GW2 Suggestions Thread
ReiNaruto
I hope you are true.
I'm just wondering because, what everybody is talking about is persistences, new actions, etc... I want that the game is still GW, not just a wow-clone. If all the new stuff is just an extension of the original GW concepts, that will be great! I also would like a more big an chaotic pvp mode, like a huge AB. Something like an ethernal figth that you can join at any moment. But, if all this stuff is just a replace for my loved GW, they can burn in hell :P
I really, really hope that you are rigth.
I'm just wondering because, what everybody is talking about is persistences, new actions, etc... I want that the game is still GW, not just a wow-clone. If all the new stuff is just an extension of the original GW concepts, that will be great! I also would like a more big an chaotic pvp mode, like a huge AB. Something like an ethernal figth that you can join at any moment. But, if all this stuff is just a replace for my loved GW, they can burn in hell :P
I really, really hope that you are rigth.
Jaythen Tyradel
Seeing how there will most likely be mods and inscriptions in GW2 (at least some fair facsimile), how about the mods/inscrip can affect the visual look of the weapon.
Example:
Take a basic sword:
blade, hilt, handle.
Add one mod..like vampiric...the sword would "become" what the mod/inscription alters it into.
Some ideas:
1. Blade could becomes notched with cerated teeth
2. Hilt could take a more claw/wing look
3. Handle (since vampiric mod steals life from the wielder) could look like it is wrapped in thorns.
The mod may not have to affect every single aspect of the weapon, but if you add one a different general look/color/or even glowing effect could be a signal of what mod you are using.
The idea behind this is to make general weapons more desired since one could alter a weapon to fit what they need and with some randomization on what changes when a mod/inscirp is added, a player has a different (ie more possibly unique) weapon.
This could even create an ingame business for players to make money by "crafting" together a weapon with mods/inscrips to sell a unique looking weapon.
PS. This is not to replace green uniques in any way.
Example:
Take a basic sword:
blade, hilt, handle.
Add one mod..like vampiric...the sword would "become" what the mod/inscription alters it into.
Some ideas:
1. Blade could becomes notched with cerated teeth
2. Hilt could take a more claw/wing look
3. Handle (since vampiric mod steals life from the wielder) could look like it is wrapped in thorns.
The mod may not have to affect every single aspect of the weapon, but if you add one a different general look/color/or even glowing effect could be a signal of what mod you are using.
The idea behind this is to make general weapons more desired since one could alter a weapon to fit what they need and with some randomization on what changes when a mod/inscirp is added, a player has a different (ie more possibly unique) weapon.
This could even create an ingame business for players to make money by "crafting" together a weapon with mods/inscrips to sell a unique looking weapon.
PS. This is not to replace green uniques in any way.
Bazompora
Quote:
Originally Posted by Hyper.nl
Very annoying to be backstabbed by PvPer while PvEing.
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Quote:
Originally Posted by Hyper.nl
[Afterlife] takes playtime away from the real game that you have to invest in these afterlife quests. Maybe fun for once, but very annoying in the long term.
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Quote:
Originally Posted by Alaris
Afterlife quests will quickly get too tedious.
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With death only being a respawn, as it is now in GW1, there's not much excitement around it, and people just rush through the game without caring.
Quote:
Originally Posted by Hyper.nl
Robbing is not a good idea for a mmo. (And not for rl as well)
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Hitting someone with a Fiery Gladius is not a good idea in RL either.
Quote:
Originally Posted by Hyper.nl
[No Map Travel] means players will lose valuable play time just by traveling over and over again. I love the current "discover-once-warp-many" system.
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but by leaving out non-storyline outposts out of the teleportation network, adventurous players will find naturally secluded havens, around which "local" communities will rise.
By the way, with GW2 being an MMORPG, that will not add a continent every 6 months, playtime-amputators like GW1's Map Travel are only gonna reduce the fun-time for everyone in the long run (remember how many had done everything many times and were bored in GW, before Factions came out).
Quote:
Originally Posted by Hyper.nl
No hide-and-seek in PvP.
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Quote:
Originally Posted by Alaris
/signed for stealth units that don't show on the compass, and need to be located visually. Also signed for some skills to make you disappear from compass.
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Quote:
Originally Posted by Hyper.nl
Besides, the compass is useful for giving orders to team members.
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But, in PvE and world PvP, it would be a limitation to the depth-experience of the game, where descriptive orders in chat would do a better job.
pamelf
Quote:
Originally Posted by Bazompora
The point of afterlife is to give a solid reason not to die. With death only being a respawn, as it is now in GW1, there's not much excitement around it, and people just rush through the game without caring. |
Quote:
Originally Posted by Bazompora
Well, if Map Travel is replaced by a teleportation network between the storyline outposts, almost nothing would change for casual players; but by leaving out non-storyline outposts out of the teleportation network, adventurous players will find naturally secluded havens, around which "local" communities will rise. By the way, with GW2 being an MMORPG, that will not add a continent every 6 months, playtime-amputators like GW1's Map Travel are only gonna reduce the fun-time for everyone in the long run (remember how many had done everything many times and were bored in GW, before Factions came out). |
Quote:
Originally Posted by Bazompora
That's why the compass should only be kept in non-roleplay "business-style" PvP, such as RA, TA, HA and GvG. But, in PvE and world PvP, it would be a limitation to the depth-experience of the game, where descriptive orders in chat would do a better job. |
Lonesamurai
Guys, you miss one vital point Jeff Strain made...
THERE WILL BE NO PVP OUTSIDE OF THE MISTS! TO PVP YOU NEED TO GO TO THE MISTS AND THUS THERE CAN BE NO GANKING OR BOSS CAMPING!
THERE WILL BE NO PVP OUTSIDE OF THE MISTS! TO PVP YOU NEED TO GO TO THE MISTS AND THUS THERE CAN BE NO GANKING OR BOSS CAMPING!
Alaris
Quote:
Originally Posted by ReiNaruto
I'm just wondering because, what everybody is talking about is persistences, new actions, etc... I want that the game is still GW, not just a wow-clone. If all the new stuff is just an extension of the original GW concepts, that will be great! I also would like a more big an chaotic pvp mode, like a huge AB. Something like an ethernal figth that you can join at any moment. But, if all this stuff is just a replace for my loved GW, they can burn in hell :P
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Some pseudo-quotes I remember:
There will be a casual PvP using a large persistent world, where you can join up anytime and leave anytime. Basically, you being there is better than you not being there. You can tackle small tasks, like take out a tower, or join a group to tackle a large task, like take over a castle.
ANet figured out that instancing worked great to deal with issues of camping, kill stealing, and basically any other form of people not playing well with each other. However, it also takes away from the joys of repeatedly bumping into each other, and chance encounters. So instancing will stay, but they'll also add persistent areas. Both instances and persistent areas will have quests, will lead to missions, but persistent areas will have event chains, where the reaction of players to an event may alter the world itself. For example, if a dragon appears and players fail to fight it off, it may destroy a bridge. Players then can choose to protect the NPCs repairing the bridge.
They want to continue making GW, only better. They don't want to make a WoW-killer.
