GW2 Suggestions Thread

Dru Stratas

Dru Stratas

Frost Gate Guardian

Join Date: Apr 2008

England.

Colloidal Gold [Purp] - Leader

E/

Quote:
Also you shouldn't be limited to being in one guild per account. Your characters should be allowed in different guilds.
I don't agree with this, it would get very confusing, and why should one guild get stuck with the character that you don't play? I think it's a bad idea. Also, multiple characters in the same guild, how would that work?

sonofthort

sonofthort

Krytan Explorer

Join Date: Mar 2006

The Legends Of Melee [SSBM]

Mo/

I think we should have a seperate thread for discussing ideas, and requests for the skill system in the next game, as guild wars' skill system is what makes it unique from other games. I was reading that the developers of guild wars 2 want to lessen the amount of skills, and this bothers me, as i dont want to see the game turn into wow. One of the great things about guild wars is the whole idea of a player having a unique build, a set of skills. I think limiting the amount of skills will limit the variety of builds, and basically hamper the creativity that guildwars allows for rather than heighten it.

bookworm438

Ascalonian Squire

Join Date: Jul 2008

Brethren of Chaos[BoC]

E/Mo

Updates For Guild Wars 2:
The biggest thing that I still want to see in GW2 is it be accessible to everyone across many ranges of internet speeds(dial-up to T3 connections). And not have it be like WoW where each update is like 546 megabytes. Try downloading 200 megabytes on dial up. I like the small 200 kilobyte updates with occasional 1-2 megabyte updates.
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DarkSlinger

Ascalonian Squire

Join Date: Jan 2008

Las Vegas

The Code of Vulgarism [DIRU]

W/R

I could care less about everything else cept clipping.
Fix clipping.
Like every type of clipping.

=[

Light of the Shiverpeak

Light of the Shiverpeak

Ascalonian Squire

Join Date: Jul 2008

Uppsala, Sweden

The Aatxe Pirates [YaRR]

P/

Race customization options


Hi, I just got some ideas on the race customization.

Asura. Anyways, Asuras should be able to customize their ears and hair, with earings and stuff, and instead of helmets, you could use armor for your ears, like Oggy does to make his ears longer. Or atleast for some professions. Doesn't have to be ears. As for the face, they could maybe choose another eye color. And many other skin tones (think of an emo Asura lol) can be used. An even if the Asuras are short, you could make their maximum size Dwarven.

Charr. Well, they can have different kind of horns, like those that rams have, or the bull's horns, or the devil's. And if it's possible, don't just make mutated-lions, how about..... a tiger Charr, and not just lionish Charrs! I have noticed that some Charrs don't have weird spines like Pyre Fierceshot(must be pretty hard to walk), so you can make a slider when it comes to spines/backs. And the hair can have different colors, but animal-only colors, no blue or such things.

Sylvari. I don't have a clue, since Anet doesn't give us a good 3D picture . But I guess it would have same options like Norn and Human would have, really detailed hair and face options, since the concept-art picture showed me something very similar to Norn and Humans, and since they look alike, they should have the same options according to me.

samurai wasabi

Ascalonian Squire

Join Date: Aug 2006

always winners

A/Mo

i igree whit one of the last post i think the skil system should stay the same as it is in this guildwars but i think gw2 should have some new things
you should have some abilitys like tanning blacksmitting ect and you should also have auctions
and i also agree whit the means of traveling like whit the airship normal ship ore asura gate ore magik portal
i also think(this is one of my own ideers) we should have the ability to make the races make war amongst eachother and take ground from eachother (like char making war whit the humans and the char and humans can take ground from eachother)
im not sure ore eather they can take the entire lands from eachother ore there wil always be a piece left
there could also be trade between races it would be fun if eah race has there own speciality in a particulair weapen and usable object( the char for example good whit bows the humans whit swords)

Ryu_ookami

Frost Gate Guardian

Join Date: Nov 2007

Frogs From Hell

W/N

suggest for GW2 "Don't bother! at least until you can manage to run a minor event in GW1 first with out half of Europe being unable to connect"

Sir Tificate

Academy Page

Join Date: Jan 2007

Each person starts off with armor based on their profession, which they can later, at an armor crafter, modify as they see fit.

