GW2 Suggestions Thread

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Quote:
Originally Posted by pumpkin pie View Post
Sextacy, its called the sidekick system.

FYI, No, not everyone has to agree with suggestions on this forum. Its just a place to put suggestions that Arena Net can't and won't read, so players like me who has lots of time and annoying suggestions can post and not bother them with emails.
If they do implement that idea, I allready know at least 5 people that won't buy GW2 including me and my wife (got some gamers in the family and I know what they like since we usualy play together). What makes RPG awsome is that when you reach a high lvl you gain a certain form of respect from beginners, especialy when you descide to help them get started or defend them against otherst that like to pester them. I don't see why some people would feel that you cannot be rewarded for the time and effort invested.. thats the same like saying you don't like anyone to have an advantage, assuming they have more experience at this sort of thing (be better at forming builds, have better fieldstrategy etc..) But then again GW2 will be MMORPH so less like an RPG, although do keep in mind that a sidekick system will take away the fun for most people and if everyone knew in advance, I doubt they'd buy the game before being fully informed what exactly this means.

Because if that system means sharing strength/health or level with others (lvl1) who just started... THEN I will end up being twice as BORED... and I tend to play games not for the boring part but for the exciting part (the fact that you can achieve something wich you can show to others is exciting, a sidekick system would be like earning underwear, no one would see it or want/care to). What's the use realy if a lvl 1 becomes just as strong as a lvl 40?
Maybe you like this idea but for Arenanets sake I realy hope they consider the losses of customers they might make if they aren't fully up to date about what people want, maybe gamebuilders should have more polls to the people. My account got banned once on GW cuss my Girlfriends sister stole one of my cdkeys wich I thought she'd register on her account (was new expansion) so I reported this to arenanet, they banned the account (to be secure) but unfortunately even with the proof presented that I got my key back and that the games were owned by me, they never unbanned it due to safety reasons they said.. made me realy pissed at Arenanet and yet I bought the game and it's expansions again because eventhough GW wasn't uber, it was still worth it! And I hope it stays that way.

Quote:
Originally Posted by pumpkin pie View Post
I want this type of fighting
Quote:
Originally Posted by Stormz View Post
1. NO heroes pls, keep original concept as Guildwars Prophecies was intentended, supporting teamplay.GW1 prophecies without heroes was the best game ever, big part of GW's original succes.PVE GW1 is now utterly boring and has the feel of a singleplayer game, and this while it's an online game!.Most new players now start at Random Arenas for teamplay.
I entirely agree with that wich is why I suggested a system that allows others to still team up with you even if your outside an outpost, either by the possibility to see who's outside and offer a teamup or by making it possible to meet eachother on the outside and make the enemies respawn every few seconds. There are other idea's that can be better then mine but at least it would take away the boring part where you usualy have to do everything alone with some stupid NPC's. I remember pre-seering where everyone wanted to team up, but dump me after they received the rez signet quest as if they didn't care to play in team... and perhaps this is because they didn't like getting less experience in a team..
Whatever the reasons were, the game should become more attractive for teamplay. And a good way to achieve this is by creating more freedom, equipment and options (this way the boring part catches up to you way later).

Quote:
Originally Posted by Quinlan Vos View Post
Proper enemies. Fighting against everything that moves, including spiders and rats doesn't seem too smart.
I agree.. but what would you think about having a storyline where you can make 2 choises every time you reach a mission, desciding you own enemies in advance (example, you choose to fight a certain faction of soldiers because you defended some villagers against their high tax collectors).. just me thinking out loud so ignore if you disagree ^^

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by pumpkin pie View Post
The thing is they cannot read suggestions send by us, I've read it somewhere, possibly on the wiki or gw website. I try to look for it, but cannot find the link anymore, I was going to ask Ms Regina, because on her talk page is a link directing us to suggestion page. My question was why link us to post suggestion when in the first place they cannot even read it. I am very sure i've read it, i remember they say if you send anything that has to do with suggestion to game, they will send it back un-open/un-read.
They can and they have - although typically with their own twist to it.

The actual statement is that they don't accept privately solicited suggestions. Instead, they see public sites such as forums and, recently, the wiki as the preferred medium of communication. It might be because they want to see a public reaction to a suggestion before running with it, or it might have to do with the legal status of something posted in a public place compared to a private submission... or both.

Either way, their policy does allow them to consider suggestions posted here.

As for the discussion in question... why not have two modes, kinda like Hard and Normal? One that sets everything to the level of the player(s), and one that leaves everything at their original levels? Can't be any harder to implement than level scaling in general, and this way both sides win.

Dervish Kid

Dervish Kid

Krytan Explorer

Join Date: Aug 2007

Florida

D/

Quote:
Originally Posted by Kishu View Post
I would like GW2 to take some more influences from the good things in WoW

an auction house would be nice, it would stop people spamming chat and means people are less likely to use ebay

I would also like to see more item slots, so you can equip rings, amulets etc to increase your power rather than runes,

I also think that team farming should be encouraged more: rather than nerfing the crap out of drops and builds, they should make skills over many profs that can work together nicely

i also want to be able to change the appearence of GW2. My brother has changed the appearence of his WoW display significantly, he has health an mana bars in a circle arround the charecter, i think this would be really good on guildwars because it means you can keep an eye on the action and check ur health and energy levels.

i think upping the ammount of equipted skills would be good so that you can have about 10-12, and that you get some longer lasting enchanments that last say, 5 mins...

my final request it that we get more types of equipable drops, like armor etc, and that very powerful high end uniques are assigned 1 person and effectivly customised, but they have a higher drop rates - if this is done, maybe they should be a different colour, such as red??
True.. But I dont think they'll do the final request. The closest to equipable drops is the loot sharing.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

draxynnic:

It doesn't matter how they make it , the whole idea revolve around making the game ageless, thats why I wanted to have the monsters evolve/grow with the character and previously i also wanted that boss monsters move around, and not in one single spot all the time. this way every time you go someplace you have new monsters to kill, and to hunt down a boss is not just a boss run anymore, player would really have to hunt it down. could take seconds to find could take days depending on luck and how throughly a player looks for it.