BahamutKaiser
Hmmm, perhaps you may think that this thread is more productive than a Wiki that cataloges and seperates concepts effectively. But this is a running discussion, not a suggestion topic. The majority of these ideas are repeated, inconsistent, inaccurate, and undeveloped because they are jumbled together into a long stream of concepts with no organization.
You may imagine that a large namestay site has more impact on the developers, but it really doesn't matter how popular it is if the ideas are a mesh of undeveloped and unorganized concepts. Though the developers will definetly direct someone to read through it out of a sense of obligation, I highly doubt they will get anything useful out of it.
If you want to develop your ideas in a professional manner than NikiWiki is way more effective, and if players collaborate to develop it better than it will be noticed. Though I have little doubt that Anet would check out my concepts based simply on my reputation if they realized I offered some ideas.
Here's just a sample.
http://www.nikiwiki.com/Gw2/index.ph...le_Guard_Gauge
If you honestly think deliberating about well known and shared concepts from exsisting games is enlightening the developers than your wacked. There's really only 2 effective ways to help the developers, come up with original ideas and concepts for them to use, or support known or new ideas which they recognize.
As for me, I woln't be writing my concepts on this forum anymore because the moderators excersise some gross mistreatment, bias and double standards against my work, which they do not apply to their own concepts. And these administrators would openly support ideas clearly unreasonable and ultimately rejected by Anet as I predicted, wile undercutting developed concepts which are actually eligable for consideration. You can't convince me that Anet will get anything useful from a site like this when the administrators abuse and reject accomplished work wile uplifting broken work and unorganized content.
You may imagine that a large namestay site has more impact on the developers, but it really doesn't matter how popular it is if the ideas are a mesh of undeveloped and unorganized concepts. Though the developers will definetly direct someone to read through it out of a sense of obligation, I highly doubt they will get anything useful out of it.
If you want to develop your ideas in a professional manner than NikiWiki is way more effective, and if players collaborate to develop it better than it will be noticed. Though I have little doubt that Anet would check out my concepts based simply on my reputation if they realized I offered some ideas.
Here's just a sample.
http://www.nikiwiki.com/Gw2/index.ph...le_Guard_Gauge
If you honestly think deliberating about well known and shared concepts from exsisting games is enlightening the developers than your wacked. There's really only 2 effective ways to help the developers, come up with original ideas and concepts for them to use, or support known or new ideas which they recognize.
As for me, I woln't be writing my concepts on this forum anymore because the moderators excersise some gross mistreatment, bias and double standards against my work, which they do not apply to their own concepts. And these administrators would openly support ideas clearly unreasonable and ultimately rejected by Anet as I predicted, wile undercutting developed concepts which are actually eligable for consideration. You can't convince me that Anet will get anything useful from a site like this when the administrators abuse and reject accomplished work wile uplifting broken work and unorganized content.
Gattocheese
Easy.
1. Auction House
2. Greater Customization of your characters
3. Alot of end game content
4. More armor
5. Rewards for being a "Hardcore" player. ex - special weapons, armor, outfits, mini's, skills, ect. I want to play for 1000 hours and have better stuff than the person who plays only 80 hours.
1. Auction House
2. Greater Customization of your characters
3. Alot of end game content
4. More armor
5. Rewards for being a "Hardcore" player. ex - special weapons, armor, outfits, mini's, skills, ect. I want to play for 1000 hours and have better stuff than the person who plays only 80 hours.
Bazompora
Quote:
Originally Posted by pamelf
15% DP is enough of a solid reason for me. It's a pain in the ass, and an afterlife would, as said, be an almost tripled pain! Who wants to play a game that gets frustrating?
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- DP, that resets when entering an outpost, has proven to be rather a bad joke than a solid reason to avoid death (hence the many suicidal builds that exist). The point is that, in GW1's formula, death is not significantly enough in contrast to life, which is why many dissociate from the game.
- An afterlife instead would add more variation, which would add interesting additional aspects if there would be 3 different afterlife realms: the Hall of Heroes for heroes, the Realm of Torment for villains, and the Underworld for those who belong to none of the previous 2. Just like the Mortal Realm, these places should offer similar gameplay possibilties (farming, questing, PvP) for those who decide to stay longer.
Quote:
Originally Posted by pamelf
[No Map Travel] would get so insanely annoying after a while. Just running through the same territory over again is what made things boring. There's areas where there are no outposts; shiverpeaks for example, but it's nice being able to go to somewhere close and start playing from there. Besides, how is it going to be possible to meet up with teams and guildees if you can't map travel to a certain area and change districts? Map travel is one of the most important parts of the game.
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- first of all, I suggested to have a teleportation network instead, where only outposts without key-role would be isolated.
- As for the arguement to be able to warp close to every farm location ... GW2's PvE will have to be less about farming only or it'll become as boring as GW1 anyway.
- When it comes down to guilds, I believe a limitation in transportation will prove beneficial; for the way it is now in GW1, almost all the recruiting guilds compete with each other in every city; with outposts being isolated, less competitive environments are provided where "local" guilds can settle.
- A final arguement from my side is that in the current way, GW feels more like a virtual subway network than a virtual world: there are no real virtual towns that are separated from the hyper-transit world and nobody stays on the same location for long ... something that needs to be changed for GW2.
Quote:
Originally Posted by pamelf
I'd like to see you try and give descriptive orders in chat with 7 or 8 oni wailing on your ass. Sorry man, that's just unrealistic, especially since there's only a certain amount of characters allowed in the chat area to stop spam. There is nothing wrong with the compass. How else am I meant to know what direction I'm traveling? I'm just meant to instinctively know I'm traveling NS? Sorry dude, this really needs to stay.
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- I'd like to see you draw a maneuvre on your Compass while thos Oni are wailing on you. But you are right that a swift system is needed; there fore I suggest Quick Commands; a set of short command buttons instead of the Compass, such as: "Attack!", "Retreat!", "Cover me", "Incoming!", "Follow me", "Stay where you are", "I will lure the enemy", "Spread formation!", "Watch out!" and "Need help here!".
- You can also see what direction you're going in by looking on your (Campaign) Map or Mission Map (which is the case right now in GW) ... dude.
pamelf
Lol, why do I get the feeling you're a CS player? Not a bad thing. Just an observation.
A lot of your suggestions are used in FPS's. You're entitled to your ideas, I just don't think that it's really the direction GW2 is going to go.
A lot of your suggestions are used in FPS's. You're entitled to your ideas, I just don't think that it's really the direction GW2 is going to go.
Alaris
Quote:
Originally Posted by Bazompora
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While I agree with many of your arguments, the opposite arguments can and often are also valid. Fear of death is nice, but if it gets in the way of having fun, then it no longer is. DP is good enough, Survivor title is a nice touch, but I'd prefer no afterlife. Skill hunter titles would be hell without map travel. It's easier to find a Guild that you fit in personality-wise if you can travel. It's easier to match up and do something together even if you have characters all over the place...
/signed for quick commands, especially if AI takes them into account (i.e. henchs and heroes, or companions).
yukimura_gw
1) Make most green "Customized on Pick-Up" so they won't
affect "Gold weapon" market.
2) Unique craftable weapon would be great. (instead of blue)
3) Epic weapon should be included but "Customized on Pick-Up".
4) My favourite class in WoW should be included...
Rogue : Stealth, backstab and ambush.