(Based from standard 20 Energy and 2 Energy Regeneration without items)

Starter Mage Armor: 60 Armor + 15 Energy + 2 Energy Regeneration
Starter Scout Armor: 70 Armor + 20 Elemental Armor + 1 Energy Regeneration
Starter Battle Armor: 80 Armor + 20 Physical Armor

The following are all options you add to your armor, each of equal value (balance not applied, as the game isn't there to balance based off of yet):
10 Armor
20 Physical/Elemental Armor
30 Slashing/Piercing/Crushing/Earth/Fire/Lightning/Cold Armor
1 Energy Regeneration
15 Energy
30 Health

You can even sacrifice some of each to gain more of another, example:
100 Armor + -15 Energy

Maximums/Minimums
50 to 100 standard armor
0 to 60 Physical/Elemental Armor
0 to 120 Slashing/Piercing/Crushing/Earth/Fire/Lightning/Cold Armor
-2 to 2 Energy Regeneration
0 to 30 Energy

As opposed to equipping individual pieces of armor, you equip a "set" of armor, which can be made of a uniform group of pieces or individual mixes, as set by the player's choice at the armor crafter. The armor crafter could only charge for a new set of armor, not for recalling an old armor set you've had before. It effectively becomes a kind of "armor bank," letting you change out one set for another in town for free, but charging to make a set that was entirely new.

You can also get other options if you have the correct rune or insignia (could be simplified to simply runes that do everything) available. This may be an unlock per character of however, but whenever you go to the armor crafter, you can choose which rune options you want, such as:

+1 Energy Regeneration, -3 Health Regeneration
+15 Energy, -1 Energy Regeneration
+10 Armor while attacking, -10 Armor while not attacking
+20% Enchantment length, -10 Armor
Or whatever sorts of stuff from GW1 with various drawbacks. There may be a limit of 5 options, or there may be no limit at all, since each is in itself limited.

Theoretically, you could have any style of armor effect with any character, like a mage running around in warrior-like armor, or a warrior running around in high anti-physical armor.

Scythe O F Glory

Scythe O F Glory

Krytan Explorer

Join Date: May 2008

New Jersey

League of Elite [LoE]

D/

I wanna upload my own image for my Guild Cape. Awesome idea rite?

bookworm438

Ascalonian Squire

Join Date: Jul 2008

Brethren of Chaos[BoC]

E/Mo

Just because I'm bored right now I'll post some more ideas that I had/liked.

Guild Halls:
I've been toying with this idea for a while. Like what if along with Guild vs. Guild matches you could just get a group together and attack a random guild's guild house. To keep it from becoming unbalanced and everything give guild members that are in their guild hall while it's being attack home field advantage. Which gives them like some sort of boost.

Also you could allow guilds to invest in more defenses for their guild hall. So let's say standard defenses are 2 cannons, and 3 npcs of every profession. Well you could invest into like more npcs or more cannons, just things like that. Like the officers can set the skills of all the npcs of their profession. So like a warrior officer can only set the skills of the warriors etc. And each change has to be approved by the guild lord. Also you can select the position of each npc or cannon, or other defenses.

Also you could set traps, and like 'tie' spells into those traps so they activate when the traps are triggered. I mean how much fun would it be if an enemy triggered a trap and all of a sudden a ton of spells tied into the trap activate. This would help people that aren't exactly rich, but still want to participate in this.

Now to prevent the guilds with all the money from getting a ton of npc defenses and then getting a ton of traps set, limit the number of traps allowed in each guild hall. And the high number of defenses your guild hall has the less traps you are allowed. So you try to set a trap and you have max defenses you'll hear a voice over or a message will be displayed 'We don't need traps' or something like that.

Just in case your guild isn't really the pvp type, you can set yourself to something like 'neutral' which will exclude your guild hall from the list of guild halls able to be attacked.

When your guild hall is under attack an alert will come across everyone's screen saying like guild hall is under attack(or what ever anet would decide). Then the guild members that are able to, can map to the guild hall and defend.

How much fun would it be if your guild's having like a party in the guild hall and all of a sudden an alarm sounds or npcs begin yelling guild hall is under attack. I mean it would sort of make it feel more like an actual battle.