It can be anything actually, I am sure Arena Net can come up with something better. Do you not see the potential, a system to generate different contents* everytime a character goes into an area even if they've been there before, the monsters spawn, the npc, all random. It would make the game fell fresh and new for many many years.

*provided that all tyria monsters stay in tyria, etc like you don't find wild elephant in the USA, localization of monsters type, but if they belong to tyria they take turns spawning at different locations of that particular map.

anyway, TV time.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by pumpkin pie View Post
It doesn't matter how they make it , the whole idea revolve around making the game ageless, thats why I wanted to have the monsters evolve/grow with the character and previously i also wanted that boss monsters move around, and not in one single spot all the time. this way every time you go someplace you have new monsters to kill, and to hunt down a boss is not just a boss run anymore, player would really have to hunt it down. could take seconds to find could take days depending on luck and how throughly a player looks for it.
Sounds a bit like it was in Prophecies, where boss monsters could spawn in different places or just not spawn at all...

...and days? That could get turn-people-off-the-game frustrating. Could you imagine being asked to bring a certain elite - for a guild run into an elite area, say - and spending three days straight trying to get it and failing just because you had bad luck? Some variability is good (and is something they're already aiming for with GW2) but it shouldn't be an obstacle in the process of gathering the tools you need to be effective.

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Quote:
Originally Posted by draxynnic View Post
They can and they have - although typically with their own twist to it.

The actual statement is that they don't accept privately solicited suggestions. Instead, they see public sites such as forums and, recently, the wiki as the preferred medium of communication. It might be because they want to see a public reaction to a suggestion before running with it, or it might have to do with the legal status of something posted in a public place compared to a private submission... or both.

Either way, their policy does allow them to consider suggestions posted here.

As for the discussion in question... why not have two modes, kinda like Hard and Normal? One that sets everything to the level of the player(s), and one that leaves everything at their original levels? Can't be any harder to implement than level scaling in general, and this way both sides win.
The reason why you can no longer find it on the wiki is cuss it was forbidden. I'm not entirely sure why but as far as I was able to make out.. Arenanet didn't like the information being on the wiki.. perhaps cuss they don't want to hear other people's idea's... or maybe the information shared wasn't correct.. who knows..
Although I sure hope they'll read this.

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

I've been thinking a lot about how to develop player characters. This is assuming they still intend to make it a much longer and involved process to raise a character up to maximum level/power, which should ideally make each individual player character more diverse and flexible in the process. Here's some of what I've thought about that I think could make this work out well:

- Have around 8 different classes.
- Make each race have different classes to choose from (I'm thinking maybe 6), but never all 8.
- Make it so that each possible 2-class combination can be made with at least one of the races.
- Have it so that you choose a race, and then choose TWO classes.
- Have these classes not be primary and secondary, but rather both primary, in that it gives the player the full benefits and abilities of both classes.
- Have it so that you must choose a limited number of skills to be usable on your skillbar when out in the world, like GW1's 8 skillbar, but make it larger than 8 (I'm thinking at least double that many). Have it so that you can change this in any town for free, just like GW1.
- Have it so that you can change your attribute spread in any town for free, just like in GW1.
- Make weapons and armor class specific, and have it so that you can use any weapon or armor that either of your two classes can use.
- Make each "class" of weapon and armor hold specific types of upgrades that are tailored to help that class specifically. Heavier plate-type armors, for instance, could have upgrades that would benefit the warrior-types, such as armor and health mods. Lighter cloth-type armors would offer much less protection, but you could have magic-related mods on them, for such things as magic points, and magic regeneration. And other types of armor would have different mods for their classes, whatever benefits them specifically the most.
- Likewise for weapons, make their possible mods very class-specific. Make caster-type weapons considerably weaker in terms of weapon damage than the melee weapons and bows and such, for instance, but have it so that you can equip them with mods that suit a caster, such as magic spell damage, magic points, etc. Other weapons would only have mods that suited their respective class.
- Have it so that it's possible to switch one of your classes out for another one completely, but only for a significant amount of in-game cash, and only every once in a while (maybe once a week, or once every 10 days or so). You would of course also only be able to switch a class out for one of the other ones your race can specifically play.

I feel like the result of this setup would be that you could basically have two full classes in one, as well as the ability to mix them somewhat, but at the cost of some of the full potential of either class. So, using GW1's classes as an example, my Warrior/Monk could be a full 100% Warrior, or a full 100% Monk, or some sort of hybrid with somewhat reduced abilities of each. This would basically let players feel less trapped by their character's primary class, as I feel GW1 sometimes feels, when looking at it from an individual character perspective. But it would also create less problems with blending classes together, as it would essentially be impossible to create a Warrior/Monk that had as good tanking and healing abilities as either a solely dedicated Warrior or Monk build on its own. It would give you the ability to almost instantly switch between these options in town though, and greatly diversify the abilities of each individual player character as a result.

