, CARTWHEEL) around the opponent then I hope that the collision detection system follows as well.
Perhaps have a points system that could be allocated to Agility, Endurance, Strength and Intelligence, Guile, trees rather than Strength, Axe, Hammer etc. This could be implemented into making skills dependant on Strength all become more efficient as you become stronger. (IE all attacks with whatever weapon you take be it Sword, Axe, Hammer, Club, Halberd, Lance, Jockstrap, gain effeciency and power as you pump the strength column. Whereas equally Big ball of Flame, Rise the Unholy and Blue Ray of Healiness are pimped up as you pump up the intelligence. However you can't evidently pump both. Perhaps make it equal by creating fashion to penalise one tree if you raise another too high. Like -1 in intelligence for each level past 10 in Force. Something silly like that to balance out the game - and in any case in true RPG tradition Thorak The Bezerker was never the most intelligent of people.
Ive seen a lot of people constantly going on about the level cap. How about having NO LEVEL CAP however the attribute points stop being given at level 30. Therefore if anyone sees another player with lvl 786 walking around, anyone at lvl 30 has a chance to beat the crap out of him. A lot of people in Guild Wars seem to believe that they are owed something by Anet for their loyalty to Guild Wars 1. Something that needs to be shown as a reward for their many hours devoted to the computer game. Let everyone see that they have a level 786 character which evidently proves that they have spent 7000 hours playing the game. For game balance issues just stop giving them the attibute points to ensure people stay on an equal footing.
I think that anyone form Anet looking at this thread gets the general consensus of people wanting hairstyles, customisation, belts, rings, fetishes and tatoos (tattoos been mentioned yet?) And Auction House to get rid of WTS spammalots.
What I would prefer not to see in GW2
GW1 characters. Please Anet - GW2 new game new world. If people are so devoutly in love with their characters then please continue giving them a reason to play in GW1. Add new dungeons or maps or whatever that doesnt need new classes or skills to be added so that people can continue using their beloved characters. But please dont bring them into GW2. You've already buckled enough at the knees with the Monument of Heroes or whatever the hell its called.
Oh well back to work.
Responsive Combat system : Give body parts hitpoints and have the chance to seriously damage a leg rather than simply hamstringing someone for x seconds make the condition permanent until they are 'healed' back up to a certain level. Taking away condition removal spells. Your legs been hacked off? Well tough titties now you can't run, walk, dodge. Now stand still whilst I take your arm off.... Of wourse what this aims to address is I've just spent a bit of time and adrenaline to inflict a condition and it can be removed with a spell in no time at all?? It could be more realistic if healing a bleeding artey or a 'deep wound' (which in itself indicates a gaping hole and penetration through muscles) would take some time rather than just negating it through one spell. This as always given combat a Paper Rock Scissors feeling for me. I do this, you do that. Id like to see the combat take a more realistic (in sense of physics and reality - not as in spouting fountains of blood ) turn and make it more intuitive. Allow for the possibily to 'aim' your attacks rather than simply combo'ing skills to give certain effects. This is generally trying to aim more towards a realistic level of gratitious violence and Im sure Anet have to tone it down to make sure some of the kiddies can still play, but dammit I wanna see more blood.... and possibly severed limbs.
Decapitation is well what Im after.
Instigate an armour system that reflects the reality of what we're seeing. Vanity skins are all good and well but my logic tells me that the platemail armour should give FAR more AR than the Gladiator Armour. However my warrior should in practise be able to move a HELL of a lot quicker in the Gladiator Armour.... I would also like to be able to roll out of the way of attacks (something maybe you could do in leather armour with the necessary mobility and not even attempt with big mo-fo metal plates bolted onto your skeleton....) Also make the armour protect what it covers. Id like to see a far more in depth collision detection system that doesnt simply rely on if Im in this stance I have a % chance not to be hit. Or if I kite I probably wont get hit by arrow, projectile etc. If we can speed up the actual movement of the people and be able to jump (somersault, roll, CARTWHEEL) around the opponent then I hope that the collision detection system follows as well.
Perhaps have a points system that could be allocated to Agility, Endurance, Strength and Intelligence, Guile, trees rather than Strength, Axe, Hammer etc. This could be implemented into making skills dependant on Strength all become more efficient as you become stronger. (IE all attacks with whatever weapon you take be it Sword, Axe, Hammer, Club, Halberd, Lance, Jockstrap, gain effeciency and power as you pump the strength column. Whereas equally Big ball of Flame, Rise the Unholy and Blue Ray of Healiness are pimped up as you pump up the intelligence. However you can't evidently pump both. Perhaps make it equal by creating fashion to penalise one tree if you raise another too high. Like -1 in intelligence for each level past 10 in Force. Something silly like that to balance out the game - and in any case in true RPG tradition Thorak The Bezerker was never the most intelligent of people.