This will require you to go about attacking guild halls, some pvp in a different way. You'll have to come up with tactics, and try to anticipate where the guild might have placed traps our how much defenses the guild hall has. As the traps might be random. Also make the 'spawn' location of the attacking team random, so people can't set traps where the attacking team will spawn.
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Area of Effect Spells:
I saw this on another page in this post that I was just randomly reading through. Like rather than AoEs requiring a target make it so your able to set off an AoE in a certain area. This would allow us to have fun like celebrate festivals, birthdays, etc. Letting off a few firestorms, maybe a few other cool looking AoEs. But also if you have a target selected the AoE will happen at that target's location.
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Emotes:
I think there needs to be some more emotes. Emotes like /slap /punch /throwceleryat things like that. That way when you get mad at someone you have more of an option of emotes to use rather than just a rude gesture. That or add a custom emote system. Also make it so that like when you are targeting a player the emote uses the player's name.
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Mountain Climbing:
You know what would be fun with the addition of the z-axis and all? Adding a mountain climbing ability. So let's say you are bored one day, you have nothing to do, you don't want to participate in an event or anything. So you just decide 'Oh I wanna go climb Mount Whateverit'scalled', you can go do that.
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On the subject of Mounts:
That's to WoW-like for me. Unless they can find a way to make the idea of mounts unique and original I don't think it would be a good idea. I wouldn't mind an auction house, or to make that less WoW-like custom user created shops. But mounts, I don't like that idea. I wouldn't mind skills that allow you to temporarily fly or run faster, but mounts...I know WoW isn't the first game to have mounts, but now-a-days with WoW being so popular people will be like 'oh you just stole that from WoW' and won't listen to any reason people who play Guild Wars 2 throws back at them. I'd rather save myself the time to argue with someone that the idea of mounts isn't Blizzard's. We are surviving in Guild Wars 1 without mounts, why would we need them in Guild Wars 2. Also it'll probably just turn into something that only the rich people can afford and the casual poor player won't be able to get. I'm not saying I don't mind the idea of mounts, that it would make our lives easier, just it'll probably give many people the feeling they're playing a WoW-clone. If anet could make it original then I wouldn't mind it.
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Mobs and Skills:
Make it so that like mobs of the same type don't have all the same skills. They can have like the same profession or same attribute(because their religion/beliefs or what ever only revolve around that attribute/profession), but all the same skills from the attribute.
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jellegeed

Ascalonian Squire

Join Date: Jul 2005

Denmark

Hi Hands

E/Mo

I don't know if anyone will see this but.

I have a dream!
I was thinking about a simple system that made players affect the environment. It is great with a game like GW2 because of the instance system. It works like this: When you're in "your" copy of the world you can destroy/do anything.

I.E. if you're an elementalist you can freeze water so that you wouldn't have to swim. A warrior could chop down a tree for it to block an enemy path or knockin' it down on an enemy. Rangers could use the nature to camoflauge them selves to get past enemies or make ambushes. Mesmers could hypnotize enemies to do this stuff and so on.

The only problem with this would be the fact that Eles would be overpowered

Moirai

Pre-Searing Cadet

Join Date: Jun 2008

Quote:
Originally Posted by bookworm438
Dynamic World:
Map Travel:
I think that the mapping thing should remain but have it be a bit more realistic in a magical world with separate territories and races that tend to hate each other. Like each town/outpost should have some sort of portal in it. So when you select a town or outpost it should show a cut scene of you running to the portal. But also what area/territory you are in affect where you can port to. For example, if you are in charr area, you should be able to port to places in the asuran territory. You should have to map to the nearest location to that area. Run to the nearest town/outpost in that area and port to the location you want in that territory.
While I understand why people would think this makes sense Map Travel is one of my favorite features in GW. When i first got it, fresh out of my runescape days where i had to walk everywhere or use magic, Map Travel was like a godsend. Please don't make it harder for me to get from place to place. It isn't really fair to those of us who jump around on quests (Shing Jea quest I forgot to do to a Kurzick quest, and all around Cantha) And if you do not like map travel then don't use it, but if there isnt map travel in GW2...

Also, people have suggested that your characters change appearence by how evil you are, or w/e. But come on, its WAY cooler to be completly evil and look like a good guy, or vice versa. Just because this dude has sunken cheeks doesn't mean he is bad.

bookworm438

Ascalonian Squire

Join Date: Jul 2008

Brethren of Chaos[BoC]

E/Mo

Quote:
Originally Posted by Moirai
While I understand why people would think this makes sense Map Travel is one of my favorite features in GW. When i first got it, fresh out of my runescape days where i had to walk everywhere or use magic, Map Travel was like a godsend. Please don't make it harder for me to get from place to place. It isn't really fair to those of us who jump around on quests (Shing Jea quest I forgot to do to a Kurzick quest, and all around Cantha) And if you do not like map travel then don't use it, but if there isnt map travel in GW2...
I didn't say remove map travel. I love map travel. But I'm saying that you can only map travel to places within the territory your within currently. So if your in the human capital city, you can't map to the charr capital city until you first enter the charr territory. And as for the cut scene, when you select the place to map travel it shows a small cut scene of you entering a portal. This would help make it more realistic for those people that think map travel isn't realistic, but also help satisfy those people that love map travel. And territories that are neutral with each other(like apparently the Asurans are neutral with all other races) can map travel to places within the territory they are neutral with as well.