Please feel free to comment, criticize, or discuss. Thank you.

Curseman

Academy Page

Join Date: Dec 2007

I think that the races should either be only aesthetically different, or their differences should be that they have different pve only skills or something. I don't really want to have to be a plant-person because humans suck as healers or rangers or whatever.

In pve I don't care as much because having everything about your character at the utmost ideal isn't as important.

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Quote:
Originally Posted by Curseman View Post
I think that the races should either be only aesthetically different, or their differences should be that they have different pve only skills or something. I don't really want to have to be a plant-person because humans suck as healers or rangers or whatever.

In pve I don't care as much because having everything about your character at the utmost ideal isn't as important.
I agree, at most the (dis)advantages should be based upon the choises you make during the game, not at it's start. It is very hard to balance out diffirent classes without making them look too much the same or too diffirent. We don't want people to look upon the game as if it only offers one to two good choises but a lot of diffirent ones that are all good in their own sort of way.

An idea however might be that your skills become empowered depending on how many stats points you put in them (so if someone only descides to use 8 stats points in healing prayers, they'd not receive further bonusses unless they had 12 points or more in that skill tree, with this I mean bonusses upon the allready excisting ones like longer lasting enchantments & bonus heal points, etc..).

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

Thanks for the replies, not as many as I thought I'd get, but good to see anyway. After thinking it over more, I do think that maybe having every class open to every race is a good idea, for the reasons given here, among others. I like the idea of maybe having some racial skills instead, that would blend better with certain classes, encouraging but not forcing you into choosing certain classes for certain races. It just makes sense to be to give Norns racial abilities more suited to tanking and melee combat for instance, while Asuras would get more magical or spell themed abilities. They seem to be splitting the racial skills up like this somewhat in EOTN anyway, and I think they can continue that into GW2, making some actual racial skills that are only available to each race.

As for the skill empowerment idea, it definitely sounds interesting, though I think it would depend on the specific about it to determine how well it would end up working overall. It would also depend on just how they do the attribute system in GW2 also, which could be quite a bit different than GW1.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Quote:
Originally Posted by draxynnic View Post
Sounds a bit like it was in Prophecies, where boss monsters could spawn in different places or just not spawn at all...

...and days? That could get turn-people-off-the-game frustrating. Could you imagine being asked to bring a certain elite - for a guild run into an elite area, say - and spending three days straight trying to get it and failing just because you had bad luck? Some variability is good (and is something they're already aiming for with GW2) but it shouldn't be an obstacle in the process of gathering the tools you need to be effective.
That is very true
I also don't think "runs" are very good. you know like please run me to the next town, or runs just to open 10,000 chest, or runs of any kind, that creates grind imho, you may add that to the reason I want the game to variate.

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

To follow up on my thoughts on character creation, I wanted to just post some thoughts on characters in general.

1. One thing I'd like to suggest is that I think that each classes' unique or "primary" attribute should be made into a passive ability, that would always be active, and that you don't put attribute points into. It always seemed either pointless to put attributes into what's essentially a passive ability for classes that don't really use their primary attribute's skills a lot, or awkward to have a passive ability be affected by an active skill set for those that do.
If they use a primary and secondary class system, I think a character should only get the primary classes' passive ability, and it should just be a set ability that doesn't change, or possibly scaled with the character's level. If a dual class system is used, then perhaps the primary attribute could be scaled depending on how many attribute points are put into that classes' attributes.

2. Another thing I'd like is for weapons to be able to be held and used by anyone, as in GW1, but for the attribute requirements of a weapon affect all of their stats and abilities, not just one. So if a Bow requires 9 Marksmanship, for instance, you could still wield it as a Warrior (for pulling purposes), but it would always do minimal damage, you couldn't receive any of it's mod benefits whatsoever.

3. Even though I've already mentioned it once, I'd like to say again that I really think that the number of equippable skills needs to be increased significantly. I felt that 8 skills was too few even when I started playing GW initially, and that feeling has only grown stronger throughout the years afterwards. FOR GW1, I've always thought it would be a better game with at least 10 skill slots, but I would really like to see more in the range of 15-20 equippable skills for GW2.

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

Here's some quick ideas I have for character classes and their attributes. I'm listing their passive abilities in brackets after their name, and then their active attributes underneath.


WARRIOR (Armor penetration, Increased maximum health, Decrease to all negative condition durations suffered)
Melee Combat: Weapon skills for Swords, Axes, and Hammers
Offensive Tactics: Offensive based shouts, Offensive Stances, Shut-Down abilities
Defensive Tactics: Defensive based shouts, Defensive Stances, Self-Buffs, Target Redirecting abilities

RANGER (Decreased mana/energy cost for Ranger skills, Increased map vision for seeing enemies)
Marksmanship: Weapon skills for Bows and Crossbows
Wilderness: Self-buffing abilities, Nature Spirit creation, Trap setting abilities
Beast Mastery: Pet attacks, Pet buffing and maintenance abilities

ELEMENTALIST (Increased maximum energy/mana)
Fire: Fire based attacks, Area damage
Air: Lightning based attacks, Focused Spike damage
Earth: Earth based attacks, Protection based abilities
Water: Water based attacks, Freezing/Slowdown abilities

MESMER (Decreased casting time for all spells)
Domination: Direct Damage attacks, Shut-Down abilities
Illusion: Health Degeneration attacks, Snaring/Slowdown abilities
Inspiration: Energy/Mana draining attacks, Energy/Mana Regeneration abilities (self and party)