Ive seen a lot of people constantly going on about the level cap. How about having NO LEVEL CAP however the attribute points stop being given at level 30. Therefore if anyone sees another player with lvl 786 walking around, anyone at lvl 30 has a chance to beat the crap out of him. A lot of people in Guild Wars seem to believe that they are owed something by Anet for their loyalty to Guild Wars 1. Something that needs to be shown as a reward for their many hours devoted to the computer game. Let everyone see that they have a level 786 character which evidently proves that they have spent 7000 hours playing the game. For game balance issues just stop giving them the attibute points to ensure people stay on an equal footing.
I think that anyone form Anet looking at this thread gets the general consensus of people wanting hairstyles, customisation, belts, rings, fetishes and tatoos (tattoos been mentioned yet?) And Auction House to get rid of WTS spammalots.
What I would prefer not to see in GW2
GW1 characters. Please Anet - GW2 new game new world. If people are so devoutly in love with their characters then please continue giving them a reason to play in GW1. Add new dungeons or maps or whatever that doesnt need new classes or skills to be added so that people can continue using their beloved characters. But please dont bring them into GW2. You've already buckled enough at the knees with the Monument of Heroes or whatever the hell its called.
Oh well back to work.
Alaris
Top 10 Requests
1) Trade hall, auction house, where *everything* can be sold and bought at a price dictated by economy. Sorting through multiple cities looking at WTS spams for a specific item is a pain.
2) Keep adding races: wild races like insects would be great, as well as extra good-looking humanoids (e.g. Sylvari, humans, ...).
3) Keep the game replay-value heavy (it's short, easy to max your items, but with lots to do when you're done with the main missions). Some randomly-generated levels would be great. Stealthy race would be great.
4) Keep casual-friendly (i.e. map travel, henchs & heroes, minimal grind). Don't remove the party system for missions and some quests, I still like to select and control 6-8 characters, even though I'd also like sometimes to be in persistent spaces with random people.
5) Keep adding profession: summoner class (necro and rit were fun, but I'm talking summon-and-forget summons that don't require constant caretaking; see war summoner idea), and a melee-ranged class (one which works both at melee and ranged within the same build) would be great. Stealthy profession would be great.
6) Add more character customization (body type, eye color, tatoos), and re-customization (everything except name can be changed later), with perhaps some customizations being available later in the game (think elite hairdo and endgame tatoo). Different classes could all use shields, staves, etc up to their liking, instead of forcing only warriors & paragons the ability to use shields. More choices of ways to display your Guild than just cape would also be good.
7) Be careful with changing the controls. I like being able to play with 1 hand and chew something with the other, when running places or engaged in fights when I have the upper hand. I like being able to move around using only mouse or only keyboard.
8) Keep ability to look at self... Give better choices in appearance in character selection screen (with weapons, hat off, pet shown), especially as this can be done client-side. Bonus if you don't force the character to be centered, so I have places to put my menus on one side.
9) Fewer more functional displays, e.g. multi-role displays. Compass and mini-map could be combined, with zoom ability, and toggle switches for where you went, other players, etc. Party window could dynamically adjust in size to accomodate extra NPCs that are added, and include command buttons like a button to switch between AI modes (guard, flee, etc). Ability to group characters & humans and assign a flag for each group would be great.
10) Mix account-based and character-based titles whenever possible: too many titles are character-based (including most fun ones like Protector & Survivor), too few are account-based (and those that are often take too long with too little skill). This discriminates against people who achieve the same titles with different characters, even though they have to do extra work as each char has to be developed separately. Instead, most titles could be mixed, e.g. Protector shown as both account-based as well as character-based, such that if you gained the Protector title with one character, you can still display it on others as "Sibling of Protector of Tyria". Have the maxed-titles account-based (or mixed), and either do not count repeats of a title or make the repeats count for less than 1 each. For example, if I get Protector of Tyria twice on the account, it would count as 1 or 1.2 or 1.5 maxed titles (not 2). Most current titles could easily be changed to work this way, to reward players achieving titles across multiple characters. Most grind components should also be account based, e.g. lightbringer & sunspear points, perhaps beyond a minimum that you need to get per character, just like Luxon and Kurzick faction was account-based.