RagingWillard

RagingWillard

Pre-Searing Cadet

Join Date: Apr 2008

Canada

[SAGE]

N/

Minipets

Here's an idea -- don't know if it's been suggested yet (didn't want to rummage through 64 pages). Make minipets interactive. It would be wicked to see a mini Rurik charge at a mini Lich or a couple Mursaat battle some Aatxes or what have you. It could be as simple as that, just a little battle in towns/outposts. Or you could make it more complicated.

Give minipet battles its own title -- something like Puppeteer or whatever. You could even go so far as to customize your minipet's skill bar. I think that would require a mini-arena, but it would attract just about every Pokemon lover to the game. And hey, how doesn't Guild Wars benefit from more players?

Dacrackhead

Dacrackhead

Ascalonian Squire

Join Date: Oct 2005

New Orleans

Aol

Mo/Me

That Would be hilarious to watch mini pets fight.
For Gw2 i would like to see storage hold unlimited gold or atleast 50 million

Ryu_ookami

Frost Gate Guardian

Join Date: Nov 2007

Frogs From Hell

W/N

Quote:
Originally Posted by jellegeed
Mesmers could hypnotize enemies to do this stuff and so on.
I can see it now

"it's ok. these are not the mesmers you are looking for"

"it's ok these are not the mesmers we are looking for"

"may the force be with you"

"hey"

"D'oh"

Rick Thene

Rick Thene

Academy Page

Join Date: Dec 2005

Confirmed. Sending Supplies.

Big Domage Krewe [DoMe]

A/W

If GW2 is a persistent world, I would like to see Map Traveling given some cool animation or effect. It would look strange to just have people appear and disappear, and would probably be dis-orientating for the player.

I propose something like the camera takes a massive (and sped up) leap or run through explorable areas to your destination. Combine with magic teleporting effects and I reckon it would look pretty awesome, no?

Also, bookworm's idea for territory based map travel sounds decent. Although the Asura could probably work around it.

Tender Wolf

Tender Wolf

Banned

Join Date: Jul 2007

All over Tyria, Cantha, & Elona

The Eternal Night Vanguard [TEN]

R/

Mounts
I know many people would like to have a mount to ride on like in WOW and I believe ANet is considering this. But they also don't want a WOW clone, so I had this idea:

If mounts are added, perhaps they should be like the junundu wurm and the siege devourers that you can mount and use their skills. Now you could still use your own skills on a mount, but you could only use a mount in certain places. In WOW, you just summon it and there it is. So perhaps if mounts are added in GW2 you could only use them in certain areas. Just a thought.

Body Types
Been suggested before but I will add it anyway. Currently all Guild Wars body types are the same - skinny girls and bulky warriors. You get the jist of it. It would be better if you could make your characters more unique in Guild Wars 2 starting with the build. Now for Norn and Asura, height may be limited but that shouldn't effect weight. There should be a weight/build meter like the height meter. I'd love to see this added.

Professions and Races
I've heard that some of the professions may be axed in Guild Wars 2, but I'm hoping that at the very least they'll keep the six core professions (the ones from Prophecies). I'm also hoping that any profession will be available for any race. It wouldn't be fair if they were limited, then your character wouldn't be unique or as satisfactory.

Pets
As was mentioned above, I hope the six core professions at the very least are kept for Guild Wars 2. That includes the ranger, and of course I want to see pets. As for the types of pets, of course I want wolves and turtles, but the main issue here is that currently we can only have one pet. That's why I'm hoping for a pet stable, which I heard is among discussion.

Hall of Monuments
Allow characters to use the armor and weapons that are in the HOM. I heard that the weapons would be able to be used (in the PC Gamer Guild Wars edition), so why not the armor as well? Why would we have bought it if our next character can't wear it? Especially since a lot of people may not play the first Guild Wars after the sequel is released.

Mini Pets
I am one of the people that love mini pets, and though they don't do anything special, they're fun to look at. So I'd love to see mini pets still added to the game. As for the ones that are in HOM, of allow us to take them out and play with them, but perhaps limit them to the HOM specifically.

Guild Halls
Not too many ideas from me on guild halls, but there should at least be one guild hall resembling each of the race regions (Asura land, Far Shiverpeaks, Charr lands, etc.), and one for the Sylvari depending on its habitat. And perhaps some like the ones they have now or ones they didn't make (such as Post-Searing Ascalon, Domain of Anguish, etc.).