5) End content that need less player. (some mission with 4
instead of 8). More solo/dual content (no heroes, no bots in
those place).
6) Talent trees that can be reseted at will.
7) Auction house or COD mail box (in Xunlai Storage) or personal
store.
8) World events. (Demons attacking a town at random, etc...)
affect "Gold weapon" market.
2) Unique craftable weapon would be great. (instead of blue)
3) Epic weapon should be included but "Customized on Pick-Up".
4) My favourite class in WoW should be included...
Rogue : Stealth, backstab and ambush.
5) End content that need less player. (some mission with 4
instead of 8). More solo/dual content (no heroes, no bots in
those place).
6) Talent trees that can be reseted at will.
7) Auction house or COD mail box (in Xunlai Storage) or personal
store.
8) World events. (Demons attacking a town at random, etc...)
Bazompora
Quote:
Originally Posted by pamelf
Lol, why do I get the feeling you're a CS player? Not a bad thing. Just an observation.
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Quote:
Originally Posted by Alaris
Fear of death is nice, but if it gets in the way of having fun, then it no longer is.
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Quote:
Originally Posted by Bazompora
Afterlife (not for "structured PvP", such as GvG, HA, TA & RA): when players are NOT resurrected by a Resurrection Shrine, another player or an NPC, they are sent to a persistent afterlife world (UW, HoH or RoT, depending of their past actions
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For the record, my suggestions are aimed to provide everyone with a set of areas in his/her preferred gameplay;
Some people would rather see GW2 be some kind of GW1.5, because they fear:
GW2 =/= GW1 thus GW2 >< GW1
but their fear is wrong: GW2 formula will rather be in the nature of:
GW1 + (new elements)1 = GW2
and that's where I hope the devs won't give in to the neophobia that rules on the fora.
Right now, GW1's gameplay elements only caters to casual gamers:
explorable areas
instanced, no PvP allowed
death
immediate respawn
outposts
instant transportation to and from
My suggestions for GW2 are aimed towards a model that provides satisfaction towards both types of gamers depending of the area:
explorable areas
instanced, no PvP allowed (= instanced areas)
persistent, no PvP allowed (= casual areas)
persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line
death
immediate respawn (casual areas & instanced areas)
sent to afterlife (hardcore areas)
outposts
instant transportation to and from (storyline outposts)
no instant transportation to and from (outposts in hardcore areas)
The devs know the current GW1 pleases only one half of the MMORPG player types ... let GW2 be GW2=GW1+(new gameplay)1 and not GW1.5 .
Scorn
Ok I didn't know which thread to post this in, BUT, I think the following idea- if not already posted, would give Guild Wars 2 a Very unique and Nice feel to it.
Picture this- Your creating your first character in GW 2, you notice that you can change the height of your character, the face, the chubby-ness etc, etc. All this is not new to any RPG. But what if the size of your character had an impact on real game play. Like maybe if you designed your tank to be a bigger character so that its more difficult for mobs to rush past him/her to the casters. Maybe your assassin is a bit skinnier so that you can rush thru the opposing party to a caster. The height of your character might also have an impact on gameplay. Your shouts might carry further, but you might have a bigger aggro range. Smaller chars could have smaller aggro range and less of a target for mobs, but maybe their spells aren't as powerful. I'm not totaly sure but i think it's a decent idea because everyone's characters can be unique... very unique.
Take it into consideration atleast.
Also on a sidenote- my main GW char right now... I'm tired of his crappy hair, I decided to make a really ugly char so i could get some laughs out of it... but now its my main char lol. Maybe if we could change our haircolor with dyes.. or change expressions once a month or something to that extent it would be nice. (not necessarily implemented in GW1 but it would be nice in GW2)
Picture this- Your creating your first character in GW 2, you notice that you can change the height of your character, the face, the chubby-ness etc, etc. All this is not new to any RPG. But what if the size of your character had an impact on real game play. Like maybe if you designed your tank to be a bigger character so that its more difficult for mobs to rush past him/her to the casters. Maybe your assassin is a bit skinnier so that you can rush thru the opposing party to a caster. The height of your character might also have an impact on gameplay. Your shouts might carry further, but you might have a bigger aggro range. Smaller chars could have smaller aggro range and less of a target for mobs, but maybe their spells aren't as powerful. I'm not totaly sure but i think it's a decent idea because everyone's characters can be unique... very unique.
Take it into consideration atleast.
Also on a sidenote- my main GW char right now... I'm tired of his crappy hair, I decided to make a really ugly char so i could get some laughs out of it... but now its my main char lol. Maybe if we could change our haircolor with dyes.. or change expressions once a month or something to that extent it would be nice. (not necessarily implemented in GW1 but it would be nice in GW2)
red13xx
-Better character creation with in game barber shops. Also a refresh for older characters. Maybe after a year instead of just giving out minipets you can also allow them to change appearance and name a few times and unlock new character theme appearances.
-Better movements and actions like swimming and jumping. Have these actions be related to games and titles during weekend events.
-add more synergy to magical skills and combinations to melee and range skills.
-Better weapon and armor virtualization. For instance making weapons and armor appear different with different upgrades. Having certain upgrades on high end armors actually transforms the appearance. Instead of the static appearance weapons have now.
-I always wanted to kill the good guys once in awhile. Maybe make it possible to force attack guards in city and outposts or by shrines in some instances.Maybe giving way to alternative storylines and endings.
-Having some sort of combo system added, sort of like Diablo 2 runes. Where white items can be crafted to have some unique appearance or glow and random mods.
-Alternative ways of trading besides auction house. You can add in mod sellers or just have better cash transaction. Right now it is gold + ectos for high end items. Maybe make it more concrete with platinum and diamonds.
- Better scalability for early arena battles and armor types. Some people want to make a low end pvper. This will give rise to more marketable low level items. You have stated that the lvl cap will go higher so req. should be changed and maybe those who seek to low lvl pvp would have a greater chance of getting items they need for there level. Right now if the item is not max it is unwanted and has no value whatsoever.
-add in durability to items and armor. this will affect price of items and instead of having a certain requirement players will seek high durability items. It will also get rid of excess gold. Making the value of gold increase.
-Better movements and actions like swimming and jumping. Have these actions be related to games and titles during weekend events.
-add more synergy to magical skills and combinations to melee and range skills.
-Better weapon and armor virtualization. For instance making weapons and armor appear different with different upgrades. Having certain upgrades on high end armors actually transforms the appearance. Instead of the static appearance weapons have now.
-I always wanted to kill the good guys once in awhile. Maybe make it possible to force attack guards in city and outposts or by shrines in some instances.Maybe giving way to alternative storylines and endings.
-Having some sort of combo system added, sort of like Diablo 2 runes. Where white items can be crafted to have some unique appearance or glow and random mods.
-Alternative ways of trading besides auction house. You can add in mod sellers or just have better cash transaction. Right now it is gold + ectos for high end items. Maybe make it more concrete with platinum and diamonds.
- Better scalability for early arena battles and armor types. Some people want to make a low end pvper. This will give rise to more marketable low level items. You have stated that the lvl cap will go higher so req. should be changed and maybe those who seek to low lvl pvp would have a greater chance of getting items they need for there level. Right now if the item is not max it is unwanted and has no value whatsoever.
