GW2 Suggestions Thread

Mr. Hobo

Pre-Searing Cadet

Join Date: Mar 2007

Brand of Fire Clan [BFC]

N/

My $0.02.

1) Have profession based missions; I.E. A mission only for Assassins, with an objective like kill a leader without getting in aggro range of enemies.

2) Good and Evil choice decisions; The way you deal with people affects your alignment as good or evil.

3) Make Inscription other than 15^50 or +5 energy usable! The reason people use 15^50 is because it meets it's conditions more often than the others, while still doing the same amount of damage.

4) Balance out the skills; Searing Flames is one of the most frequently used skills in PvP because it's one of the best! They should all be the same "bestness"

Mjhammerman

Ascalonian Squire

Join Date: Apr 2007

[HOT]

E/N

Im liking this whole city owned guild stuff. It will decrease on these 30000+ guilds with about 10 people in them. Some may be good, most are taking up space. Guild Wars in its actuality will be a nice thing to have. Only so many guilds, owning so much teritory, and with the people in the guilds, having ammenities in the towns would be easier. I am all for it.

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Thxs Mjhammerman...a first response but i do suppose if i had a seperate thread to work on i would get more replys.

Anyway yea i think half of what it will aim to do is cut out the amount of guilds in the game. Its just crazy because you cant see a popular guild, with heaps of people in one area as all the other guilds just swamp it. And this is also for the big time guilds to put there name out in the world wide community so they get knowen for being the most dreaded, most cool, most cruel. . The only guild most known is The last pride. 1# profercies winner.

Anyway it will just be cool to be able to something more with the already operating guild owned towns. Like i must say there is no point in owning a town in factions. It only gives a discount on prices which is very insuggnificant, and maybe the odd deeps visit.

Mekkakat

Mekkakat

Whiner

Join Date: Aug 2006

Quote:
Originally Posted by Eonwe
*Reads thread*

*Blows head off*
im with you dude.. holy crap does this just make me want to drink drano. WHATEV! lmao

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Ok here is The final finsished idea of guild owned towns. If you read the above some things may be changed. This is because to make the game even I must change things...So read on...

1) Guild owned towns (with halls in the towns)

Every town/city in the game which is classed as a town/city may be owned by 1 guild at any 1 time. Guilds fight for different towns/citys for controll of the economy there, the resources (could be introduced such as farming,mining etc.), the npc's (such as how much a ID kit is in this town, so different guilds may have different prices meaning players may go to certain towns to buy there goods) and of course The Unique guild hall which looks different in each town/city.

The hall would only be accesed by the guild members and the Allaince members. 4 Guards which can die but come back to life after the end of a raid are positioned at the gates to the hall (citys have 2 gates, towns 1 gate).

2) Capturing Towns

To capture a town your guild must assult the towns/citys. They can do this by meeting anywhere in the world and joining into an assult type party. This automatically means you are able to take towns and can attack the guards. If you are not in this mode, entering an enemy town will mean all there npcs will be neutral and will not attack you. You cannot buy anything form the town or use its resources such as mining, farming, herbalism etc.

When you in the mode and you enter a town you may not attack the npc traders, only the guards. The guards will attack you on sight. You goal is to kill the Guild Landlord. To do that you must breach the gate by killing all the gate guards and then once youve killed all the gate guards at that gate, you may acces the lock. Once your in you can attempt to kill the Landlord. As soon as the Land lord is dead all the remaining guards become loyal to you. This is because the guild who just lost there town will obviously attack again soon. And you may need guards before you can buy them.

When your assulting, the enemy guild may use an instant teleport to guild in there guild panel. This has a cooldown of 60 mins and should only be used in emergencys. This is so they can come and defend there guild hall when its being attack. This is GvG.

If a guildied dies in the defence he will spawn at the nearest friendly/neutral town. this does not include there own town they are defending. This oculd mean the town is ascalon city and the nearest friendly town is yaks bend . This will give a mean warfare concept to the game!

3) Guards in citys

Your guild is in charge of the protection of your citizens. Guilds need to purchase guards to patroll the town/city's busy streets. This would be done by the Guild leader or a new rank called The Guild Commander. As the leader cant be on 24/7 the assigned commanders are able to purchase guards either by using money from the guild bank pool (which commanders cant withdraw but can use it to purchase guards) or by using there on cash.

A city may only have a max of 30 guards at one time. A town 20. This may vary depending on the size of the city. You devs can sort it out . You can purchase the guards from a tab in the guild panel. Here is a list of able guards.