NECROMANCER (Gains energy/mana from kills, Decreased casting time for minion creation spells)
Blood Magic: Health-Stealing attacks, Health regeneration abilities (self and party)
Curses: Health Degeneration attacks, Shut-Down abilities
Death Magic: Direct Damage Attacks, Minion Creation abilities

ROGUE / ASSASSIN (Gains energy/mana from critical strikes)
Dagger Mastery: Weapon skills for Daggers and Blades
Deadly Arts: Direct damage attacks, Shut-Down abilities, Offensive Stances
Shadow Arts: Defensive abilities, Self-Buffs, Teleportation abilities

SUMMONER / RITUALIST (Increased health for created creatures and spirits, Increased duration for created creatures)
Communing: Direct Damage attacks, Offensive and Defensive Spirit creation
Creation: Creature summoning abilities, Creature buffing and maintenance abilities
Restoration: Healing and Protective abilities (self and party)

PRIEST (Increased healing for all healing spells, Gains energy/mana when casting spells that target an ally)
Holy Magic: Light based attacks, Healing abilities (self and party)
Protective Magic: Protection abilities (self and party)
Smiting Magic: Light based attacks, Area Damage attacks, Undead Destroying/Banishing abilities

MONK (Ability to dodge attacks, Gains health from critical strikes)
Martial Arts: Weapon skills for Combat Gloves and Hand Weapons
Counters: Counter-Attacks, Reversal-of-Damage Stances, Shut-Down abilities
Life Magic: Healing and Protective abilities (self and party)


I feel like these classes would provide a good varied and effective base of character choices for GW2, to which they could always add to later if they wanted. I've obviously tried to reuse and tweak the classic GW1 classes, more so than making up brand new ones, which I think would maybe be for the best. Please feel free to comment. Thank you.

Curseman

Academy Page

Join Date: Dec 2007

So basically you want to keep everything the same, except change the monk's name to priest, and make a new monk class that's a hand-to-hand fighter/healer hybrid?

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Curseman's right seeing as they weren't planning on using the same character layout.

Btw I sent mail to ask wether Arenanet reads idea's or allready made up their mind, no reply so far but I'm guessing our idea's don't matter at all seeing as so much people seem convinced of this fact... ah well I guess we'll see... but in a way they are right about most parts.

Characters allready been descided
Battlesystem asswell (wich means also skills/spells or the game would become unbalanced)
Enviroment also been descided
Story has been descided
and the list goes on...
or at least so it seems when reading all the stuff allready on the web about what to expect for Guildwars 2. It is possible that they still make changes but once put online, thats highly doubtfull.

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

Yes, you could be right. My posts here have been as much wishful thinking as they have been actual suggestion for the most part, and I realize the likelihood of them having any sort of influence on ANet may be slim, if not completely nonexistant.

Despite what ANet does though, this thread is still titled "GW2 Suggestions Thread", so I figured I'd take advantage of that and post some ideas, even if they end up being pointless in the end.

Quote:
Originally Posted by Sextacy View Post
Curseman's right seeing as they weren't planning on using the same character layout.

Btw I sent mail to ask wether Arenanet reads idea's or allready made up their mind, no reply so far but I'm guessing our idea's don't matter at all seeing as so much people seem convinced of this fact... ah well I guess we'll see... but in a way they are right about most parts.

Characters allready been descided
Battlesystem asswell (wich means also skills/spells or the game would become unbalanced)
Enviroment also been descided
Story has been descided
and the list goes on...
or at least so it seems when reading all the stuff allready on the web about what to expect for Guildwars 2. It is possible that they still make changes but once put online, thats highly doubtfull.
Quote:
Originally Posted by Curseman View Post
So basically you want to keep everything the same, except change the monk's name to priest, and make a new monk class that's a hand-to-hand fighter/healer hybrid?
Yes, I generally like the classes for the most part. So I was mostly just imagining how they could be tweaked to become better. I wouldn't want the exact same skillsets being ported over though, I think that the individual skills for all classes pretty much need to be completely reworked. I was thinking more in terms of general functioning of the classes, from a gameplay and job role in the game perspective, and I think these tweaks would have improved GW1 as well.

The mod says: Please instead of double post. Thanks!

Aqua Team

Pre-Searing Cadet

Join Date: Apr 2009

ok, all of the people trying to make GW like WoW... i dont like you... j/k but the reason i dont play wow is it sucks I've tried it and with in like 3 hours of gaming i got bored...
so all i would realy like to have in gw 2 is...

1. more races

2. more classes

3.i want to keep the titles i earned...

4. i would like to keep in at 8 skills a bar. the reson for that is it takes skill to make your own bar and its alot mroe fun if u can have like 30+ skills out at once like wow that is terrable. and also make SURE THAT THERE IS NOTHING LIKE PVX WIKI!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Aqua they can easily add more slots and balance out the skill tree, resulting in the same. But I doubt they are just going to copy GW1 to a new engine or camera position.
We have yet to see what kind of a system they'll use.

Eitherways I fully agree with you not wanting GW2 to turn into WoW. I wouldn't mind NOT buying the game if it became WoW. If people here like WoW, they should get back at it because Guildwars is NOT World of Warcraft, simple as that.

I didn't buy WoW because I'm 26y and married, so no childs games for me!