-add in durability to items and armor. this will affect price of items and instead of having a certain requirement players will seek high durability items. It will also get rid of excess gold. Making the value of gold increase.
God Apprentice
Good pvp and a auction house.
Fun loving gamet
I seriously think that Guild Wars 2 should let players who have Guild Wars bring there characters over maybe add something like after u beat the game you are able to bring back your character back to life from the past or add something is the campaign like being able to choose to make a new character or to ressurect your old from the past or maybe later in the campaingn have something like there force's are to strong and witty lets brg back your fallon hero from the past as a hero that would be sweet ^^
red13xx
This suggestion is not based on the current game but based on MMORPG in general.
Newer MMORPG are offering life time memberships and yearly rates that are very competitive with your current strategy of free subscription with optional buy expansions.
In the future if your game cannot compete with the current MMO then more players will go with the pay one time or yearly rate.
Right now if GW2 is anything like GW1 with very little skill combos and traits, practically no movement like jumping, running, swimming, very small skill synergy( not many 3 stage spell combos or melee combos), low level cap, stagnant starting and max level attributes, only basic recognition and talent system with no rewards, no mounts,completely instanced, no job system, and very little item customization and moding, I feel that it will lose many players.
I think it is time for you to "up your game" and be more mainstreamed. I have spent $200 so far in your current game with just 3 expansions + additional character slots.
The next one I buy will put it at $250ish.
I only been playing for a year and a half and this amount of cash I have payed for very basic game content is now unacceptable.
More game developers are offering lifetime or yearly memberships for about the same price.
The current games offer much much more now.
I want more fun, more options. Less instance and more everyday waste of time abilities like fishing and cooking to mean something.
I want ownerships and territory that is recognizable and conquerable.
I want marriage and kids etc.
I want kingship and to own castles.
I want Very Intense PVP servers like WOW or LOTRO where you can choose to play as monsters.
I expect a job system and talent system where character can grow from there skills and unlock more skills.
I expect variation in health and an extremely developed character profiling and development system(weight/eye color etc.)
I expect that over time these character get a chance to also refresh there look.
I also expect you to maintain your advance and unique graphics.
By far I think that your modeling and armor is one of the most extraordinary aspects of your game and if it is not represented in guildwar 2 then it would be a sham.
Please make the game less instance based so players can meet in the world and party instead. Now, basically the only player interaction is in towns with trade spam or through your alliance and guild.
I expect an auction house. If this isnt in the game then you WILL lose out on at least 10-15% of your current gamers.
WE want more random PVP battles where we dont have to wait 3-10 mins just for 1 game that may last 2mins.
I expect a lot.
The industry is growing and what your game offers now besides awesome graphics is very basic compared to that which is out in the market in the future.
Newer MMORPG are offering life time memberships and yearly rates that are very competitive with your current strategy of free subscription with optional buy expansions.
In the future if your game cannot compete with the current MMO then more players will go with the pay one time or yearly rate.
Right now if GW2 is anything like GW1 with very little skill combos and traits, practically no movement like jumping, running, swimming, very small skill synergy( not many 3 stage spell combos or melee combos), low level cap, stagnant starting and max level attributes, only basic recognition and talent system with no rewards, no mounts,completely instanced, no job system, and very little item customization and moding, I feel that it will lose many players.
I think it is time for you to "up your game" and be more mainstreamed. I have spent $200 so far in your current game with just 3 expansions + additional character slots.
The next one I buy will put it at $250ish.
I only been playing for a year and a half and this amount of cash I have payed for very basic game content is now unacceptable.
More game developers are offering lifetime or yearly memberships for about the same price.
The current games offer much much more now.
I want more fun, more options. Less instance and more everyday waste of time abilities like fishing and cooking to mean something.
I want ownerships and territory that is recognizable and conquerable.
I want marriage and kids etc.
I want kingship and to own castles.
I want Very Intense PVP servers like WOW or LOTRO where you can choose to play as monsters.
I expect a job system and talent system where character can grow from there skills and unlock more skills.
I expect variation in health and an extremely developed character profiling and development system(weight/eye color etc.)
I expect that over time these character get a chance to also refresh there look.
I also expect you to maintain your advance and unique graphics.
By far I think that your modeling and armor is one of the most extraordinary aspects of your game and if it is not represented in guildwar 2 then it would be a sham.
Please make the game less instance based so players can meet in the world and party instead. Now, basically the only player interaction is in towns with trade spam or through your alliance and guild.
I expect an auction house. If this isnt in the game then you WILL lose out on at least 10-15% of your current gamers.
WE want more random PVP battles where we dont have to wait 3-10 mins just for 1 game that may last 2mins.
I expect a lot.
The industry is growing and what your game offers now besides awesome graphics is very basic compared to that which is out in the market in the future.
derv drix
Ok here are a few "simple" suggestions....
1. stalls, we could have some stalls to sell some of our items or weapons. some requirements could be as follows: lvl 5, the license for the stall(costs about 10k), maby a quest to acquire the license, or some other requirements (please post your ideas).
2. Offline access, The next version of the game should not require the internet to play. at the beginning of the game we could have a choice to play online/offline. then we could play the game whenever we have access to our computers but without internet access.
~Derv Drix
P()sT S0me 0f y0ur suggestions...please!!
1. stalls, we could have some stalls to sell some of our items or weapons. some requirements could be as follows: lvl 5, the license for the stall(costs about 10k), maby a quest to acquire the license, or some other requirements (please post your ideas).
2. Offline access, The next version of the game should not require the internet to play. at the beginning of the game we could have a choice to play online/offline. then we could play the game whenever we have access to our computers but without internet access.
~Derv Drix
P()sT S0me 0f y0ur suggestions...please!!
Liberations
Quote:
Originally Posted by Bazompora
Thus, only areas without Resurrection Shrines could cause you to go to afterlife, provided that no one else resurrects you. Players should receive a warning when they're entering such area.
For the record, my suggestions are aimed to provide everyone with a set of areas in his/her preferred gameplay; Some people would rather see GW2 be some kind of GW1.5, because they fear: GW2 =/= GW1 thus GW2 >< GW1 but their fear is wrong: GW2 formula will rather be in the nature of: GW1 + (new elements)1 = GW2 and that's where I hope the devs won't give in to the neophobia that rules on the fora. Right now, GW1's gameplay elements only caters to casual gamers: explorable areas instanced, no PvP allowed death immediate respawn outposts instant transportation to and from My suggestions for GW2 are aimed towards a model that provides satisfaction towards both types of gamers depending of the area: explorable areas instanced, no PvP allowed (= instanced areas) persistent, no PvP allowed (= casual areas) persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line death immediate respawn (casual areas & instanced areas) sent to afterlife (hardcore areas) outposts instant transportation to and from (storyline outposts) no instant transportation to and from (outposts in hardcore areas) The devs know the current GW1 pleases only one half of the MMORPG player types ... let GW2 be GW2=GW1+(new gameplay)1 and not GW1.5 . |
And now my own suggestion:
http://www.guildwarsguru.com/forum/s...9&page=1&pp=20
Something I thought up of for GW 2. It was probably mentioned a dozen times here and over the forums, but nonetheless I want to give it even more attnetion.