-Warrior 500g (primary guard)
-Ranger 700g
-Mez 700g
-Necro 700g
-Monk 1000g
-Ritualist 1000g
-Elementalist 2000g
-Assassin 2000g
-Deverish 2000g
-Paragon 3000g (leader class a limit of guards would need to be added)

These can be split in too seperate types also:-

Such as Prot Monk, Healer monk, Smiting monk etc.
Even a ranger with traps may be useful. The AI for this would need to be smart enough to block entrances and areas commonly fought in.

4) Controlling Guards

Officers, Commanders, and the leader can all control the guards. In your guild panel click the tab "Guard control". This brings up a screen with all the guards you currently have. You may select certain guards and make them into a squad. Then you can command the whole squad with a simple click to do something.

The commands are listed below:-

"Attack at will"
"Patrol Town"
"Guard Landlord"
"Guard Town Entrances"
"Guard Guild Hall Gates"
"Avoid Enemys"
"Slow Enemys"
"Stand Ground"

etc. These are a few examples of possible commands.

Guild commanders,officers,leaders can use the mini command panel. This is a small panel on the screen which has all the commands. You can even take charge of a squad. And you will be the only one able to command your squad plus the leader (he can command all squads). If you have more than 1 player in a squad the first joined player to that squad will have access to the commands. That squad leader can promote the other players in his squad, to the squad leader after. This will be an emence tool to use in defence of town as players can command there small squad while others command theres. This will make it easyier for you to tell you guards where to go.

Possibly it could use the same commands as heroes do but a bit more complex.

5) Economys

The Guild Leader or A new rank in the hierachy called a Guild Treasurer, are able to set the price of certain items that that town has to offer. The may do this by using the guild pane and clicking on the tab "Town Economy" (this becomes availble when you own a town. In it you can put prices on everything the town currently has to offer. Such as things like price of ID kit or the price of a Blue dye. The different types of traders avaible to you depend on how popular you are to players. Having sold more items you will attract merchants from around Tyria. Traders such as a rare armour crafter who crafts armour only avaliable when a town earns him. If your town is unpopular you will get people such as a merchant, weaponsmith, armourer etc. You may not lose the essential types of Traders such as a Merchant. The money that comes in from the traders is split. The traders gets 80% of all the money they get from sales. You get 20% of the money. Depending on how rare the trader is there ratios may be different. The Money you get goes Straight into your guild bank which can be acces by the Guild Treasurers or the Guild Leader.

In the Town Economy Pane you may also adjust how much resources can be farmed from the towns Minerals. Each town/city has certain minerals. They may be Iron Ingots, Plant fibers, Leather from animals etc. You can even make people pay to access these minerals. If you are taxing them they have to pay a sum of gold you determine to enter the area with the minerals. This is so people can make a profit out of selling materials. Or even using them. This idea is iffy though...with more thought it could be developed better by the Dev team . This would be an extra way of profit
This feature is to help you fund your guards primaraly and provide wealth to you players as they have deserved it by taking the town. The guild treasurer/leader may even give money out to there guildies or players to buy things.

5) Allainces

This happens in the same way is guild wars 1. You invite a guild to join your alliance. If you own a town they get acces to your hall. They do not however get the "Teleport To guild Town" feature as if the whole allaince had it...raids would be impossible. They can still help to defend they just have to use other means of transport to get there quikly. An Alliance Will be made of up to 10 guilds. This means that there is up to 10 guild owned towns per alliance. See how the Teleport to guild thing works now? you may only teleport to you guilds owned town.

The way Allys, Neutral Guilds and Enemys work is like this.

Each guild you meet you have the option of invite them to your allaince or making them enemies. When your guild starts you are all neutral with all the other guilds. This means you may use there towns resources but may not attack them. To become allys with a guild go to you guild panel and click on the tab "alliance" Then type the guild in, in the slot at the bottom. It cost 1k and you cannot invite guilds who are in an allaince. Instead you will request to join there alliance. If the merged allaince are to big you will not be able to do it at all and you will have to contact those guilds.

Enemys are gained by going to the enemys tab and typing a guilds name in to the enemy add box. It costs nothing to do so and you will become hostile to them. You will be hostile to there town now and will not be able to do anything in there town. Guards will not attack if you cause no harm.



Check back to this post regularaly if your interested in it as new content may be even added more!