1) Trade hall, auction house, where *everything* can be sold and bought at a price dictated by economy. Sorting through multiple cities looking at WTS spams for a specific item is a pain.
2) Keep adding races: wild races like insects would be great, as well as extra good-looking humanoids (e.g. Sylvari, humans, ...).
3) Keep the game replay-value heavy (it's short, easy to max your items, but with lots to do when you're done with the main missions). Some randomly-generated levels would be great. Stealthy race would be great.
4) Keep casual-friendly (i.e. map travel, henchs & heroes, minimal grind). Don't remove the party system for missions and some quests, I still like to select and control 6-8 characters, even though I'd also like sometimes to be in persistent spaces with random people.
5) Keep adding profession: summoner class (necro and rit were fun, but I'm talking summon-and-forget summons that don't require constant caretaking; see war summoner idea), and a melee-ranged class (one which works both at melee and ranged within the same build) would be great. Stealthy profession would be great.
6) Add more character customization (body type, eye color, tatoos), and re-customization (everything except name can be changed later), with perhaps some customizations being available later in the game (think elite hairdo and endgame tatoo). Different classes could all use shields, staves, etc up to their liking, instead of forcing only warriors & paragons the ability to use shields. More choices of ways to display your Guild than just cape would also be good.
7) Be careful with changing the controls. I like being able to play with 1 hand and chew something with the other, when running places or engaged in fights when I have the upper hand. I like being able to move around using only mouse or only keyboard.
8) Keep ability to look at self... Give better choices in appearance in character selection screen (with weapons, hat off, pet shown), especially as this can be done client-side. Bonus if you don't force the character to be centered, so I have places to put my menus on one side.
9) Fewer more functional displays, e.g. multi-role displays. Compass and mini-map could be combined, with zoom ability, and toggle switches for where you went, other players, etc. Party window could dynamically adjust in size to accomodate extra NPCs that are added, and include command buttons like a button to switch between AI modes (guard, flee, etc). Ability to group characters & humans and assign a flag for each group would be great.
10) Mix account-based and character-based titles whenever possible: too many titles are character-based (including most fun ones like Protector & Survivor), too few are account-based (and those that are often take too long with too little skill). This discriminates against people who achieve the same titles with different characters, even though they have to do extra work as each char has to be developed separately. Instead, most titles could be mixed, e.g. Protector shown as both account-based as well as character-based, such that if you gained the Protector title with one character, you can still display it on others as "Sibling of Protector of Tyria". Have the maxed-titles account-based (or mixed), and either do not count repeats of a title or make the repeats count for less than 1 each. For example, if I get Protector of Tyria twice on the account, it would count as 1 or 1.2 or 1.5 maxed titles (not 2). Most current titles could easily be changed to work this way, to reward players achieving titles across multiple characters. Most grind components should also be account based, e.g. lightbringer & sunspear points, perhaps beyond a minimum that you need to get per character, just like Luxon and Kurzick faction was account-based.
Skarigon
Ok... i thought about these options
-ability for things to break, like if your scying glass staff gets hit by a meteor, wont it break? (yeah gold waster NPC that will repair it)
-to jump from bridges and cliffs and etc.
-different injuries like broken leg or arm
-if you are afk so your character will: sit, sleep yawn or draw on the floor
(dont characters get bored?)
- and WALKING why do they have to run?
-ability for things to break, like if your scying glass staff gets hit by a meteor, wont it break? (yeah gold waster NPC that will repair it)
-to jump from bridges and cliffs and etc.
-different injuries like broken leg or arm
-if you are afk so your character will: sit, sleep yawn or draw on the floor
(dont characters get bored?)
- and WALKING why do they have to run?
Mr_Cynical
Quote:
Originally Posted by Mrawskrad
IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"
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samurai wasabi
ok here are my ideers on wat you should be able to have in gw2
1) you should be able to make your own weapens and equip ment if you found enough metal in mines
2) you should be able to keep your own char which you are using now in your gw
3) you should be able to fight for ground and be able to steal ground from other races which are played bye human but some ground should saveplaces for the originel races that live there
1) you should be able to make your own weapens and equip ment if you found enough metal in mines
2) you should be able to keep your own char which you are using now in your gw
3) you should be able to fight for ground and be able to steal ground from other races which are played bye human but some ground should saveplaces for the originel races that live there