Alaris
Offline activities
Most of you have heard of afk-titles, e.g. gambling. What if some professions like fishing or mining can be done while you're afk. Here's how it goes:
1) You /fish
2) You quit the game, close the computer. You don't need to waste electricity, computer use, or internet connection to take advantage of this.
3) While not logged in, a few characters stay there as part of the life in GW, while the rest disappear to reduce strain on servers.
4) Later, you log back in to play, you find your character where it left off, fishing. You get a few fishes depending on how long the character was left fishing. You get a few points towards the fisherman profession.
Just like gambling, your ability to fish or mine would depend on some investment, such as tickets (gambling), tools (mining), or worms (fishing). Overall, you could set it such that it would be more money spent than gained, but you could get a few interesting items this way as reward.
PS: I also spend about 200% in GW universe
Like that guy who posted above.
1000+ skills, 3 campaigns, lots of quests, 10 professions, heroes & henchs, lots of pets, huge customizability of characters (in terms of builds), flexibility...
Totally worth it.
Most of you have heard of afk-titles, e.g. gambling. What if some professions like fishing or mining can be done while you're afk. Here's how it goes:
1) You /fish
2) You quit the game, close the computer. You don't need to waste electricity, computer use, or internet connection to take advantage of this.
3) While not logged in, a few characters stay there as part of the life in GW, while the rest disappear to reduce strain on servers.
4) Later, you log back in to play, you find your character where it left off, fishing. You get a few fishes depending on how long the character was left fishing. You get a few points towards the fisherman profession.
Just like gambling, your ability to fish or mine would depend on some investment, such as tickets (gambling), tools (mining), or worms (fishing). Overall, you could set it such that it would be more money spent than gained, but you could get a few interesting items this way as reward.
PS: I also spend about 200% in GW universe
Like that guy who posted above.
1000+ skills, 3 campaigns, lots of quests, 10 professions, heroes & henchs, lots of pets, huge customizability of characters (in terms of builds), flexibility...
Totally worth it.
Bringer Of Fury
Im not sure how Anet is planning the storytelling in GW2, from what i understand they will no longer have a sequence of missions as in GW, but rather like most other mmorpg's, several quests that lead in certain directions.
However something i believe was lacking in GW was that the story felt to centered upon yourself. You go from nothing to superhero without any explanation.
Looking to offline RPG's like baldurs gate, icewind dale or Knights of the old Republic, there always seem to be someone else more powerful than you that you never meet, you only hear about them.
Obviously you cant compare and online hack'nd'slash game with a story based rpg, but i believe that anet should try to incorporate more storys about other heroes, so that you get something to measure your own character against.
This would also affect things such as green weapons. Right now they have names from bosses, but the bosses are anonymous monsters standing around at random, no story, nothing else than the stats on the weapon.
I remember spending hours just reading the stories about the weapons in baldurs gate.
While i dont think that GW 2 should have a long story about each weapon in the description i believe that greens should have some back story easily accessible.
Now i havent played WoW more then a couple of hours, so i cant really say all that much about the game, but i know the story well having played a lot of warcraft.
What i propose is present in WoW as well, all the raids have a background story, the weapons dropped have a background story, there are tales of other characters that are way more powerful than you will ever be etc.
This gives a better depth to the game and also makes the story more credible.
Like i said i dont know how GW 2 storytelling will work but i believe that what i propose can be implemented regardless since all that is needed is some kind of a mentioning.
Also since GW 2 will be several hundred years after GW, the tales of the heroes in GW could be used in this manner.
To conclude, add some epic personalities to the story, they dont ever need to appear in the game. Just look at Elminster in BG, Illidan in Warcraft, a bunch of sith lords in KOTOR etc.
All great stories have epic characters, what i ask is that some are added to GW2.
However something i believe was lacking in GW was that the story felt to centered upon yourself. You go from nothing to superhero without any explanation.
Looking to offline RPG's like baldurs gate, icewind dale or Knights of the old Republic, there always seem to be someone else more powerful than you that you never meet, you only hear about them.
Obviously you cant compare and online hack'nd'slash game with a story based rpg, but i believe that anet should try to incorporate more storys about other heroes, so that you get something to measure your own character against.
This would also affect things such as green weapons. Right now they have names from bosses, but the bosses are anonymous monsters standing around at random, no story, nothing else than the stats on the weapon.
I remember spending hours just reading the stories about the weapons in baldurs gate.
While i dont think that GW 2 should have a long story about each weapon in the description i believe that greens should have some back story easily accessible.
Now i havent played WoW more then a couple of hours, so i cant really say all that much about the game, but i know the story well having played a lot of warcraft.
What i propose is present in WoW as well, all the raids have a background story, the weapons dropped have a background story, there are tales of other characters that are way more powerful than you will ever be etc.
This gives a better depth to the game and also makes the story more credible.
Like i said i dont know how GW 2 storytelling will work but i believe that what i propose can be implemented regardless since all that is needed is some kind of a mentioning.
Also since GW 2 will be several hundred years after GW, the tales of the heroes in GW could be used in this manner.
To conclude, add some epic personalities to the story, they dont ever need to appear in the game. Just look at Elminster in BG, Illidan in Warcraft, a bunch of sith lords in KOTOR etc.
All great stories have epic characters, what i ask is that some are added to GW2.
Government Flu
First off, I want to say that I've tried to make this string of thoughts as coherent as possible. Thanks!
* * *
Anyway, I would like to see an implentation of a player vs. player system that greatly expands on Faction's Alliance Battles and seamlessly integrates itself into PvE gameplay. Basically, every character chooses a faction from the very start relating to their race. So Charr characters would start off in Charr outposts and so forth.
I've heard that NPC's and quests will react differently to our actions towards them, so perhaps by creating a system where players altered the landscape, you could create a truly epic feeling within the plot itself. Quests special to the certain faction and PvP battles raging across the game world would result in outposts being captured, alliances would be forged depending on which guild created a pact with whom, and it would radically alter the landscape of the game. Imagine two powerful yet lone guilds from two different factions forming an alliance and then converting a town into a Human/Charr settlement, so that now the single raced factions considered them enemies, which would also in turn create an alliance, if only for that particular battle!
And I'm not talking about a couple of Luxon troops in Kurzick outposts when I say outposts will be captured, but literally razed or damaged, where each specially marked town would have factors of damage done to it and players would need to fix it, defend it against siege, etc. through a series of repeatable quests.
This, I think, would be especially a fine addition for players who have beaten Guild Wars 2. If a few of these special towns could be placed, it'd be like an extremely advanced version of the things that go on in Fort Aspenwood and the Alliance Battle maps. It would also contrast nicely with the supposed massive PvP battles where players of any level can come and go at anytime as the fight rages on.
As for the basics, I'm certain ArenaNet has it covered. We're sure to see great weapons and interesting armor, new twists on old professions, and new professions with many opportunities.
* * *
Anyway, I would like to see an implentation of a player vs. player system that greatly expands on Faction's Alliance Battles and seamlessly integrates itself into PvE gameplay. Basically, every character chooses a faction from the very start relating to their race. So Charr characters would start off in Charr outposts and so forth.
