GW2 Suggestions Thread

Tender Wolf

Tender Wolf

Banned

Join Date: Jul 2007

All over Tyria, Cantha, & Elona

The Eternal Night Vanguard [TEN]

R/

I've got a suggestion for possible expansion packs:

There have been a few threads asking if Elona and Cantha will be a part of GW2; the main storyline is currently known to be in Tyria. Perhaps ANet will release expansion with Cantha and Elona, and also Utopia.

With each expansion, instead of new professions (because hopefully all 10 will be kept to begin with), there would be new races. Tengu for Cantha, Centaurs for Elona, and something else for Utopia.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Quote:
Originally Posted by domicro View Post
Please take on your mind all features developers have stated for gw2 before reading this post.
I noticed that arenanet was discussing to have 100 levels or unlimited levels.
They probably already decided, but here is my IDEA :

PVE :
1) 100 levels because that way players get the best feel of progression.

I know that gw2 will have expansions instead, but they can still make campain to be a part of what you get in an expansion, the difference would be :
-no tutorial area
-no "begginer" zones
-no new classes
-each expansion would add levels to the game so that doing quests and missions in it actually makes sense.
-I know that the storyline isnt linear in gw2, but instead has story arcs, and a story arc doesnt depend on another story arc, and you could complete story arcs in any order you like, regardless of your level. It means that when you complete a quest or a mission you gain certain percent of exp you need to level up. If you are level 1 and complete quest "A", you gain 20% of exp you need to level up, but you would also gain 20% if you are level 99. Each story arc is a chain of missions and quests, missions and quests in it are being unlocked in certain order, you unlock 1 mission or quest for a story arc "A" when you complete 1 mission or quest in story arc "A". My Idea would be that once you complete all story arcs in a campain, then you get "final story arc" unlocked, which is basically the ending for each story arc in a campaign, that means that all story arcs share same ending of a their stories, which is actually a big conclusion and ending of the whole campaign.
-each expansion would have 1 campaign
-gw2 without expansions has 1 campaign
Each expansion would add additional levels to the game so that completing quests and missions makes sense. If you complete first campaign, without repeating any quest or a mission, participating in world pvp or in dungeons, you would be level 100.

2) Players would not gain experience by killing monsters.

3) Players would not gain money and items (loot) by killing monsters.

4) When your party interacts with a monster, that monster becomes "reserved" for your party. It means that only players from your party can interact with it for as long as its reserved. When a monster leaves its "original spot" for a certain radius, it is no longer reserved. "Original spot" is a spot where the monster was at the moment your party reserved it.

5) Since the character development would be the same as in other mmorpgs,
monsters would have to have levels, even knowing that quests and missions would not depend on your level.

6) Players would gain experience, money and items as a reward for completing a quest or a mission. Of course they would get full reward if done the quest or a mission alone, or if completed in a party, the award for each party member would be determined on what which party member actually did in that quest or a mission. First time you compete a quest or a mission, it is in easy mode. All quests and missions would be repeatable. When you decide to repeat missions or quests, you would only gain experience if it is in easy mode. If you want to do a mission or quest in the hard mode, you have to complete the whole campaign in easy mode first. In hard mode you get money and items from them. However, if you complete the same mission in hard mode twice you would get only experience the second time. You could repeat any quest or mission any time since you already have all missions and quests unlocked from before.

7) Dungeons : Instanced, rules 2) and 3) not valid. To be honest, dungeons are only played for farming, but i decided not to bash developers ideas for gw2 so i complimented it instead.

8) You would gain experience by participating in world pvp.

Reason for this kind of system :
I would like to play an MMO as a game, not as everyday job.
Basically, MMOs these days have gameplay which is more like an everyday job for a player than a game. I mean on grind. Even if the game has like so many quests that you dont need to grind to level up or has only few levels or no levels at all, you must still farm for money.
Interessting ideas. You got the idea of leveling from Oblivion? The mission and quest XP would be a nice alternative to titles. If you see a player at level 100 (if that's max) then you would know that character has done all the missions and quests.