Support

-Me
-Mjhammerman

Mekkakat

Mekkakat

Whiner

Join Date: Aug 2006

Quote:
Originally Posted by Alex The Noble
Ok here is The final finsished idea of guild owned towns. If you read the above some things may be changed. This is because to make the game even I must change things...So read on...

1) Guild owned towns (with halls in the towns)

Every town/city in the game which is classed as a town/city may be owned by 1 guild at any 1 time. Guilds fight for different towns/citys for controll of the economy there, the resources (could be introduced such as farming,mining etc.), the npc's (such as how much a ID kit is in this town, so different guilds may have different prices meaning players may go to certain towns to buy there goods) and of course The Unique guild hall which looks different in each town/city.

The hall would only be accesed by the guild members and the Allaince members. 4 Guards which can die but come back to life after an end of a raid a position at the gate (citys have 2 gates, towns 1 gate).

2) Capturing Towns

To capture a town your guild must assult the towns/citys. They can do this by meeting anywhere in the world and joining into an assult type party. This automatically means you are able to take towns and can attack the guards. If you are not in this mode, entering an enemy town will mean all there npcs will be neutral and will not attack you. You cannot buy anything form the town or use its resources such as mining, farming, herbalism etc.

When you in the mode and you enter a town you may not attack the npc traders, only the guards. The guards will attack you on sight. You goal is to kill the Guild Landlord. To do that you must breach the gate by killing all the gate guards and then once youve killed all the gate guards at that gate, you may acces the lock. Once your in you can attempt to kill the Landlord. As soon as the Land lord is dead all the remaining guards become loyal to you. This is because the guild who just lost there town will obviously attack again soon. And you may need guards before you can buy them.

When your assulting, the enemy guild may use an instant teleport to guild in there guild panel. This has a cooldown of 60 mins and should only be used in emergencys. This is so they can come and defend there guild hall when its being attack. This is GvG.

If a guildied dies in the defence he will spawn at the nearest friendly/neutral town. this does not include there own town they are defending. This oculd mean the town is ascalon city and the nearest friendly town is yaks bend . This will give a mean warfare concept to the game!

3) Guards in citys

Your guild is in charge of the protection of your citizens. Guilds need to purchase guards to patroll the town/city's busy streets. This would be done by the Guild leader or a new rank called The Guild Commander. As the leader cant be on 24/7 the assigned commanders are able to purchase guards either by using money from the guild bank pool (which commanders cant withdraw but can use it to purchase guards) or by using there on cash.

A city may only have a max of 30 guards at one time. A town 20. This may vary depending on the size of the city. You devs can sort it out . You can purchase the guards from a tab in the guild panel. Here is a list of able guards.

-Warrior 500g
-Ranger 700g
-Monk 1000g
-Ele 2000g
-Mez 700g
-Necro 700g
-Necro (MM) 5000g
-Assassin 2000g
-Ritualist 1000g
-Paragon 500g
-Deverish 2000g

These can be split in too seperate types

Such as Prot Monk, Healer monk, Smiting monk etc.
Even a ranger with traps may be useful. The AI for this would need to be smart enough to block entrances and areas commonly fought in.

4) Using Guards To Assult

As well as having guards to defend, guards may also be used to assult. The guild leader/commanders can ask a guard to accompany them on assults. This is only availble when in "Assult Mode". Once asked they will follow you or there nearest assult party member. They will follow you enverywhere untill you click in the guild pane->Guards->Guard management->Send guards back to town. You may not send your guards back to town when you are in combat. Using Guards to Assult is risky as they will leave your town but then you have extra attack power when assulting. Make sure you have enough guards defending your town in case there is an attack. You may not use Teleport To Guild in combat.

Guard management has various options. Such as "Send guard back to town", "Put Guards On Patroll", "Make Guards Defend Hall" or "Defend Landlord". There would also be A list of all the possible guards purchasable. If you want to purchase one you click on the type, and then click pay from guild bank or pay from inventory.

5) Economys

The Guild Leader or A new rank in the hierachy called a Guild Treasurer, are able to set the price of certain items that that town has to offer. The may do this by using the guild pane and clicking on the tab "Town Economy" (this becomes availble when you own a town. In it you can put prices on everything the town currently has to offer. Such as things like price of ID kit or the price of a Blue dye. The different types of traders avaible to you depend on how popular you are to players. Having sold more items you will attract merchants from around Tyria. Traders such as a rare armour crafter who crafts armour only avaliable when a town earns him. If your town is unpopular you will get people such as a merchant, weaponsmith, armourer etc. You may not lose the essential types of Traders such as a Merchant. The money that comes in from the traders is split. The traders gets 80% of all the money they get from sales. You get 20% of the money. Depending on how rare the trader is there ratios may be different. The Money you get goes Straight into your guild bank which can be acces by the Guild Treasurers or the Guild Leader.