That about sums everything up on my thoughts for now!

samurai wasabi

Ascalonian Squire

Join Date: Aug 2006

always winners

A/Mo

you know wat i like to see guildwars ectra gore edition were you can cut of legs and arms and heads whit your sword ore axe crush skulls whit your hammer
ore run around and plunder villages even your own make slaves out of the citisens and make them fight in arenas
{ore mabye this would be nice for a single pvp option plundering villages and one side plays the village and the other the plunders whit extra blood involved}

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

I would like to see some changes to Rangers myself.

I would love it if Rangers could climb walls/trees and shot from up high. They would gain accuracy and be safe from melee, however would take extra damage from Air/Fire magic and be unable to use stances.

I would also like the high bonus from Bows changed to a distance bonus. It's extremely rare in GW for a player to actually have a hieght advantage over his opponents. The mobs often have that advantage forcing Rangers to either shoot uphill or go into melee range.

Distance Damage Bonus would work well. At max range of a Longbow/Flatbow you would deal +5 damage. At max of Recurve +4 and Horn +3 and Shortbows should gain an Attack speed boost.
The reverse could also work, so using a Longbow/Flatbow at Shortbow range you suffer -1 damage and at melee range -5 damage.

I think this change would create incentive for Rangers to keep thier distance when fighting and for Casters to move in closer when facing Rangers.

Elrahir

Elrahir

Academy Page

Join Date: Feb 2008

Europe

[DVDF]

N/

I have a few suggestions concerning the friend list and interaction with other players.

* A feature, that I haven't seen in any other game, that would be awesome is a feature that allows you to attach notes to the buddies on your friend list. How many times haven't you wondered who that person on your friend list is and when you met him? I think it would be very useful to be able to type a few lines about the persons you add, like where you met him, name, where he comes from etc..

* Make it easier to send whispers to other players. It's very complicated as it is now. It should be as easy as pushing the trade button.

* This has probably been said many times in this thread, but one thing that GW really needs is some sort of auction house. Hours and hours of spamming in the trade channels isn't really that fun... Yes, there are auctions sites but in-game would be much easier. I just wanna be able to put up my stuff for sale and let people browse.

* Silly, but it would also nice to see some love emotes like *kiss*, *hug* etc. There are many emotes, but none of this kind.


I'm really looking forward to a persistent world in GW2, it makes the RP-experience so much greater. I still think that the map travel ability between bigger towns is good to have though, but as someone said it would be nice if you can get the feeling that you actually are traveling fast across the world. Like some kind of up-speed teleport animation were you travel fast in the sky or something, I don't know.

That's all from me now, thanks.

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

Quote:
Originally Posted by Scythe O F Glory
I wanna upload my own image for my Guild Cape. Awesome idea rite?
I can just see it now...Huge flaming penises and boobs running around outposts...

Gutz

Gutz

Academy Page

Join Date: Apr 2008

Hell

W/

I'd be happy with an auction house.

Moirai

Pre-Searing Cadet

Join Date: Jun 2008

If they keep the ritualist class, which i hope they do I have a few ideas for skills.

Corrupt Soul: Target dead enemy's spirit or ghost is animated and has all of the original enemy's skills, it will fight for casters' side. Spirit/Ghost dies after X seconds or when target is rezzed.

Save Soul: Target dead ally cannot be reanimated into a spirit for X seconds.

Borrow Soul (not sure about this name): Target dead ally's spirit/ghost is animated with all of the original ally's skills, fighting for the casters sife. Does after X seconds or when the target is rezzed.

The players cannot control their characters when their spirit is animated, it just works as a regular spirit or minion would, except it has better skills. And it looks like a ghost of the character/npc.

Feel free to tell me if this is a stupid idea, but i think it is cool

joeycarlos

Ascalonian Squire

Join Date: Mar 2008

D/P

You know what I think...

Everyone goes on and on about how only the basic classes from Prophecies should make it to Guild Wars 2. But let's think OUTSIDE of the box for a sec.

let's do a complete 180 backflip. WHAT IF.....
only the hybrid chapter classes (assassin, dervish, ritualist, paragon) made it into guild wars 2, albeit with altered names and lore to suit the new setting. If this happened, all six original classes would still exist, just compressed into 4 different classes. For example:

Assassin - Warrior/Ranger/Mesmer/Necro Hybrid
including: swordsmanship(w/dagger), marksmanship, curses, domination

Dervish - Warrior/Elementalist Hybrid
including: fire,earth,air,water,scythe <= could be changed

Ritualist - Necro/Monk Hybrid
including: spawning(spirits), death(minions), restoration, smiting/blood

Paragon - Warrior/Monk/Ranger Hybrid
including: tactics/command, motivation, spear, beast mastery(?)