However what should also be mentioned is that if low level characters and high level ones should not be too far apart in combat abilities (even if there's a companion) then they should make the level up rewards different than more health and such. I like the current skillpoint system, but of course there has to be a golden middleway. I don't have any suggestions for those rewards but I suppose a lot of other people do :P

domicro

Pre-Searing Cadet

Join Date: Jun 2009

Quote:
Originally Posted by Sword Hammer Axe View Post
Interessting ideas. You got the idea of leveling from Oblivion? The mission and quest XP would be a nice alternative to titles. If you see a player at level 100 (if that's max) then you would know that character has done all the missions and quests.

However what should also be mentioned is that if low level characters and high level ones should not be too far apart in combat abilities (even if there's a companion) then they should make the level up rewards different than more health and such. I like the current skillpoint system, but of course there has to be a golden middleway. I don't have any suggestions for those rewards but I suppose a lot of other people do :P
Hey! Thanks for comment, I have updated my post btw.

Obrien Xp

Obrien Xp

Krytan Explorer

Join Date: Jan 2009

Canada

The First Dragon Slayers [FDS]

Quote:
Originally Posted by Tender Wolf View Post
I've got a suggestion for possible expansion packs:

There have been a few threads asking if Elona and Cantha will be a part of GW2; the main storyline is currently known to be in Tyria. Perhaps ANet will release expansion with Cantha and Elona, and also Utopia.

With each expansion, instead of new professions (because hopefully all 10 will be kept to begin with), there would be new races. Tengu for Cantha, Centaurs for Elona, and something else for Utopia.
I've mostly been expecting that to the point that I always talk about my Tengu char that I'll make after first expansion. Forget centaur, Heket are 4tw!

Here's a bit of a suggestion, make all underground and mists areas that have a constant map (like any other explorable area) have a larger map, instead of re-exploring the area to use the mission map, put it as an add-on to the world map.

Boondocksaints

Boondocksaints

Academy Page

Join Date: Oct 2005

NYC

[Vamp] Order of the Immortal [Pryd]

W/Mo

Currently in GW1, we only have the option of crafting the armor according to what class we are. But what if I had a warrior but liked Dervish armor? Or even Elementalist's robes?

Getting rid of class restrictions on armor type for GW2 would be a fantastic idea IMO that would benefit both the game developers as well as the players.

For game developers- they would not have to individually design armors for every single class multiplied by all the different races. That is certainly a daunting task.

For players- they have a much greater variety of armors to choose from.

So instead of class, armors should be race specific. For instance, a human warrior can have plate armor or robes or whatever they choose as their look. This allows great flexibility in their look.

Another suggestion that this theme can be carried over to is weapons. Why can't a spell caster wield a magic sword that acts like a wand? Or a shield that acts as a focus item. Right now, the variety of weapons is skewed toward the melee classes (more specifically warrior) Because honestly, how many variations of a staff can you have?

Undead King Knight

Academy Page

Join Date: Feb 2009

Imperious Vengance [IV]

W/

Really why would a sword be shooting orbs at people?

Sindo

Sindo

Ascalonian Squire

Join Date: May 2008

West Kentshire Pony Club [Pony]

Me/

Nooooooooooooooooooooooooooo!
This goes against any kind of logic.

Shewmake

Lion's Arch Merchant

Join Date: Dec 2006

Alabama

Mo/D

I think a the Bo Staff shouldn't be a spellcaster's weapon since that's not what it is/was used for, but I'm not sure I agree with the amount of flexability you're looking for. I don't think a shield should be a focus. I do agree with the armor flexability, though (and for that matter, physical appearance completely).

And I agree with the person above that swords should not be used as spellcasting weapons.