Bitoku Kishi

Bitoku Kishi

Academy Page

Join Date: Jan 2006

Serenity of the Night [Moon]

W/Mo

Quote:
Originally Posted by Aqua Team View Post
4. i would like to keep in at 8 skills a bar. the reson for that is it takes skill to make your own bar and its alot mroe fun if u can have like 30+ skills out at once like wow that is terrable.
Like Sextacy mentioned, there's no reason they can't allow for a few more skills on the bar and still keep it balanced, and keep it a very build-based game. I don't think it would be a good idea to go in WoW's direction necessarily either. I just know that GW1's 8 skill limit is too small. The main problem with it is that it forces you into a specialization role, and almost eliminates the possibility for effective hybrid builds (which I personally really like to play).

This is why dual-element Elementalists just never get used, for example, despite ANet obviously wanting them to be a viable option. I'm sure they could be viable if you just had a few more skillslots. The problem is that in a lot of situations, you don't really even have 8 free skills. As a PvE Elementalist, you might need a skill slot for some sort of resurrection, as well as one of the attunements, so that's bringing it down to 6 already. Then out of that 6, you might need another energy management skill in there, or possibly some other necessary support skills for whatever you're specifically doing in the game, and pretty soon you've used half the bar on stuff that's just simply necessary to have in order to make the rest of the build even work at all. As an Elementalist in PvP, you usually need some sort of self-healing, or defensive skills, or running skills, etc., and again the same thing happens, where you've used half your bar on stuff that's not even really optional, and you're only really left choosing 3 or 4 skills. This just feels too limited in most situations in the game to me.

If they give us like 30 skill slots, then sure, the game's probably going to start to feel like WoW, and maybe lose it's build-focused element. But if they gave us somewhere around 12-15 or so skill slots instead of 8, I think it would actually help the build-focus of the game, by allowing for more versatile builds, while still requiring careful thought and organization in creating them.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Baddocks List of Wishes / Suggestions
  1. Official Logitech G15/G19 support, it's not that hard to take one of the many applications already out there for GW (on the G15) and call it offical.
  2. Dishwasher,Purchasing Guild Wars 2 should include a bonus Dishwaser, mine broke, I need a new one!
  3. Friends List Size Increase, I've filled mine up, I'd also like some changes to the list that would allow me to sort friends into other fields like Guild, Trade Partners, Runners and perhaps custom categories / notes.
  4. Ignore List Size Increase, Why are we limited to 10?, everyone knows there's more then 10 jerks and scammers in Guild Wars.
  5. Better Designed Party Window, allow for a better designed LF system, perhaps make it global so I can see someone in Kamadan when I'm in Ascalon, etc.
  6. URLs through PM's / Guild Chat, I imagine a lot of people would like this, I sure would, the current method of using the template name to pass on URLs is somewhat annoying.
  7. GROUP Private Message, make a little chat room where you can invite certain people, I've had a conversation between X amount of people through Xfire before because Guild Wars did not support it.
  8. Auction House, Why don't we have one of these yet?, we should, every other major MMO I've had seems to have a variation of this, it would also reduce the normal chat trade spam and remove the need for the Trade Chat tab on the chat window.
  9. Increase Guild Numbers, Cmon we're in the age of super guilds who have like 24+ guilds filled, allow for upwards of 500 unique members, also add ranks like Co-Leader, Advanced Member (can invite but can't kick / edit Guild Messages), etc.
  10. Even out Reputation, this is if it still exists in Guild Wars 2, right now I can get Deldrimor and Norn titles maxed in around a week or so, while it takes a lot longer for Asuran / Vanguard.
  11. Player Housing, Why not?, it'd be like the Hall of Monuments combined with a Guild Hall, make it similarly priced to Guild Halls right now and offer Paid Upgrades (ingame not real life cash). Heck throw in something along the lines of Fallout 3's housing setup and I'll be thrilled!
  12. Edit Character Names, Ability to edit character names every 60 - 120 days, I want it bad, I no longer want my main to be called Fizzle Bo Rizzle, etc. (not a real name, hopefully)
  13. Cut Scenes, Possibly make the lips move when people talk?

I'll probably think of more but for now that's all I can think of enjoy!

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

I agree with most things Sir Baddock said but I have to dissagree on the dishwasher wich should be a mobile celephone

StormX

StormX

Krytan Explorer

Join Date: Nov 2005

E/Mo

Things I want to see:

-Better combat animation. Not just hack hack hack slash.
-improved character customization: I should be able to make a thin monk or a fat ranger if I want to. Faces/hairstyles available to all professions.
-Fast paced combat. 5 sec skill casting kinda sucks..
-Keep the 8 slot skillbar.
-Keep the balanced pvp. No imba WoW crap
-Keep the level cap low. No lvl 100 kind of bs
-Keep map travel.
-Keep the current drop system and loot scaling.
-more/better emotes: /slap /hug /punch /blowkiss etc. Not trying to turn this into the SIMS but it would be fun from a rp perspective.
-more interactive environment. Eg: bugs that squish when u step on them, water that ripples when u click it, chairs that u can sit on etc... Right now when u go out of town what can you do? Other than kill everything in sight?
-When you die, a little message that says "so and so was slain by xxx" or "so and so has fallen in battle" LOL. I know this one is kinda pointless but I find it hilarious when other games have it.

Things I dont want to see:

-Overpowered gear that gives you a significant advantage over others
-Armor that looks as though you rolled around in a knife shop.
-Mounts. (please no...)

That's it for now. Sorry if some of the stuff is already mentioned, I can't possibly scroll through the entire 70+ pages of this thread.