I've heard that NPC's and quests will react differently to our actions towards them, so perhaps by creating a system where players altered the landscape, you could create a truly epic feeling within the plot itself. Quests special to the certain faction and PvP battles raging across the game world would result in outposts being captured, alliances would be forged depending on which guild created a pact with whom, and it would radically alter the landscape of the game. Imagine two powerful yet lone guilds from two different factions forming an alliance and then converting a town into a Human/Charr settlement, so that now the single raced factions considered them enemies, which would also in turn create an alliance, if only for that particular battle!
And I'm not talking about a couple of Luxon troops in Kurzick outposts when I say outposts will be captured, but literally razed or damaged, where each specially marked town would have factors of damage done to it and players would need to fix it, defend it against siege, etc. through a series of repeatable quests.
This, I think, would be especially a fine addition for players who have beaten Guild Wars 2. If a few of these special towns could be placed, it'd be like an extremely advanced version of the things that go on in Fort Aspenwood and the Alliance Battle maps. It would also contrast nicely with the supposed massive PvP battles where players of any level can come and go at anytime as the fight rages on.
As for the basics, I'm certain ArenaNet has it covered. We're sure to see great weapons and interesting armor, new twists on old professions, and new professions with many opportunities.
captkeebz
Quote:
Originally Posted by Zaxxon
-I've read that henchmen and heroes are going away, replaced by 'solo-friendly' areas and one sidekick/player. Please reconsider, if this is the case. Solo-friendly doesn't just mean 'you can venture out on your own and survive'. The ability to be the only human, yet have a full group, is key. Especially the Hero system--this allows those who play at oddball hours, or who just prefer playing alone, to feel as though they're in a real party. I understand that this may not be feasible due to the other changes taking place for GW2 (persistence, etc), but just understand that you're making a fundamental change which is bound to tee a lot of players off.
|
I would argue that the ai ally system should be expanded, I would love to have the option to customize hero formation. Imagine a little diagram with draggable points for your heroes to stand in relation to you. This would add some strategy to the PvE.
Bottom line: the more variety and versatility included with this game the better. Keep soloing fun and interesting. I play gw because I can respec my character and party on the fly, without cost, and play by myself or with friends with equal ease.
Zsig
candyman_sb
I have a 2 sugestions for the skill system in GW2. I'm sorry if this has been discused already in this thread.
1. I would like GW2 to have 2 sets of skills: PVP and PVE. This way balance shouldn't be a problem because changing a skill in PVP would not affect PVE. The only problem would be the time and resources required to create all those skills.
2. If the above is not possible then just make every skill to have 2 versions: PVP and PVE so that when skill is changed for PvP, the PvE it will remain unchanged.
1. I would like GW2 to have 2 sets of skills: PVP and PVE. This way balance shouldn't be a problem because changing a skill in PVP would not affect PVE. The only problem would be the time and resources required to create all those skills.
2. If the above is not possible then just make every skill to have 2 versions: PVP and PVE so that when skill is changed for PvP, the PvE it will remain unchanged.
Broken Tree
The following is a list of common ideas I continue to see re-appear in this thread. Go vote on them! =)
These are just a few of the ideas you can vote on so far - search for more or post your own if you can't find it!
- Auction House
- Diverse character creation
- Hair stylist
- Transferring GW1 characters to GW2
- In-game messaging system
- Companions (the new hero/hench system)
- Marriage
- Playable races
These are just a few of the ideas you can vote on so far - search for more or post your own if you can't find it!
Hyper.nl
My 2 cents:
- No bind-on-pickup weapons. Trading of high-end items is good. If someone gets a high-end weapon, they should have the choice to keep it or trade it imo. Don't touch current situation plz.
- And keep map travel. It works just fine, I feel not any need to change it.
stiffler
Some time ago I heard of an idea with auction house where the player imployes an agent/NPC where you leave your wears in a locked but viewable storage box with price tags on stuff you want to sell. The person cannot get the item they want until pay the price or proceed with the second option to leave an offer for the seller to get back to you if they accept the offer. Personally I like the idea because you get to see what is on offer. There may even be a detailed way to input the weapon type, skin, req, and colour so you can narrow down the search if you are looking for a specific item/weapon. Much as the same way guru auctions works.
For all this to work Anet would need to present us with a healthy in-game economy, this would mean repairing all the drop rates, and farming business so people both pros and newbies can make money.
For all this to work Anet would need to present us with a healthy in-game economy, this would mean repairing all the drop rates, and farming business so people both pros and newbies can make money.
Rone
I noticed with the advertisement for GW:EN a return to the classic dungeon crawl. Nice touch!
In that same spirit, I would like to request a classic mission/quest for GW2: the classic "rescue the princess" scenario (usually locked in the tall tower of a crumbling castle guarded by some fearsome, fire-breathing dragon). I guess someone in the venue of the "knight in shining armor" coming to the rescue situation.
I don't know if it can be worked into the storyline or if its more appropriate as a side quest, but I would really love to have that kind of scenario as part of the game (and something I could do over and over again with different characters or the same character multiple times).
Anyway, I figured now is the time to make such requests (long BEFORE GW2 gets done), so thanks for reading my post and considering it.
In that same spirit, I would like to request a classic mission/quest for GW2: the classic "rescue the princess" scenario (usually locked in the tall tower of a crumbling castle guarded by some fearsome, fire-breathing dragon). I guess someone in the venue of the "knight in shining armor" coming to the rescue situation.
I don't know if it can be worked into the storyline or if its more appropriate as a side quest, but I would really love to have that kind of scenario as part of the game (and something I could do over and over again with different characters or the same character multiple times).
Anyway, I figured now is the time to make such requests (long BEFORE GW2 gets done), so thanks for reading my post and considering it.
countesscorpula
I saw this MASSIVE thing in the jade sea. If you would like to see for yourself, it's at the south end of the Hatchery mission/map. This thing looks like it's bigger than Maw the Mountain Heart. A giant tapeworm with torment arms... the thing of nightmares. I don't think the picture quite does it justice.
Anyhoo i'm glad it is stuck in the jade for now, but it might be nice to see a beast like this in action a few hundred years down the road in GW2.
Anyhoo i'm glad it is stuck in the jade for now, but it might be nice to see a beast like this in action a few hundred years down the road in GW2.
Kneegro Jones
1. Auction house,
2. trade-able weapons and armor. Make a larger selection of armor and weapons instead of the cookie cutter max armor and weapons. give us more options and damage besides zealous, vampiric, sundering. Let us get items from creatures chests, and CRAFTING to make a weapon that you cant get any way else. make them trade able as well(almost like diablo, but more realistic to make through crafting materials and rear items)
3. Free roaming environment and interaction
4. As you start the game you must pick a guild based on your character and style of play instead of making your own guild that no one wants to join or cares about. this with a free roaming environment would be awesome. (territoriality)
5. new classes of characters with special skills no one else can get or use. EX Vampires (stealth, flying or something), Demons ( mind control or life leach/weakening ) , paladins,(XXX) rogues (stealing crafting) , planeswalkers (all powerful controllers of the land/ territory) Sorcerer's teleporting)
6.dungons
7. Higher lv's other then lvl 20. make playing interaction based on those lvl's. the higher the lvl you are the more things you can do that lower lvls cant. that also includes fighting other guilds in an open environment.