Icy The Mage

Icy The Mage

Forge Runner

Join Date: Apr 2008

Canada

E/

Because wielding a sword / shield / hammer / w/e allows you to see in PvP what you're up against before you actually get to them, or if your allies / enemies are intelligent etc...

Every thing being able to have every functionality is incredibly stupid and would be enormously lame for PvP.

Sindo

Sindo

Ascalonian Squire

Join Date: May 2008

West Kentshire Pony Club [Pony]

Me/

Does it make sense for a warrior to wear robes while fighting in close combat? Should a monk, while running around in the backline, wear plate mail? How does this idea make any sense at all?

Mad Lord of Milk

Frost Gate Guardian

Join Date: Jul 2009

Dishonorable Hall of Fame

R/W

Quote:
Originally Posted by IcyFiftyFive View Post
Because wielding a sword / shield / hammer / w/e allows you to see in PvP what you're up against before you actually get to them, or if your allies / enemies are intelligent etc...

Every thing being able to have every functionality is incredibly stupid and would be enormously lame for PvP.
Excellent point.

Leave the system as is, the only thing I want to see is a preview of your character's look at the armor trader so you don't end up cursing ANet for your new, expensive, and crappy-looking armor.

Songbringer

Songbringer

Desert Nomad

Join Date: Aug 2007

EastCoast

E/Me

Quote:
Originally Posted by Mad Lord of Milk View Post
Excellent point.

Leave the system as is, the only thing I want to see is a preview of your character's look at the armor trader so you don't end up cursing ANet for your new, expensive, and crappy-looking armor.



/agreed

Wish I would have looked at elite sin vabbi on wiki before I bought it. Then I realised I like other ones alot more T_T

Shewmake

Lion's Arch Merchant

Join Date: Dec 2006

Alabama

Mo/D

I don't like how you have to be so bulky when you're a warrior.

[DE]

[DE]

Hugs and Kisses

Join Date: Oct 2005

Scars Meadows

Non-class restricted armor only makes battlefield awareness a lot tougher. Each class having distinct armor allows you to quickly look at your screen and see who is where, what's out of position, etc. If an entire team could dress the exact same it would make picking out the monks, and other squishes a lot tougher in PvP. You'd have to tab through your opponents or figure out who is who purely based on skill animations.

While having non-class specific armor might sound like a good idea, it folds when you try to bring it into PvP, where battlefield awareness and taking cues from other people's armor is an important way of identifying whose is who.

/notsigned

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

this just seems purely cosmetic to me which is fine. that being said, what does a caster do when they want a melee weapon or a shield to actually be just that? you would almost have to have a cosmetic inventory window where you could put the armor in that window and it would appear on the character, but not have the armor rating. i like it if its something like that.

KoKoS

KoKoS

Wilds Pathfinder

Join Date: Aug 2007

aBove Empress Amarox xP

KDT

Mo/E

warrior has 80AL coz his armor is heavy and metalic and stuff..
ele has 60AL coz his armor is just robes..

a warrrior wearing robes has 60AL? o.o who would buy robes then?

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Your topic title mentions GW2, so why did you ignore the sticky topic at the top of the page?

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Rumour is GW2 is already going to decouple armour and profession. However, the armour worn will influence those things that armour influences.

So you could have a warrior running around in monk robes and your monk running around in plate armour... if you like your warrior having the GW2 equivalent of 60AL and your Monk having the GW2 equivalent of 20 energy and 2 regen.

1 up and 2 down

1 up and 2 down

Wilds Pathfinder

Join Date: Mar 2007

Rt/

Here is your answer:

Quote:
Originally Posted by Guild Wars 2 Wiki
Any news on armor, equipment or loot?