Dessie

Pre-Searing Cadet

Join Date: Mar 2007

Belgian Battle Force [BBF]

W/Mo

Quote:
Originally Posted by Sir Baddock View Post
Baddocks List of Wishes / Suggestions
  1. Official Logitech G15/G19 support, it's not that hard to take one of the many applications already out there for GW (on the G15) and call it offical.
  2. Friends List Size Increase, I've filled mine up, I'd also like some changes to the list that would allow me to sort friends into other fields like Guild, Trade Partners, Runners and perhaps custom categories / notes.
  3. GROUP Private Message, make a little chat room where you can invite certain people, I've had a conversation between X amount of people through Xfire before because Guild Wars did not support it.
  4. Auction House, Why don't we have one of these yet?, we should, every other major MMO I've had seems to have a variation of this, it would also reduce the normal chat trade spam and remove the need for the Trade Chat tab on the chat window.
  5. Edit Character Names, Ability to edit character names every 60 - 120 days, I want it bad, I no longer want my main to be called Fizzle Bo Rizzle, etc. (not a real name, hopefully)
  6. Cut Scenes, Possibly make the lips move when people talk?
I'd verry much like these!

Quote:
Originally Posted by Sir Baddock View Post
Player Housing, Why not?, it'd be like the Hall of Monuments combined with a Guild Hall, make it similarly priced to Guild Halls right now and offer Paid Upgrades (ingame not real life cash). Heck throw in something along the lines of Fallout 3's housing setup and I'll be thrilled!
this one is an optional for me, it'd be cool to customize our own homes, but not realy needed imho.


Further I was thinking about some sort of place where you grow up before you actually start the game (maybe make it possible to skip it). It might be like some sort of presearing envirement?

It's possible to integrate a tutorial and character creation in this place (comparible to vault 101 in fallout 3)

onilosmada

Ascalonian Squire

Join Date: May 2007

New Orleans

E/

Post videos of dances you would like to see in GW 2!

Here's 2 that I would like to see.

Human:
http://www.youtube.com/watch?v=mr5TiW--m3Q

Sylvari:
http://www.youtube.com/watch?v=8vE5w368-hw


NORN:
http://www.youtube.com/watch?v=_1nzEFMjkI4 <-- fast forward to about 1:30

Asuran:
http://www.youtube.com/watch?v=Ew1q-qSMZ5A

Let's face it.. the first emote we all type is /dance. Lets give GW 2 some funky moves.

Expherious

Lion's Arch Merchant

Join Date: Dec 2007

Wolfenstein Fuel Dump

Melandru's Elite Hunters [Hunt]

D/

I think what they should do is make dances available to all classes by making them simple commands like /thriller or /robot, then you wouldent feel compelled to make a character with a cool dance emote.

sosycpsycho

sosycpsycho

Lion's Arch Merchant

Join Date: May 2008

Atlanta

Krazy Guild With Krazy People[KrZy]

Im with you 100% on the norn doing the techno viking thats perfect lol. the rest is all to close in the hip hop style.

turbo234

Wilds Pathfinder

Join Date: Sep 2006

WI

Mo/

techno viking hell yes!

Ghostcell

Ghostcell

Krytan Explorer

Join Date: Nov 2006

=VX9=

N/Mo

Quote:
Originally Posted by turbo234 View Post
techno viking hell yes!
yeah agree with that one.
don't like the other ones, except for maybe the asuran, human one is crap!

Curseman

Academy Page

Join Date: Dec 2007

I would like them to keep the skill bar system, but with an increase in the number of skills a player is allowed to take, and I will list my reasons why.

I like the skill bar. It gives the player a lot of flexibility in making their character unique. The problem is that 8 skills does not allow for a lot of versatility. For dealing with gimmick builds you have to either take skills to use against them that will not be particularly helpful against other players, or you can build for playing against regular teams and just hope you don't run into anything you can't deal with. A lot of battles are over with before they begin because one player or team has skills that beat the other player or team.

Another reason why it should be increased is because of how 8 skills actually play. As I just said, 8 doesn't allow for a lot of versatility, and a lot of builds work out to basically be using 2 or 3 sets of skills in a set order. A character that can only do 2 or 3 things isn't as interesting to me as they could be. There's more decision making involved in the game when you have more options to choose from. The end result of increasing the number of usable skills to, say, 12 is that building a good bar still takes skill (or looking at the wiki), and then actually *playing* your character also takes a lot more skill.

They could even keep their existing keyboard setup and just allow 9, 0, -, and = to activate skills 9 through 12, or use the function keys instead of something.


Another thing I would like to see is the concerns mentioned here: http://www.guildwarsguru.com/forum/s...d.php?t=113319 addressed. I realize the article is old, but it's still true that magic users must pay to deal out the damage that fighters get for free, and often times the fighters end up putting out more damage anyway.

I think they should either make fighters pay the same as casters (by removing autoattack - every attack would be a skill) or by giving magic users the ability to deal damage for free as well (preferably by increasing wand/staff damage to a respectable level).

I think that equipment, and particularly mods should be looked at. The best mod for doing damage is not a sundering mod, which only improves damage, but a vampiric mod that adds damage *and* heals the user at the same time. The downside of draining life is negligible as it can be switched away when the player is not attacking.

Other examples include the faster casting and recharge mods. As they are, there's no reason not to have a 40/40 set for each attribute you use, since you can switch to the appropriate one for the spell you're casting at that moment. They should just make every wand/staff 40/40 for the sake of convenience, since the only thing stopping everyone from having the equivalent to that is the time taken to acquire those items.