In the Town Economy Pane you may also adjust how much resources can be farmed from the towns Minerals. Each town/city has certain minerals. They may be Iron Ingots, Plant fibers, Leather from animals etc. You can even make people pay to access these minerals. If you are taxing them they have to pay a sum of gold you determine to enter the area with the minerals. This is so people can make a profit out of selling materials. Or even using them. This idea is iffy though...with more thought it could be developed better by the Dev team . This would be an extra way of profit
This feature is to help you fund your guards primaraly and provide wealth to you players as they have deserved it by taking the town. The guild treasurer/leader may even give money out to there guildies or players to buy things.

5) Allainces

This happens in the same way is guild wars 1. You invite a guild to join your alliance. If you own a town they get acces to your hall. They do not however get the "Teleport To guild Town" feature as if the whole allaince had it...raids would be impossible. They can still help to defend they just have to use other means of transport to get there quikly. An Alliance Will be made of up to 10 guilds. This means that there is up to 10 guild owned towns per alliance. See how the Teleport to guild thing works now? you may only teleport to you guilds owned town.

The way Allys, Neutral Guilds and Enemys work is like this.

Each guild you meet you have the option of invite them to your allaince or making them enemies. When your guild starts you are all neutral with all the other guilds. This means you may use there towns resources but may not attack them. To become allys with a guild go to you guild panel and click on the tab "alliance" Then type the guild in, in the slot at the bottom. It cost 1k and you cannot invite guilds who are in an allaince. Instead you will request to join there alliance. If the merged allaince are to big you will not be able to do it at all and you will have to contact those guilds.

Enemys are gained by going to the enemys tab and typing a guilds name in to the enemy add box. It costs nothing to do so and you will become hostile to them. You will be hostile to there town now and will not be able to do anything in there town. Guards will not attack if you cause no harm.



Check back to this post regularaly if your interested in it as new content may be even added more!

Support

-Me
-Mjhammerman
1st question: why.. why would you write all of this? heres a secret if you didnt know this, anet doesn't care, so i hope this is just for fun, and not for some.. wishful thinking.

2nd question: why would the "guards" cost different amounts of money, especially when a warrior is far more valuable than a derv, and a paragon is even more valuable than both combined.. you also put an MM at some crazy high price compared to the rest.. for no reason... absolutely none of what you wrote makes sense.

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

1st answer: Because thats what Anet said they were doing and where checking the forums regularaly

2nd answer: the warrior cost less because it is a primary guard type. Your thinking to much of warriors these days. They will have warrior skill such as the ones that the npc warriors have in ab's. Also im not saying that "if" this was implemented the prices would be exactly taken as anet have all right to play with this idea if they want to. And finnaly it would make sense if you read the whole thing forst b4 posting as you clearly didnt in your post, instead you went straight to the cost part as it stood out.

Thxs
alex

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

They are very interesting ideas Alex. If I were a PvPer I'd probably love that direction for the game, but I only like PvE, and I know so do a lot of the GW community. I'd just be afraid that your idea would create too much of an elitist community for the game. If human nature didn't factor into it at all, I'd say your idea would be great fun! However, making all of the game so PvP oriented severely ostracizes a huge portion of the GW community...

Oh, and your post made perfect sense by the way. I thought the idea was really detailed and well set-out and explained.

Mjhammerman

Ascalonian Squire

Join Date: Apr 2007

[HOT]

E/N

Well, im no PvPer either, but if this was implimented, id become one right quick like. In order for this to happen the area would have to be huge but i dont care. This is the ONLY idea i have seen that is worth a read over. I really do hope anet reads this, one of the best ideas i have seen and THE one to take into further consideration.

And Alex, im throwing this out there, but what if u controlled the town only in a said district, because there are ALOT of people playing:P

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Ok first ill answer pamelf.

1) I agree yes that it will create some disturbance to the PvE players yes but i think this could be solved. If this town has quest targets but your guild is an enemy to the guild town, then what you do is when your not in assult mode, you walk in and get the quests. The quest targets will be able to be talked to, just like these days when you in the leviathan pits, Your luxon but kurzick currently owns it. You cant use there trader npcs but you can still get the quests.