Armor and weapons will no longer be profession specific. It has been stated that equipment will be a more significant part of PvE and World PvP gameplay.
This was taken from: http://wiki.guildwars2.com/wiki/Guil.../FAQ#Character

/close

dusanyu

Lion's Arch Merchant

Join Date: Nov 2007

Illusion of skillz [Iz]

W/E

Guild wars Does not need to Be a Korean MMO bad idea

Equipment Treadmills stink

Tenkrad

Ascalonian Squire

Join Date: Oct 2006

Canada

New Phoenix Rising [NPR]

Me/

after having played AoC for a while now for a change of pace, i am waiting for GW2 eagerly. I apologize if the ideas have already been brought up but i dont want to use my whole afternoon reading 81 pages of suggestions. here goes:

1- quest sharing: anytime when a group is together and as long as its not the end of a quest chain. simple but a huge help and when i saw this i instantly wished i had access to this in GW when questing.

2-class structure: in my opinion this has been the biggest flaw in the group system (and possibly the entire game) with GW, the isolation of certain classes for certain areas (although Ursan did try and remedy this) in favor of fast and efficient cookie-cutter/copy and paste builds. AoC has a good setup so that individual classes arent left out in any part of the game. a healer is a healer (irregardless if its a monk or a rit for example), a tank is a tank (whether its a warrior or a derv) and the rest do damage or support+damage. they all bring something to the table but are individuals within their own grouping. i really, really like the fact that in AoC the common chat is only filled with "need healer for group" or "need dps for raid". very rarely is it a class specific request unless they already have one and need the other. unlike GW, i've yet to be rejected from a group based on the class i've chosen to play. there is alot more to it but this is the basic idea.

3-combat system: the system is quite good in AoC for melee and i rather like it. its a bit more involving and gets you into the fight a bit more than GW does. casters are the same for both GW and AoC.

I'm not advocating for AoC. i do like quite a few of the aspects of AoC has but it has ALOT of bugs and wont even come close to comparing to GW 75% of the time. just thought i would share a few of the things i would really like to see in GW2.

Short

Short

Lion's Arch Merchant

Join Date: Jun 2009

Protectors of Fate [GoF]

N/Me

For the love of God makes races purely cosmetic. Have different storylines, armor and weapons if you like. But do not make a Norn Spellcaster inferior to an Asuran one, I'll play a Charr Mesmer if I like.

Jckbckfrd2

Pre-Searing Cadet

Join Date: Jul 2009

Decretum Caedo Angelus [FALL]

W/R

Though I agree with just about every post on here, here is a list of what I would like to see added or improved.


1: Make more races, but not more classes. The secondary prof. makes more classes obsolete.

2:AUCTION HOUSE!!!!!!! I hate all those damn WTB/WTS spammers

3:Definatly improve movement. *damn twigs...*

4:Mounts would be amazing.

5:Make PvP more massive. I mean like 50 vs. 50 or more. Like insanely massive battles.

6:Use the *soft cap* idea suggested by others.

7:and finally, make armour more customizable. Make it so we can design our own armours and what-not.

warcrap

Krytan Explorer

Join Date: Sep 2007

somewhere on earth!

E/Me

i suggest if anet decides to make gw2 one massive area instead of instances then they should implement quests that interacts npcs with players, example: npc 1 wants you to assassinate player 1 because he came into npcs house and killed all his live stock, the player gets a warning that his actions caused him a bounty and is being hunted, then player finds him and kills him or other way around

R I P Suicidal

Banned

Join Date: Feb 2009

N/A

I like the idea of a Bounty Hunter scenario.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Quote:
Originally Posted by warcrap View Post
i suggest if anet decides to make gw2 one massive area instead of instances then they should implement quests that interacts npcs with players, example: npc 1 wants you to assassinate player 1 because he came into npcs house and killed all his live stock, the player gets a warning that his actions caused him a bounty and is being hunted, then player finds him and kills him or other way around
Hmmm 2 reasons why it won't happen:

1) It would require a lot, technically 0.0

2) The player who got a bounty will be not be able to chose that the bounty hunter can not kill him. Unless he gets a warning before he actually steals the things.