I think if they keep weapons working the way they are, there should be either a short delay where the character puts their weapon away and takes out the new one or something, since as it is there is no reason not to farm up every type of weapon your class can use and just swap between them on the fly. It doesn't add any strategy or thinking, since it's completely cut and dried what weapon is the best for each situation. It's just an inconvenience factor, and it makes it harder for new players to get into pvp (which is already way too hard for most of the community), since they may not have a full understanding of weapon mods and weapon switching.

Lastly, I would like to see emphasis taken away from healing. It is not conceivable to win in pvp without monks, and even though I don't want them to be a worthless or bad class, I think all classes should have equal or at least close to equal value for a team.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Quote:
Originally Posted by Curseman View Post
Another thing I would like to see is the concerns mentioned here: http://www.guildwarsguru.com/forum/s...d.php?t=113319 addressed. I realize the article is old, but it's still true that magic users must pay to deal out the damage that fighters get for free, and often times the fighters end up putting out more damage anyway.

I think they should either make fighters pay the same as casters (by removing autoattack - every attack would be a skill) or by giving magic users the ability to deal damage for free as well (preferably by increasing wand/staff damage to a respectable level).

I think that equipment, and particularly mods should be looked at. The best mod for doing damage is not a sundering mod, which only improves damage, but a vampiric mod that adds damage *and* heals the user at the same time. The downside of draining life is negligible as it can be switched away when the player is not attacking.

Other examples include the faster casting and recharge mods. As they are, there's no reason not to have a 40/40 set for each attribute you use, since you can switch to the appropriate one for the spell you're casting at that moment. They should just make every wand/staff 40/40 for the sake of convenience, since the only thing stopping everyone from having the equivalent to that is the time taken to acquire those items.

I think if they keep weapons working the way they are, there should be either a short delay where the character puts their weapon away and takes out the new one or something, since as it is there is no reason not to farm up every type of weapon your class can use and just swap between them on the fly. It doesn't add any strategy or thinking, since it's completely cut and dried what weapon is the best for each situation. It's just an inconvenience factor, and it makes it harder for new players to get into pvp (which is already way too hard for most of the community), since they may not have a full understanding of weapon mods and weapon switching.

Lastly, I would like to see emphasis taken away from healing. It is not conceivable to win in pvp without monks, and even though I don't want them to be a worthless or bad class, I think all classes should have equal or at least close to equal value for a team.
I respectfully disagree. Casters priority are different and not just damage. Basically a warrior can be used for 2 things: Tanking and damaging. Whereas a mesmer is used for shutting down, interrupting, hexing and such. Damage isn't everything. Elementalists are mainly for raw damage except a few ward builds and such but the damage isn't just 150 fire damage to target foe, it's often spread out between the foes in the area which is a trait a warrior does not have. Ranger's does with skills such as barrage but they pay the cost of the skill as you call it. Of course elementalists also have air magic which is for damage and only targets one foe. But the air magic has the thing that it's great for spiking in a way not many physical damagers can + it has a wide selection of conditions such as dazed, blind, weakness, cracked armor and such. It is true that phys damage characters can just attack without using skills but they are still very vulnerable. Blind can completely shut down one of them and weakness can make their damage almost irrelevant, hexes such as ss or empathy can kill them within seconds and they take longer to kill a large mob than a group of elementalists for instance would.

At least that's what I think.

Curseman

Academy Page

Join Date: Dec 2007

Quote:
Originally Posted by Sword Hammer Axe View Post
I respectfully disagree. Casters priority are different and not just damage. Basically a warrior can be used for 2 things: Tanking and damaging. Whereas a mesmer is used for shutting down, interrupting, hexing and such. Damage isn't everything. Elementalists are mainly for raw damage except a few ward builds and such but the damage isn't just 150 fire damage to target foe, it's often spread out between the foes in the area which is a trait a warrior does not have. Ranger's does with skills such as barrage but they pay the cost of the skill as you call it. Of course elementalists also have air magic which is for damage and only targets one foe. But the air magic has the thing that it's great for spiking in a way not many physical damagers can + it has a wide selection of conditions such as dazed, blind, weakness, cracked armor and such. It is true that phys damage characters can just attack without using skills but they are still very vulnerable. Blind can completely shut down one of them and weakness can make their damage almost irrelevant, hexes such as ss or empathy can kill them within seconds and they take longer to kill a large mob than a group of elementalists for instance would.

At least that's what I think.
The link in my previous post actually addresses why fighter classes' weaknesses to conditions like blind still doesn't bring them down to an elementalist's level.

Fire aoe is not very useful in pvp, as the range is tiny and the players can get out in no time at all. An air spiker pays more energy for less effect when compared up against an axe spike character. They're also much more vulnerable.

I'm not saying that all casters should be big damage dealers, but it would be nice if good pressure damage were even conceivable as a magic user going against intelligent opposition.

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

I've finaly got a response from Arenanet

Quote:
Originally Posted by Arenanet
Hi Peter:



Thanks for writing in. We do keep your feedback and suggestions in mind. Our development team reads the forums when they can spare time away from their primary duties – to make the game. Our community managers keep an eye on the fansite forums, also. But with over 60 fansites in many different languages, as well as the official wiki, it is impossible to comment on every single thread or post. Just because our staff do not post on the boards or in the wiki does not mean that they don’t read. Hopefully you will agree that we have listened to the players after reading the 4th Anniversary preview.