Also in one of my earlier posts i said that if you are in town when its being raided and your not in the guild who owns the town, "you cannot be attacked."

2) Mjhammer yes this could be a problem. I think there could be several ways of solving this. I think when you go into assult mode, you go to a seperate assult district. As soon as those assulting players enter the enemy towns zone, all the defending guilds players get promted that "they are under attack and would you like to go to guild town". If they click yes they use there emergency teleport and go to the persistant PvP district which has only asssulting players in it. Note that This is a persistant world and all the assults will be going on in that same district.

This could solve it i think.

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Copy of the one on Page 15

Ok here is The final finsished idea of guild owned towns. If you read the above some things may be changed. This is because to make the game even I must change things...So read on...

1) Guild owned towns (with halls in the towns)

Every town/city in the game which is classed as a town/city may be owned by 1 guild at any 1 time. Guilds fight for different towns/citys for controll of the economy there, the resources (could be introduced such as farming,mining etc.), the npc's (such as how much a ID kit is in this town, so different guilds may have different prices meaning players may go to certain towns to buy there goods) and of course The Unique guild hall which looks different in each town/city.

The hall would only be accesed by the guild members and the Allaince members. 4 Guards at each entry point to the guild hall will make sure nobody in a different guild or nobody who isnt in a guild can enter. These players can be killed by raiding guilds (Discussed later).

2) Capturing Towns

To capture a town your guild must assult the towns/citys. They can do this by meeting anywhere in the world and joining into an assult type party. This automatically means you are able to take towns and can attack the guards. If you are not in this mode, entering an enemy town will mean all there npcs will be neutral and will not attack you. You cannot buy anything form the town or use its resources such as mining, farming, herbalism etc.

When you go into assult mode your entire party will go to the Assult District. So you must add all the required members to the larger sized assult party then click on the Move to assult District. This is in the form of an enter battle button in the original guild wars game. This district stops RPG players getting interfeered with in assults of towns. So make sure that all your players are in the party before changing modes. Everyone doing assults are in one persistant Assult mode district. This district is only availble when you Convert To An Assult (similiar to WoW's convert to raid) Once you enter the District you may assult the town. AS soon as your party enters the town the players of that guild who owns the town, will probly teleport to guild area. They will be taken to the Assult District.


When you in the mode and you enter a town you may not attack the npc traders, only the guards. The guards will attack you on sight. You goal is to kill the Guild Landlord. To do that you must breach the gate by killing all the gate guards and then once youve killed all the gate guards at that gate, you may acces the lock. Once your in you can attempt to kill the Landlord. As soon as the Land lord is dead all the remaining guards become loyal to you. This is because the guild who just lost there town will obviously attack again soon. And you may need guards before you can buy them.

Even if you have several guilds attacking one town at a time. If you both kill the landlord then you must fight the other guild assulting. Once they have been anihilated you earn the rights to the town. To stop people hiding to capture the town you must stay in the guild hall. If you are out of the hall you will not count towards the capturing of the town. So if youre the last one in the town for your guild but your not in the guild hall. The other assulting guild takes it.

When your assulting, the enemy guild may use an instant teleport to guild in there guild panel. This has a cooldown of 60 mins and should only be used in emergencys. This is so they can come and defend there guild hall when its being attack. This is GvG.

If a guildy dies in the defence he will spawn at the nearest friendly/neutral town. this does not include there own town they are defending. This could mean the town is ascalon city and the nearest friendly town is yaks bend . This will give a mean warfare concept to the game!

3) Guards in citys

Your guild is in charge of the protection of your citizens. Guilds need to purchase guards to patroll the town/city's busy streets. This would be done by the Guild leader or a new rank called The Guild Commander. As the leader cant be on 24/7 the assigned commanders are able to purchase guards either by using money from the guild bank pool (which commanders cant withdraw but can use it to purchase guards) or by using there on cash. In raids if your Guards die they Will NOT respawn so you must purchas them every time they die.

A city may only have a max of 30 guards at one time. A town 20. This may vary depending on the size of the city. You devs can sort it out . You can purchase the guards from a tab in the guild panel. Here is a list of able guards.