S_Serpent

S_Serpent

Wilds Pathfinder

Join Date: Feb 2006

When not at Aziure's Wizard Tower you can find my in Belgium

Knigths of the Keyboard Order - KkO

A personal idea to re-energize pvp and have alot of pve even take intrest in it would be with the introduction of some new elements, these could be:

* unexpected weather conditions (which effect both teams) completely random, some for durations ..., even unexplainable phenomena: like extreme winds (that blow projectiles away, less far, ...); blizzards (causing blinds, ...); earthquakes (kd's anyone); ..., chaotic energy surges (energy draining surges that hits all people in the area of its effect) ...

*balanced maps, but not like now with only guild vs guild, get more guilds battling on the same maps like four guilds, that way you could have 3 vs 1 but als 2 vs 2 and even 1 vs 1 vs 1 vs 1, it all would make it alot more fun then for what its now.
Even the maps could be that every participant guild (for lets say gvg) get a certain area assigned with its guild layout, a central stage, combining with the above weather conditions.

* war engines (again totally random): lets say before you can into another guild area you need to construct a war engine and there are only 3 engines to construct on a four guild battlemap, what will you do try to kill the other guilds temp and then construct in ease, or construct under the war pressure in the hopes you can hold out and break into a guildsbase and destroy its lord, killing the guild from that battle. But by then you could have two guilds engage you with the two other engines ... so much more intresting.


* ...


All these things can add a balanced effect on all participants of your pvp match, it would be a lot livelier, even the skill balances wouldn't need as much adjusting to tone down the only uber efficient builds (off course there will be some minor skill adjustments necessary to keep it fun).

and now we come to the rewards:

* make sure that all rewards can be used in both pvp and pve, make sure there can be no whining that x thing can not be gotten except in pvp while player y is a pve player (or makes sure the item can get sold between people if its not accessible in one of the other playstyles).

rewards could be:

* hero's: for pve quests and pvp stuff again in a kind of letter of recommendation so its sellable between people. And yeah those hero's can be used in pvp and pve, those ai hero's will just have the same struggle with the random conditions in the pvp battle (see above) ... it would still be fun and enjoyable.

* armor, weapon skins (lets say as a recipe for this or that can get turned in at this or that npc which will unlock the item for your char - wether pve or pvp) actually make it maybe salvageable, and add option to salvage into recipe that can get sold to people then.
This way it wouldn't lose its weapon value drop if it gets craftable (these craftable weapons would have to be customized as result and not have the recipe option when salvaged).

* guildhall extensions that don't get included into the pvp map layout, it would personalize the guildhalls.
Have an npc that can get you to any players guildhall for gold fee (500g lets say), and add a personal area to the gh (with the extensions) where the guilds features can be put inside like the guilds crafters we have now and only that area is exclusive to the guildmembers.

while we are at it: have it possible to add houses (maybe in form again as pvp gh extension rewards) so guildies can add private area to there gh and invite people inside (only for temp access). In those houses have gear racks .... only accessible to the owner but show it as visual throphies to the visistors of the stuff the owner have collected ...


plz plz put all this in GW2 and you'll bridge the gap between pve and pvp
the people only wanting to do pve will still only do pve but can buy pvp reward/stuff from the pvp people
the people only wanting to do pvp will still only do pvp but can buy pve reward/stuff from the pve people
and the pvx people can do there pvx stuff and all will be happy ever after.

But trust me alot more people would be pvx'ers

Enon

Enon

Lion's Arch Merchant

Join Date: Mar 2006

Taking a dip at Nundu Bay

Quote:
Originally Posted by S_Serpent View Post
while we are at it: have it possible to add houses (maybe in form again as pvp gh extension rewards) so guildies can add private area to there gh and invite people inside (only for temp access). In those houses have gear racks .... only accessible to the owner but show it as visual throphies to the visistors of the stuff the owner have collected ...
That sounds exactly like HoM to me.