8. Make character From GW1 compatible with GW2
9. special world events that happen on random servers at random times!
2. trade-able weapons and armor. Make a larger selection of armor and weapons instead of the cookie cutter max armor and weapons. give us more options and damage besides zealous, vampiric, sundering. Let us get items from creatures chests, and CRAFTING to make a weapon that you cant get any way else. make them trade able as well(almost like diablo, but more realistic to make through crafting materials and rear items)
3. Free roaming environment and interaction
4. As you start the game you must pick a guild based on your character and style of play instead of making your own guild that no one wants to join or cares about. this with a free roaming environment would be awesome. (territoriality)
5. new classes of characters with special skills no one else can get or use. EX Vampires (stealth, flying or something), Demons ( mind control or life leach/weakening ) , paladins,(XXX) rogues (stealing crafting) , planeswalkers (all powerful controllers of the land/ territory) Sorcerer's teleporting)
6.dungons
7. Higher lv's other then lvl 20. make playing interaction based on those lvl's. the higher the lvl you are the more things you can do that lower lvls cant. that also includes fighting other guilds in an open environment.
8. Make character From GW1 compatible with GW2
9. special world events that happen on random servers at random times!
Eonwe
*Reads thread*
*Blows head off*
*Blows head off*
Alaris
Keep the click-to-move, but make it block if the move needs jumping or sliding. We love the click-to-move!
Tide to Go
trade changes
increase amount of money that is able to be put in trade window.
preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions
faction system
allow each proff to have a diff fighting technique depending what faction they are in
controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over
extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.
rune of quickness...stackable
rune of the chosen...deals *** dmg to foe when they attack.
the test of noobness
test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
increase amount of money that is able to be put in trade window.
preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions
faction system
allow each proff to have a diff fighting technique depending what faction they are in
controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over
extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.
rune of quickness...stackable
rune of the chosen...deals *** dmg to foe when they attack.
the test of noobness
test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
Tide to Go
trade changes
increase amount of money that is able to be put in trade window.
preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions
faction system
allow each proff to have a diff fighting technique depending what faction they are in
controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over
extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.
rune of quickness...stackable
rune of the chosen...deals *** dmg to foe when they attack.
the test of noobness
test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
increase amount of money that is able to be put in trade window.
preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions
faction system
allow each proff to have a diff fighting technique depending what faction they are in
controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over
extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.
rune of quickness...stackable
rune of the chosen...deals *** dmg to foe when they attack.
the test of noobness
test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
HawkofStorms
Have an unlimited number of character slots.
-OR-
If that's unfeasable (I can understand not wanting somebody to make 20 level 1 characters and clogging up your server space), have a limited number like you do now. Have character slots purchasable from the online store as they are now. ALSO, allow for character slots to be awarded for very difficult, one time only in-game achievements (ie, if it was in the current game, get one for beating Mallayx the Unyeilding or getting Legendary Guardian). This could be used to encourage questing in a specific area and reward your most loyal customers.
-OR-
If that's unfeasable (I can understand not wanting somebody to make 20 level 1 characters and clogging up your server space), have a limited number like you do now. Have character slots purchasable from the online store as they are now. ALSO, allow for character slots to be awarded for very difficult, one time only in-game achievements (ie, if it was in the current game, get one for beating Mallayx the Unyeilding or getting Legendary Guardian). This could be used to encourage questing in a specific area and reward your most loyal customers.
Roeshamboe
Two things come to mind for me, and please forgive me if someone else has already suggested this, (however surfing through 200+ posts to see if someone has suggested it is a bit unfair to me).
1. Horses/ridable mounts. I would really like to ride around on a horse or some other type of creature when I'm out questing or just exploring.
2. Armor for Animal Compainions. Why not have an armor trader for pets or also, simply allow the human armor traders to make armor for pets. Personally, I love using my Black Widow Spider on my ranger, it would be really cool if I could give him different types of armor. Some with resistance to fire/earth/cold/lighting/piercing damage etc etc would all be great. Plus, it could just look really really cool. Same could be the case for weapons. Metalic claws that lenghten poision damage, or vampiric fangs could all be really cool/fun.
1. Horses/ridable mounts. I would really like to ride around on a horse or some other type of creature when I'm out questing or just exploring.
2. Armor for Animal Compainions. Why not have an armor trader for pets or also, simply allow the human armor traders to make armor for pets. Personally, I love using my Black Widow Spider on my ranger, it would be really cool if I could give him different types of armor. Some with resistance to fire/earth/cold/lighting/piercing damage etc etc would all be great. Plus, it could just look really really cool. Same could be the case for weapons. Metalic claws that lenghten poision damage, or vampiric fangs could all be really cool/fun.
Alex The Noble
PLEASE REFER TO THE 3RD POST ON THIS TOPIC BELOW FOR THE FINAL PRODUCT
In guild wars, guilds are the core to the game as the name suggests but the game actually doesnt have guilds warring heaps. I can see why becuase the game isnt persistant.
GW2 is persistant so how bout guilds can have wars in any zone?
1) Guild Wars and Enemy list
A guild see's an enemy guild in a area. So they run in and fight. There is no reward but in your enemy list in your guild pane it shows the amount of hate the guild has towards you and vice versa. The only way they can increase this is by killing a guild member. Each time they kill one of your players it goes up a bit. Over time this decreases.
This feature has no inhert affect but its just a way you can see who your biggest rival is.
To add a guild to the enemy list the guild leader can type the name of the guild and it will be added.
2) Guild Runned Towns and guild Economy
In Eve online guilds own certain sectors of the universe. They put prices on things and even decide how much resources you cant take from the environment.
I think that every guild should be able to control any towns. Towns arnt run by any gouvernments in the game so why not let us be the gouvernment. We decide how much an ID kit is depending on the stock. Guilds have to manage the amount of stock they have in there towns so an increase or decrease of price depends on how well the towns will rake in cash.
Yes you heard me...
The idea of guilds to get money personally would be a great way for guilds to earn a guild bank which can be used to help players with money and get the guild weapons And armour for players so that there war effort may be easyier.
3) Capturing Towns
This is simple. A guild may lead an assult on a town or city. They have to rush in and defeat a player called the Guild Landlord (not guild lord as the leader is the lord). Once hes killed all remaining guards will go to defending you instead. As you have to purchase guards each time they die, having the abilty to control the remaing un killed guards will help the new guild defend there town before they get new guards.
4) Guild Halls
To stop the feeling of instanced guild halls will only be availble to those who own a town. As each town has one hall, however other guilds in alliance with that guild who owns the town can still use the hall. This will let small guilds have a place to stay.
If the means of transport is by a flight path or mount in the game. Then a teleport stone will be needed. It will be needed for transport to your guilds town and for transport to an inn (like in wow) you assign.
5) Guild Alliances
A guild can have an alliance with 20 guilds. they are invited in the same way as guild wars factions. The guild allys have a guild town tele stone as well. There name will not be said as a player enters the town but the player can click in the zone name above the map, when in a town, to see the guild status. Such as Alliances, Economy rates, Taxes, etc.
Note: Guilds can have wars with any guild either on the opposite faction race or there own faction race.