They've already stated that the game will be designed keeping in mind that parts of it will be soloable. This means that the classes will be more well-rounded, with less extremes. I think this makes sense because they've already made so many copies of each other's skills (like Earth Prayers and Earth Magic or Tactics and Command or Curses and Deadly Arts). This way, they could put more detail and quality into these new skills, and not just random assortments of skills with all the same effects and conditions.

Personally, I'm a fan of the hybrids because they allow versatility and variety within one character and usually have more lore to back them up instead of the generic warrior,ranger blahblahblah. :P

Freke

Frost Gate Guardian

Join Date: Oct 2007

N/A

D/

I'd like it to be like the Tyria map, except EVERY SINGLE PIXEL WHEN ZOOMED OUT CAN NOW BE EXPLORED

Corrusader

Ascalonian Squire

Join Date: Apr 2005

I'm here with a unique suggestion, I'm here to suggest a person. I want them to hire Sean Howard as a game mechanics designer. Mr Howard has a lot of great ideas for game mechanics (here, look at his 300 game mechanics project: http://www.squidi.net/three/index.php).

One of the mechanics, the zombie mud bears particular relevance to the MMORPG genre (tho not particularly guild wars). I feel in there he has some fresh new ideas that warrants further exploration. (http://www.squidi.net/three/entry.php?id=30)

I could go into fanboy mode and talk excitedly about Sean Howard, or I can not talk and let his website speak for itself.

Innocent

Frost Gate Guardian

Join Date: Jun 2006

Mo/

There are some things that I feel need to be said about the pvp in Guild Wars. These issues should be addressed for GW2.

Diminishing returns. This really needs to be looked at to make sure things like block are not used too much. At the moment, teams are not really punished for playing a build that has 5 different skills that can cause block (Aegis x2, Gaurdian x2, Weapon of Warding). I'm just a layman, so I really have no idea how it could be implimented into Guild Wars 2, all I know is that the mechanics how of stuff works in Guild Wars right now does not allow for diminishing returns to be implemented effectively. Food for thought.

NPCs in GvG. I know this is not going to be addressed effectively until they re-write the code, so I figured I would mention it. I know there are options being explored right now for the current gvg system, and that's a good thing. However, I feel that a complete rebuilding of the gvg system with an emphasis shifted from NPCs to players is in order. Again, I am not sure how this can be done, but it is something that needs to be looked at. Which brings me to my next point:

Victory or Death. This is tied into the NPC point up above, but I feel it deserves its own little blurb. When GW first came in beta, there was no game ending mechanic and games lasted forever. That's when VIO/VOD was born. Now the idea of VoD is okay, but due to the nature of how it is related to the point I made above VOD is a problem right now. NPCs have a great deal of worth in a gvg, and so the focus shifts from players killing players to players killing NPCs so VOD is good for them. Regardless, the VOD idea itself is good, but the fact that it ties in with NPCs so much at the moment is what makes VOD in general bad.

Encouraging Offensive Play. This one I've heard other people talk about, and I think it's a good idea. Perhaps it would be wise to implement things that encourage offensive play. Again, this would help in the current system and is something to consider for GW2. Right now, when you kill an enemy, you get -1%DP. Why not encourage more killing by making the reward even more tangible? Killed someone? -1%DP and...
Quote:
For 10 seconds, your team has +10% critical rate.
For 10 seconds, your team has +10% movement speed.
For 5 seconds, your team's skills recharge 10% faster.
For 5 seconds, your team gains +10% adrenaline.
Now, some of these might just be op, and they can be balanced. The idea is that these short bonuses encourage a team to kill more people. There's a whole whack of concerns that come with this idea, and they'll need to be addressed. I think something like this can really change the face of gvg in GW2 to make it more active and encourage more offense. The problem with GvG now is that there really is no incentive to kill. You just hold out until VoD, let your NPCs to damage and keep yours up with all the defense you pack.