Ginger Hunter

Academy Page

Join Date: Jun 2008

England

HEH

A/D

I like the idea of random weather conditions, but nothing else. Heroes should stay out pvp completly tbh. I personally i dont like the idea of veichles in pvp either. Unless by war engines, you meant things like stationary capapults, then that might be ok, becuase its heavy aoe damage, but its avoiadable (by not standing where its targetted).

Extra rewards for pvp'ing is always a good idea though :P

KoKoS

KoKoS

Wilds Pathfinder

Join Date: Aug 2007

aBove Empress Amarox xP

KDT

Mo/E

lol @ fourth star ^^

subarucar

subarucar

Desert Nomad

Join Date: Jul 2006

New Zealand

None

Weather conditons is interesting and would add some variation to gameplay. However it could cause problems, cookie cutter builds would be created that minimise the effects of these conditions, and certain classes may be less likely to see play due to certain effects, e.g "Extreme winds" may cause rangers to become less usefull and not see as much PvP play. You could argue that cookie cutter builds and class exclusion already exist in GW, but GW2 should be an improvement in this sector.

The GH extensions sound like the Hall Of Monuments, I certainly think having access to these via a guildhall is nice.

I like the idea of 2v2 and 1v1v1v1 etc, but these should not take place in a Guild Battles format, perhaps make these take place in a Team Arenas equivelant, TA is dead in GW, and will need something to add interest for GW2.

War Machines would require carefull balancing. The Catapult GvG maps work because the catapult is easily avoided, must be repaired and takes time to load and fire. The Fireball flagstand works because it can be controlled by either team, it adds pressure, but not too much, and it means you are not taking a flag for moral.

4thVariety

Krytan Explorer

Join Date: Jun 2005

European Union

ADL

E/

Allow me to be radical:

Make PvP a free2play game. Whom are we kidding really? People will buy GW for it's 4in1 PvE package. It'll take forever until those new players migrate to PvP if they do it at all. Even then, there will not be many. So rather than letting PvP die off, why not use it as a promotion vehicle? No tournament reward points or anything (please buy), but totally free for everybody. Nothing makes people play a game like making it free. I bet it is substantially easier to use PvP as a giant demo and convert people to buy the PvE boxes, than to convert PvE players with a new PvP patch. At the same time Pvp survives on a larger scale. Even if players do not convert to GW1, there is a large chance GW2 will do the trick.

Eliminate annoying skill unlocks in PvP. Really, it makes no sense. Whether it is Rock Band or Smash Bros. people are angry when they can't access and toy around with that one thing they know is there but can't choose it yet. Players are not dumb, they grow substantially faster than they can unlock stuff.

"Big Brawl" everybody! Pack 8-16 player in one arena, people may join and quit anytime, reskill between respawn, pick up health and buffs lying around, random shrines hand out supercharged builds. The game already can handle EVERYTHING listed here. Just throw it together. You then have a huge melting pot of players cycling through builds, using many many skills in a short amount of time. Give them missions such as "survive 2 minutes", kill 5 people in two minutes, etc and watch them learn the game FROM THE VERY GROUND. Chaotic fun is preferable to the semi-organized frustration of RA. Tear down ANY barrier to fun, throw in the "mess up effects" the OP suggested and I guarantee you will have 100 times more people competing at a monthly tournament here than you would in all those organized forms. If people get bored, they will have used so many builds that they have better competence than those starting off in RA.

Beyond a "number of kills" title, I do not believe many rewards are needed. People need to play because they think something is fun. If they only play it to perfect their rewards, it will again be unpleasant work.

Nash Vegas

Nash Vegas

Academy Page

Join Date: Jul 2006

R/

Quick little idea i had for those (like me) who are interested in Roleplay.

Have a few set options to change the looks of your text. For example, if you want to whisper you can make your text italic. Yell, it turns red. Menacing tone, it turns black. And of course, have the option to not see these changes if you don't want to.

Ugh

Ugh

Krytan Explorer

Join Date: Jun 2009

R/

Too much randomness in a game is very, very bad.