-Warrior 500g (primary guard)
-Ranger 700g
-Mez 700g
-Necro 700g
-Monk 1000g
-Ritualist 1000g
-Elementalist 2000g
-Assassin 2000g
-Deverish 2000g
-Paragon 3000g (leader class a limit of guards would need to be added)

These can be split in too seperate types also:-

Such as Prot Monk, Healer monk, Smiting monk etc.
Even a ranger with traps may be useful. The AI for this would need to be smart enough to block entrances and areas commonly fought in.

4) Controlling Guards

Officers, Commanders, and the leader can all control the guards. In your guild panel click the tab "Guard control". This brings up a screen with all the guards you currently have. You may select certain guards and make them into a squad. Then you can command the whole squad with a simple click to do something.

The commands are listed below:-

"Attack at will"
"Patrol Town"
"Guard Landlord"
"Guard Town Entrances"
"Guard Guild Hall Gates"
"Avoid Enemys"
"Slow Enemys"
"Stand Ground"

etc. These are a few examples of possible commands.

Guild commanders,officers,leaders can use the mini command panel. This is a small panel on the screen which has all the commands. You can even take charge of a squad. And you will be the only one able to command your squad plus the leader (he can command all squads). If you have more than 1 player in a squad the first joined player to that squad will have access to the commands. That squad leader can promote the other players in his squad, to the squad leader after. This will be an emence tool to use in defence of town as players can command there small squad while others command theres. This will make it easyier for you to tell you guards where to go.

Possibly it could use the same commands as heroes do but a bit more complex.

5) Economys

The Guild Leader or A new rank in the hierachy called a Guild Treasurer, are able to set the price of certain items that that town has to offer. They may do this by using the guild pane and clicking on the tab "Town Economy" (this becomes availble when you own a town. In it you can put prices on everything the town currently has to offer. Such as things like price of ID kit or the price of a Blue dye.) The different types of traders avaible to you depend on how popular you are to players. Having sold more items you will attract merchants from around Tyria. Traders such as a rare armour crafter who crafts armour only avaliable when a town earns him. If your town is unpopular you will get people such as a merchant, weaponsmith, armourer etc. You may not lose the essential types of Traders such as a Merchant. The money that comes in from the traders is split. The traders gets 80% of all the money they get from sales. You get 20% of the money. Depending on how rare the trader is there ratios may be different. The Money you get goes Straight into your guild bank which can be acces by the Guild Treasurers or the Guild Leader.

In the Town Economy Pane you may also adjust how much resources can be farmed from the towns Minerals. Each town/city has certain minerals. They may be Iron Ingots, Plant fibers, Leather from animals etc. You can even make people pay to access these minerals. If you are taxing them they have to pay a sum of gold you determine to enter the area with the minerals. This is so people can make a profit out of selling materials. Or even using them. This idea is iffy though...with more thought it could be developed better by the Dev team . This would be an extra way of profit
This feature is to help you fund your guards primaraly and provide wealth to you players as they have deserved it by taking the town. The guild treasurer/leader may even give money out to there guildies or players to buy things.

5) Allainces

This happens in the same way is guild wars 1. You invite a guild to join your alliance. If you own a town they get acces to your hall. They do not however get the "Teleport To guild Town" feature as if the whole allaince had it...raids would be impossible. They can still help to defend they just have to use other means of transport to get there quikly. An Alliance Will be made of up to 10 guilds. This means that there is up to 10 guild owned towns per alliance. See how the Teleport to guild thing works now? you may only teleport to you guilds owned town.

The way Allys, Neutral Guilds and Enemys work is like this.

Each guild you meet you have the option of invite them to your allaince or making them enemies. When your guild starts you are all neutral with all the other guilds. This means you may use there towns resources but may not attack them. To become allys with a guild go to you guild panel and click on the tab "alliance" Then type the guild in, in the slot at the bottom. It cost 1k and you cannot invite guilds who are in an allaince. Instead you will request to join there alliance. If the merged allaince are to big you will not be able to do it at all and you will have to contact those guilds.

Enemys are gained by going to the enemys tab and typing a guilds name in to the enemy add box. It costs nothing to do so and you will become hostile to them. You will be hostile to there town now and will not be able to do anything in there town. Guards will not attack if you cause no harm.



Check back to this post regularaly if your interested in it as new content may be even added more!

Support

-Me
-Mjhammerman

phoenixzar

Ascalonian Squire

Join Date: Mar 2006

Ireland

W/Mo

Hi all

First of all i just want to say i think everyone at NCSoft and ArenaNet has done a fantastic job on all the Guild Wars games, i can not begin to describe the great work you have done. Im a big fan of Guild Wars and Have all 3 Titles myself. I have been playing GW for just over a year now and it hard to get bored of it. Keep up the good work.