Balance Considerations. The delicate balance of Guild Wars is very important to a gvg. I know I've read somewhere in the past that Izzy feels monks are too strong/good at keeping people up, and there is where the problem lies in GvG. Because monks are too good at their job, they had to implement things like VoD, and stuff. Consider this, at VoD, healing is reduced by 33% effectiveness. For GW2's system, why not just place the emphasis on mitigation in the first place? As far as GW is concerned, healing prayers is not that flexible because all it does is replenish health for energy. At most, you only need 2 or 3 skills to do that. That is the fundamental problem with the healing line in Guild Wars. As a player, I rather enjoy that the emphasis is on protection prayers. I feel that it takes more "skill" to play a protective bar effectively. Consider making healing more versatile, while healing less. Make the emphasis in GW2 more protection heavy, supported by healing spells. (This is just my perspective as a GvG player. PvE players may have a problem with this, and that's okay, but this is a thread about the pvp side of GW2.) At the moment, there is a trend to apply bandaid fixes to the problems that crop up in GvG. I know this is related to the fact that Izzy can't really say "Hey, this mechanic is bad, we should change it." because it would require programming time. In anycase, things need to be addressed in a smarter manner. Now that ANet has had experience with GW's gvg, I hope they will anticipate some of the problems that GW has run into and build GW2's gvg to handle those things.

Rated vs Unrated. Hero Battles can do it, GvG should be able to do it too. Random Unrated. This would cut down on a lot of smurfing that goes on in GW's ladder. Sometimes, you just want to mess around, and by doing a random unrated matching system, you allow guilds to mess around without risking their rating. Exactly like how Hero Battles works. Please consider building such functionality into GW2's gvg system.

Third Party Involvement. No doubt you will probably be using a similar automated tournament system in GW2 *somewhere*. While I like that the ATs can provide fun and something to do, ANet, please please, make it easier for third parties to organize tournaments. I think this one consideration alone has the potential to push GW2 to the front of competitive gaming. If organizations like CAL and MLG can set up tournaments easily, it will instantly open a new avenue of competition to GW2. I realize that this is asking for a lot, because each tournament is never the same, but it really needs to be something that is looked at seriously. Currently, Guild Wars has a great pvp system that is really a lot of fun to play. Skill balance and VoD/NPCs aside, I think that had GW been more open to third party tournaments, the pvp community would be in the state that it is in right now.

Craywulf

Craywulf

Frost Gate Guardian

Join Date: Apr 2007

Righteous and Honorable (RAH)

N/Me

As far as the 'mini' pets....get rid of them or make them useful. I think they take up graphical resources. Secondly if you gotta have them then don't miniaturize humanoid characters like Char or Prince Rurik, it ruins the whole game experience seeing full size Rurik standing next to a mini version of him. Lets just keep it to animals and creatures.

Personally I would do away with 'mini' pets and simply let every class be able to have a pet through a quest. Require the same skillbar requirement 'charm Animal', except that only Rangers can get the Beast Mastery Attribute.

So a Warrior/Monk's pet wouldn't be a strong as a Ranger/Monk's pet. I think this would be fair. Make pets tradeable once the person has finished an Animal quest.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Remove the Protective Spirit mechanic.
For PvP you should have the Spirit Bond mechanic which should suffice - but PS just kills PvE.

I seriously don't even want to have a hint of it in the game.

NeHoMaR

NeHoMaR

Desert Nomad

Join Date: Feb 2006

Here a must read for every game developer. It's about the 50 greatest game design innovations; A game with all that things must be good.

(I am not related with that website at all, just was a random Google find)

hubridnox320

Ascalonian Squire

Join Date: Mar 2007

Heroes Of The Empire

W/

I don't think any of my ideas have really been mentioned....


When I kill an armored rat, the drops should include : rat eyes, rat fur, rat tail, and pieces of broken armor. All of these items should have uses. Maybe depending on creature size you get a different size of armor which can be used to craft a bigger piece, or restore it.

SKILL CAPPING. To have it in a game like Guild Wars 2 would be completely unique. People wouldn't do giant raids just for the loot. They would repeatedly do them to help others capture elite skills. Maybe it's not even skill capping. Maybe it's collecting a "XXXX Soul" for creating a ritualist spirit."

Bristlebane

Bristlebane

Desert Nomad

Join Date: Jan 2008

Mo/



I want to see a "Hall of Monuments" in GW2, but in the form of houses/apartments instead. Inside major cities will be living quarters where you can rent a house. Clicking on your door takes you into your "instanced" home.

How can 10-20 houses be enough for millions of players?
Simply, houses are symbolic. There might be only 10 houses, but space is unlimited.

Why do I want my own house?
In short, a house would give you a place to display your best weapons and items much like HoM. You can buy upgrades like an extra storage chest, armor display etc.

Who can visit me?
Much like you have friends in a Friends List, you can have a similar list for friends allowed to visit you. If several friends live behind same "symbolic" door, just show a window allowing you to select who to visit. You can also invite people by having them in your party.