I don't want to Dshot WoH only to have my arrow blown off course by a gust of wind. I don't want to be 2 seconds into my res and be knocked down by an earthquake. I don't want to have a failed spike due to a sudden blizzard.

Bristlebane

Bristlebane

Desert Nomad

Join Date: Jan 2008

Mo/

- Give mobs in medium/high level zones a variation of skills, for example 6-7 fixed skills and 1-2 variable. This will make the game much more interesting and varied. It will also stop some farmers.

- And please, NO permasin/600/smite style skills in GW2.

- And of course, the ever-so-much requested Auction House :-)

S_Serpent

S_Serpent

Wilds Pathfinder

Join Date: Feb 2006

When not at Aziure's Wizard Tower you can find my in Belgium

Knigths of the Keyboard Order - KkO

Quote:
Originally Posted by Ginger Hunter View Post
I like the idea of random weather conditions, but nothing else. Heroes should stay out pvp completly tbh. I personally i dont like the idea of veichles in pvp either. Unless by war engines, you meant things like stationary capapults, then that might be ok, becuase its heavy aoe damage, but its avoiadable (by not standing where its targetted).

Extra rewards for pvp'ing is always a good idea though :P
Yeah I did ment the war engines to be targetting enemy gh defences so you can gain access to the gh and it lord that has to be killed to eliminate a fighting guild from that match.

And like the catapults we had, they had to repaired, this could be kept that way. Even other war engines could work with the same end purpose to destroy a wallsection, whatever and people that are in the area it targets would have dmg applied to themselves too.


The GH extensions is indeed much like the current HOM, but it can be so much more then what we have in our HOM now! Its very limited the current HOM.


And balancing is something that has to be done anyway.

The weather conditions would not be something you can build around, because of its randomness. In real life battles having a sandstorm would make it harder to navigate. Even with weatherforecast the weather still is random in reallife too!

Bartholomew

Pre-Searing Cadet

Join Date: Aug 2009

Mo/E

I don't know if this has been said, I've read a few pages and haven't seen this suggestion and I was somewhat surprised.

I like to have other options in a game. I don't like being restricted to questing/pvping/pve. I would love it if there were non-combat professions in Guild Wars 2. I'm talking about your typical crafting/cooking/etc. skills that you see in other mmorpgs.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Quote:
Originally Posted by Bartholomew View Post
I don't know if this has been said, I've read a few pages and haven't seen this suggestion and I was somewhat surprised.

I like to have other options in a game. I don't like being restricted to questing/pvping/pve. I would love it if there were non-combat professions in Guild Wars 2. I'm talking about your typical crafting/cooking/etc. skills that you see in other mmorpgs.
Yeah I've heard a lot of people say this but I never really got why since: Killing things, casting spells, saving the world. That's all something you can only find in a game (at least within the law lol) while trading, crafting, designing and such can be done easily in the real world.
Just wondering, why is it that you want such a feature?

Catchphrase

Frost Gate Guardian

Join Date: Apr 2009

I want my fixed top down isometric camera view. And please don't let cameras to be zoomed when I am against a wall.

Curseman

Academy Page

Join Date: Dec 2007

Quote:
Originally Posted by Sword Hammer Axe View Post
Yeah I've heard a lot of people say this but I never really got why since: Killing things, casting spells, saving the world. That's all something you can only find in a game (at least within the law lol) while trading, crafting, designing and such can be done easily in the real world.
Just wondering, why is it that you want such a feature?
I think it can work well with free pvp since it gives pkers an income source, and the anti-pkers can play by protecting the crafter characters as they go out to collect their materials. I like Ultima Online's style of both the free pvp and crafting.

In most games I think crafting is just tedious and grindy though. I don't have a preference either way for if they should add it to the game, but if they do decide to, I think they should take the time to make sure it's fun and worthwhile instead of just hacking something together as fast as possible so they can put "Robust crafting system!" on the back of the game's box.