Have a great day.



The Guild Wars Team
It sounds a bit dodgy in the sense that it's unlikely "but" possible that they read our idea's but we shouldn't neccessarily assume that they might be lying to us, lets think positive and assume they ARE taking our idea's into account and post some more idea's.
You never know if someone reads your idea and likes it, just imagine your idea to be used ^^.

Btw to add to the quote "ArenaNet's official Guild Wars website has been updated with an overview of the content being introduced to the game as it approaches its fourth anniversary on April 28th."

Meaning you might hear more about the idea's they are likely to use on that date.
You can stay up to date on this page http://www.guildwars.com/community/e...thanniversary/
I have to add that from what I read it only seems to be GW1 updates they have listened to so I'll keep you up to date once I learn more about GW2.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Quote:
Originally Posted by Sextacy View Post
I've finaly got a response from Arenanet



It sounds a bit dodgy in the sense that it's unlikely "but" possible that they read our idea's but we shouldn't neccessarily assume that they might be lying to us, lets think positive and assume they ARE taking our idea's into account and post some more idea's.
You never know if someone reads your idea and likes it, just imagine your idea to be used ^^.

Btw to add to the quote "ArenaNet's official Guild Wars website has been updated with an overview of the content being introduced to the game as it approaches its fourth anniversary on April 28th."

Meaning you might hear more about the idea's they are likely to use on that date.
You can stay up to date on this page http://www.guildwars.com/community/e...thanniversary/
I have to add that from what I read it only seems to be GW1 updates they have listened to so I'll keep you up to date once I learn more about GW2.
I understood it as they read it but there is way too much to take everything into consideration. Yet some they do :P

Sextacy

Ascalonian Squire

Join Date: Jan 2009

Belgium

[CARE]

Mo/W

Btw what do you guys think about this idea:

When you descide to go adventuring on your own, you should be able to choose the characters from your account (your own chars) and have the CPU controll them for you.
They should also gain 1/5 of the experience they should gain when they are used as the main character. This might encourage people that rather go on a mission alone (like farming for example) to switch characters often and play with them until they are all max lvl. Bad idea? possibly.. just thinking out loud ^^

btw just got mail from Arenanet, not much in there though.. but at least it's something.

Quote:
Originally Posted by Arenanet
Hi Peter:



Our designers have a clear idea of where GW2 is going, but we have been keeping in mind what players want out of the game. You’ll have to wait for the release of GW2 to see everything in the flesh, so to speak.



Unfortunately, we aren’t able to discuss release dates at this time. Anything you may have seen in online stores or the forums are unconfirmed and unofficial estimates based on speculation. Don’t believe anything unless it comes from ArenaNet directly. Please keep an eye on the official website for all the latest news.



Have a great day!



Regina Buenaobra

Community Manager

Guild Wars
Btw I like to add a comment on GW1 to Arenanet should they read this. In GW1 there was said to be several new spells & skills, items (such as weapons and armor) for each expansion, but eventhough some of them had new names and icons (or diffirent look), the effects were exactly the same compared to the ones originally allready in GW.

I recommend you make every skill & item unique because only then can you say you implemented "new" skills/spells or items instead of copies from copies with altered names.

Neponde Benito

Frost Gate Guardian

Join Date: Aug 2008

Club Of A Thousand Pandas [LOD???]

A/

Looked around a bit and couldn't find a previous suggestion, if I missed one, sorry!

This idea would be geared more towards Gw2, cause it would be a pain to implement it into this one. But what about implementing seasons? Like in winter, there might be a little bit of a snowfall in some areas, a slightly snowy ground texture, frosted trees, etc, with less effect in 'warmer' climates, and then in spring, everything would turn vibrant green, and then summer could brown things a bit, then in fall you could get the trees turning different colors and losing their leaves (not like a rain of leaves, of course, maybe the odd one every few seconds)
It wouldn't be too much of a graphical nightmare, just a changed texture here and there, maybe an extra few tree models, since they pushed back the release date may as well make that wait worthwhile!

Voltaic Ectoplasm

Voltaic Ectoplasm

Jungle Guide

Join Date: Feb 2007

Mallyx's pimped out Crib

Mo/A

this is already mostly in gw1..

Snowfall in the Shiverpeaks and such..

/Strongly Disagree

Dee Cazo

Dee Cazo

Academy Page

Join Date: Jun 2008

Cielo Defisa

R/N

I think if they didnt make it excessive it could e successful. Like just make each area one level colder. So Forest areas turn into a fall appearance, Fall appearance turns into frozen areas.

Its not a bad idea if implemented properly and seeing as the world is persistent maybe even these areas during every specific season have different monsters and even bosses that show themselves in this area only in certain seasons. Making weapons even more rare and stuff like that.

It would mean though they would have to redesign each area 4 times which is a pain. So I would even accept it if it was updated along the way.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Virtually no game has done this because it's such an enormous pain, because as mentioned you need to do every area 4 times. I'd settle for weather and day-night cycles.

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

meh, it would be neat, but not worth the huge amount of time it would take to be impemented properly ;-)

Expherious

Lion's Arch Merchant

Join Date: Dec 2007

Wolfenstein Fuel Dump

Melandru's Elite Hunters [Hunt]

D/

When Pokemon Gold/Silver came out the day/night system made it more worthwhile to play for me puts you on more of a personal level with the game drops and creatures should vary depending on the time stronger scarier ones at night and such I think they should implement that into GW2.