How many houses could I own?
One.

Would there be different sizes?
Everything from single room houses to pure luxury houses. The cheap rooms would be very cheap, allowing even casual players to afford it. For the richest players, there should be choices for them too.

Do I gain more advantage with a bigger house?
No, exactly same upgrades as a small house. Just a whole lot more space and innate decoration.

Why would Anet put so much efforts into this?
They already have.. most of the work have already been done in GW1: Instanced Hall of Monument, Guild Hall upgrades (you would get houses upgrades in a similar way, maybe a Land Lord).

Any more questions?
Good, thank you for reading

G E A R S

Academy Page

Join Date: Mar 2007

E/Mo

1. dont make the level cap too high or atleast make it so its attainable withing atleast 30-50 hours of playing and keep it so the majaority of content is for max level

2. bring in new proffessions !!MUST!! atleast 2 and make the current ones similar yet completely different to there current state. keep it interesting

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Keep the level cap at 20.

Don't add grind.

Include AI heroes for dungeons and such.

Support the solo players like you claimed to do.

Don't force us to PUG unless you give us CoIP abilities. (Choke over Internet Protocol).

Don't keep that hypocritical BS where you ban a guy for the name Brawling Headbutt. You don't have copyright on the term, and you named a skill that, so how is that bannable? Same for Sadistic Signet or whatever that other guy was.

Don't pander to the conservatives like you're doing now.

Oh wait, I forgot, what I'm looking for is a company that cares about the players and treats them as mature adults. And this is ArenaNet. Forget everything I said, let's just buy BioWare's MMO when it comes out.

eagleblade

Academy Page

Join Date: Aug 2007

D/

how about a age seperation for gw2 like for example 8-17 seperated from 18 and up done by account information. it sure would solve alotta headaches for players in the mature crowds.
and i know they wont do it for gw1 cause they are changeing enough things already unless they find time for it. but it would be great for gw2 at least.
i'm sure this post is going to get flamed by lil kids but everyone has their say at least.

if you support the idea just put: /signed
and if you oppose the idea just put: /unsigned

please no flaming
this is a legitimate idea.

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

Quote:
Originally Posted by Gutz
I'd be happy with an auction house.
I would love to see an auction house. Maybe have NPC's, Xunlai Reps, being the auctioneer, selling away random decent or good gear and various things. Much like it was in FF 9

Divinity Sword

Divinity Sword

Academy Page

Join Date: May 2007

Washington

Dragons of the Rose

R/

@ Bristlebane - Love it, love it, love it!

I would like to see quivers for rangers. Maybe have it build into their armor, or have it as a seperate piece of armor that overlays your armor. Doesn't seem too hard. I would also like to see bow strings on bows. A little line can't be too tough as well

Another idea I had is if you were able to carry your weapons on your back in towns. I always found it really awkward that they just disappeared on entry to an outpost. Take warrior for instance. Maybe if you have a shield AND a sword the sword would go on your side and the shield on your back. If you only had a sword/shield then just the back.

Just some thoughts

beregond

beregond

Lion's Arch Merchant

Join Date: Dec 2007

Paladins of Eternal Truth[POET]

W/Mo

I got one...give me more news about the developing of GW2....

Crimso

Crimso

Lion's Arch Merchant

Join Date: Jul 2006

PCformatforums[PCFF]

Me/Mo

Quote:
Originally Posted by eagleblade
how about a age seperation for gw2 like for example 8-17 seperated from 18 and up done by account information. it sure would solve alotta headaches for players in the mature crowds.
and i know they wont do it for gw1 cause they are changeing enough things already unless they find time for it. but it would be great for gw2 at least.
i'm sure this post is going to get flamed by lil kids but everyone has their say at least.

if you support the idea just put: /signed
and if you oppose the idea just put: /unsigned

please no flaming
this is a legitimate idea.
You mean lock eveyone who wants to play the game properly and is under 18 with pretty much every bad, crappy and ill-mannered player in the game.

I'd be 18 by the time GW2 comes out(or a few months after if it comes out in the 3rd quarter of 2009) but it's still not very fair, what if one of your friends is 1 or 2 years old than you and you can't play together since the servers are locked apart from each other, wait X ammount of years until you can play together? Also people could just lie about their age to get into the 18+ server.

There are far too many factors to consider making this happen, since like I've said it can prevent friends from playing each other for years, and what about guilds that move from GW to GW2 lots of people won't be able to play with their old guild or reform it because they are too old or too young.