This email will probably not go very far, but im bored in work so i will give you an idea or two i have myself for GW.

1. When it comes to different races, has a race like Vampires or Werewolf's ever been considered? even a bare knuckle fighter?...basically a charector that doesn't need a weapon (could be interesting)

2. This is a bit of an....well lets just say "Out there" idea but one thing i noticed with guilds is some people stay loyal and some bounce around guilds like rabbits!..maybe have some sort of loyalty scheme in place that guild leaders can access or even charge people gold every time they leave a guild...or even if a person leaves they can not join another guild for 1 week...something like that. This way players will think long and hard before joining a guild, rather then guild hopping. I was a leader once and it can be very annoying to see a new person you recruited leave 10 minutes later!....a trial period could be set up for new members joining a guild to let them check it out before they agree to join.

3. This is another wacky idea but why not have real time in the game? let me explain.

10pm at night its usually dark and in guild wars its always daylight so the game could go with real time and get darker as it gets later and vice versa. It would make things like farming and doing quests that little bit more interesting and fun. Also why not have the 4 season in real time. So for example it is now summer so in Tyria it could be sunny and in Factions its Winter and so on, the game could change with the season in real life.

Anyway, pretty poor ideas i know but worth mentioning. If you have answers for any of these ideas i would love to hear from you

regards,

Ciaran

Traveller

Traveller

Wilds Pathfinder

Join Date: Jul 2005

Finland

League of Extraordinary Explorers [LOST] (my one man guild)

Me/

Here's my personal wishlist for GW2.

1) Large, explorable PvE areas with loads to see and just to explore. There's not always the need to be tied up with main plot - just look at Prophecies and remember how great it was to have areas like The Falls or Mineral Springs. More of this sort of thing.

2) Mini-games as timesinks. Card games, Asura chess, Norn boxing, you know. Just on a regular basis, make it sort of their own little world. I'm thinking Final Fantasy card games, for example.

3) Quests and storylines that have more than one way of solving them (which is usually to kill everything in sight).

3a) Quests with unique rewards, such as weapons and equipment. Hard to guess since I've no idea how the armor system works, but...

3b) Make enemies drop armor pieces as well. Instead of "enemy" armor crafter, make it so that certain types of enemies drop pieces and you can craft an armor out of those pieces, or have someone do it for you.

4) Also, several ways to play the storyline - not necessarily "Good" vs. "Evil" but at least two paths that are different from each other.

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

As Everyone else is making wishlists then i will to

1) Guild runned towns (read above)

2) mounts--Mounts which we veterans who have reached a certain lvl can obtain and use to look cool and to move faster. Each race has a unique one i think.

3) More Armour uniqeness--I think that monsters should drop armour and we can equip it. Except when we equip it it is customized for us and then cannot be traded after it has been used. Plus lots more designs.

4) Crafting Skills such as armour crafting or material collecting. Material collectors can farm minerals off the land of there skill lvl and armour crafters can make armour for certain classes. all skills will need training.

5) More slots for equiping.

MudBone

MudBone

Academy Page

Join Date: Jul 2006

Citadel of Immortals

R/Mo

Quote:
Originally Posted by Legandary Spartan
I think (for all the hardcore, loylplayers who have clocked in over 2,000 in so many months and above) You should be able to warp you guys in time (stick with me) as if nothing EVER happend. Nothing of the past happend, your level is back to (what ever GW2 starts at), you keep you armor but it would be based on level (seeing as not much detail on armor is out this could be a major problem). I just want my guys to go over to GW2 because i have spent 1,800+ hours on them, and i think my loylty to the fact that i have done that this request should serously be looked at and thought about.
I think this is THE BEST IDEA out of all those posted. I would so love to bring my R/Mo over to GW2 after spending 1,974 hours with him and will soon be WAY OVER 2000 hours by the time GW2 arrives. Sooooooooo, I will sign on this and you can count it signed for each day until GW2 hits the market.

/signed

Mekkakat

Mekkakat

Whiner

Join Date: Aug 2006

my personal request:

keep guild wars.. freaking guild wars.

guild wars two is WoW with a pink bonnet. after i buy it and hate it like i know i will, my only argument for why i even did it was because of my love for the first two (proph/factions). *sigh* pathetic, some of us long time vets have had none of our request filled....