These are a few of my ideas for guilds i may post some more later when i think of them
Signed/Support
-Alex The noble
-Mjhammerman
In guild wars, guilds are the core to the game as the name suggests but the game actually doesnt have guilds warring heaps. I can see why becuase the game isnt persistant.
GW2 is persistant so how bout guilds can have wars in any zone?
1) Guild Wars and Enemy list
A guild see's an enemy guild in a area. So they run in and fight. There is no reward but in your enemy list in your guild pane it shows the amount of hate the guild has towards you and vice versa. The only way they can increase this is by killing a guild member. Each time they kill one of your players it goes up a bit. Over time this decreases.
This feature has no inhert affect but its just a way you can see who your biggest rival is.
To add a guild to the enemy list the guild leader can type the name of the guild and it will be added.
2) Guild Runned Towns and guild Economy
In Eve online guilds own certain sectors of the universe. They put prices on things and even decide how much resources you cant take from the environment.
I think that every guild should be able to control any towns. Towns arnt run by any gouvernments in the game so why not let us be the gouvernment. We decide how much an ID kit is depending on the stock. Guilds have to manage the amount of stock they have in there towns so an increase or decrease of price depends on how well the towns will rake in cash.
Yes you heard me...
The idea of guilds to get money personally would be a great way for guilds to earn a guild bank which can be used to help players with money and get the guild weapons And armour for players so that there war effort may be easyier.
3) Capturing Towns
This is simple. A guild may lead an assult on a town or city. They have to rush in and defeat a player called the Guild Landlord (not guild lord as the leader is the lord). Once hes killed all remaining guards will go to defending you instead. As you have to purchase guards each time they die, having the abilty to control the remaing un killed guards will help the new guild defend there town before they get new guards.
4) Guild Halls
To stop the feeling of instanced guild halls will only be availble to those who own a town. As each town has one hall, however other guilds in alliance with that guild who owns the town can still use the hall. This will let small guilds have a place to stay.
If the means of transport is by a flight path or mount in the game. Then a teleport stone will be needed. It will be needed for transport to your guilds town and for transport to an inn (like in wow) you assign.
5) Guild Alliances
A guild can have an alliance with 20 guilds. they are invited in the same way as guild wars factions. The guild allys have a guild town tele stone as well. There name will not be said as a player enters the town but the player can click in the zone name above the map, when in a town, to see the guild status. Such as Alliances, Economy rates, Taxes, etc.
Note: Guilds can have wars with any guild either on the opposite faction race or there own faction race.
These are a few of my ideas for guilds i may post some more later when i think of them
Signed/Support
-Alex The noble
-Mjhammerman
Alex The Noble
PLEASE REFER TO THE FINAL PRODUCT BELOW FOR THE MOST INFO ON THIS TOPIC
I think this will be a major issue in gw2. AS the game is persistant...having a instanced guild hall means people cant attack it any time they want. So i must say more about it. My thread above was breif .
1)
Picture it like this. Your in Piken Square. The guild who owns the town has access to the guild hall towering above you...or below you depending on the area. You go up to the guards but of course you cant get in...unless you kill them. But of course you have to be an enemy of that guild to attack there npc guards, archers, etc.
2)
So you in a guild thats raiding. The towns npcs run into the guild hall for protection. In the guild hall is the strong Guild Lord with his bodyguards. (i think it should be Guild Landlord because the leader of the guild is the lord)
To take the town you must kill the Landlord. All the remaining npcs will become loyal to you and go back to guarding and selling. So this brings me further in detail.
3)
Towns need protection. Guards are the key. Guards can be purchased by guilds. Guilds can then use these guards also in assults. There could be different types of guards. Wars,rangers,monks,mesmers,necros (with optional minon master) eles,sins,rits,paragons,dervs etc. Your guild must purchase these guards. Each time they die you must purchase them again. Of course this will be awfully costly to upkeep. They wont be hugely costly only bout 500g-5k ech. In assults you may ask guards to come with you letting you muster npc armies which you can use also to raid as well as defend. When you assult a town note that you must walk from your hall to the town you want to kill. So going from piken square to yaks bend will take you time. This gives a feel of modern warfare in place and lets you deal suprise attacks on enemys who may not even have time to react and use there guild tele stone to coem to the towns aid. Of course guild guard caps may need to be implemented. Maybe 30 guards per town or depending on how big it is more. This will stop rich guilds making there town impossible to beat. al though in warfare raiding armies would constantly attack and eventually a guild would run out of money to train guards and then fall so it could work like that also
4)
Now the towns economy will come into factor and the need for money will be by the selling of certain items in your town.
5)
One alliance can only own 10 guild towns/halls. Meaning a powerful alliance cant sweep 20 towns. One alliance may be smart enough to hold most of Ascalon. Even if there is more then 10 towns and they dont want there enemys close to there towns they can still raid hostile towns then give the deeds to a guild that they may not be with alligeance but are neutral. This would be so fun as that neutral town coudl then turn on them and wipe them off ascalon .
So tactics and actually "guild wars" could now take place with this idea
I think this will be a major issue in gw2. AS the game is persistant...having a instanced guild hall means people cant attack it any time they want. So i must say more about it. My thread above was breif .
1)
Picture it like this. Your in Piken Square. The guild who owns the town has access to the guild hall towering above you...or below you depending on the area. You go up to the guards but of course you cant get in...unless you kill them. But of course you have to be an enemy of that guild to attack there npc guards, archers, etc.
2)
So you in a guild thats raiding. The towns npcs run into the guild hall for protection. In the guild hall is the strong Guild Lord with his bodyguards. (i think it should be Guild Landlord because the leader of the guild is the lord)
To take the town you must kill the Landlord. All the remaining npcs will become loyal to you and go back to guarding and selling. So this brings me further in detail.
3)
Towns need protection. Guards are the key. Guards can be purchased by guilds. Guilds can then use these guards also in assults. There could be different types of guards. Wars,rangers,monks,mesmers,necros (with optional minon master) eles,sins,rits,paragons,dervs etc. Your guild must purchase these guards. Each time they die you must purchase them again. Of course this will be awfully costly to upkeep. They wont be hugely costly only bout 500g-5k ech. In assults you may ask guards to come with you letting you muster npc armies which you can use also to raid as well as defend. When you assult a town note that you must walk from your hall to the town you want to kill. So going from piken square to yaks bend will take you time. This gives a feel of modern warfare in place and lets you deal suprise attacks on enemys who may not even have time to react and use there guild tele stone to coem to the towns aid. Of course guild guard caps may need to be implemented. Maybe 30 guards per town or depending on how big it is more. This will stop rich guilds making there town impossible to beat. al though in warfare raiding armies would constantly attack and eventually a guild would run out of money to train guards and then fall so it could work like that also
4)
Now the towns economy will come into factor and the need for money will be by the selling of certain items in your town.
5)
One alliance can only own 10 guild towns/halls. Meaning a powerful alliance cant sweep 20 towns. One alliance may be smart enough to hold most of Ascalon. Even if there is more then 10 towns and they dont want there enemys close to there towns they can still raid hostile towns then give the deeds to a guild that they may not be with alligeance but are neutral. This would be so fun as that neutral town coudl then turn on them and wipe them off ascalon .
So tactics and actually "guild wars" could now take place with this idea