MudBone

MudBone

Academy Page

Join Date: Jul 2006

Citadel of Immortals

R/Mo

IMO, Prophecies and Nightfall were the best to be released and that Factions blowed chunks, except for when you were out of the citiy areas.

Broken Tree

Ascalonian Squire

Join Date: Apr 2007

WTF

Mo/

Some of you guys are posting really fantastic ideas. While I don't have time to move them all, I've taken a few and put them on NikiWiki:

Post your own if you don't see it in the list above and feel free to link back to them so others can vote on your concepts!

red13xx

Lion's Arch Merchant

Join Date: Oct 2006

I live on a time zone that is very unfavorable to me. The way Guildwars is now most of the time I get to go UW and FOW is during 11pm or later. Events always start very late and end very late. I think they should consider a different way to fix this problem to make all players around the world have a better opportunity to benefit from these events and special places. To me as a gamer living in this time zone and playing this game is very biased. As normal hours are not applied for us like they are to the pacific region.

And also in reply to mudbone I think factions is a wonderful game. I absolutely enjoy it. It has been helpful to me then and still now. Heck it made me rich on solo green farming and now with nightfalls skills assassins are very fun to play. Ritualist are great too. I love the fact that I didnt have to grind my way to level 20 and go through beating prophecies slowly many times. I just got to lvl 13 and ran to kc, did the city quests and was at level 20 in a few hours. It was awesome and still I benefit from it. Hell the 2 attribute quest from prophecies was a pain to get too. Starting in factions made it less a grind as no one really wants to play prophecies over 5 times in row. I also love AB as it is a great way to just jump into a match and start your killing spree. There is no strategic planning and that is the type of game I like guildwars to maintain. If I wanted to jump on teamspeak or vent then I would be playing an FPS game or some war type game. I am not a hard core pvper and although many elitist consider AB for newbs, I think it is the most fun for spontaneous battling and player killing. Sometimes I kil like 15 players in one game in AB. Playing other pvp games everyone is playing so strategically and you are lucky to even get one or 2 kills. I like massive bodies layed in waste around me, so this is why I find AB more thrilling. And also a great test ground for new builds.

Bmc1990

Bmc1990

Ascalonian Squire

Join Date: May 2007

E/Me

More weapon combonations/classes.
New classes-Club, Mace, pole arm(a spear you hold and poke with) etc. And more kinds of weapons period.

Combonations- 1 handed and 2 handed stuff, like axes, hammers, and swords. And duel weild ANY 1 handed weapon, (well except for like a spear weapon. that would just look dumb)

I see a lot on stealth. Yes stealth, that would be so awesome. I see a complaint with the fact that if you press Control to see people, it would just ruin the invisible person....make him invisible to that, just not the mouse. Iam sure Anet can code it to be like that. And of course...only have it on certain classes.
(assassin, ranger) and iam sure there will be a few new ones in GW 2.

Graphics-Have weapons, bows, quiver..etc on the back. Show weapons in town too. Blood!!!!!!

Now, here is MY idea for guilds dukin it out for control of towns. You make a guild, ok, then you have to go to what ever town and just simply talk to an NPC to gain control. But! only guild members can talk to it... Then for a member of another guild to get in there, it would be heavily guarded by NPC guards, and someone would have to kill them to get in. Wait no...there would be 3 guards, 2 weaker ones, and 1 very strong one, that strong one would hold a key to get in that room or w\e. Now, also the guild would have to buy defense, guards, look out, etc. So, you could either go with quantity, or quality.(If you know what i mean) And when the leader buys some guards, those guards would come out of another building, and would follow the leader until he talks to the guards telling them, thats were the guard will be. (The leader can also give simple commands, like: Patroll the perimeter of the outpost)Look out NPC's - They would roam about outside of the outpost aways, and if they see a good sized group of people, in the same guild(same tag) He would walk back to town and tell the guard, then the guard can tell the guild leader, just by PMing him. And if that guild was attacking they would probably kill that look out, so that the guild can keep the element of surprise. But those 3 guards by that room are there anyway.(very strong guards) If the town is controlled. If any of the defense dies...a monk would have to come rez them. If the key guard some how dies and the key isnt stolen, when that guard is resed, he will automatically pick the key up 'if it is still there' To change any guild members getting to the 'Allegiance' NPC, only the leader would have key, who ever else he wants to give it too, and of course, that guard. Also in the room with the Allegiance NPC, there would be other merchant NPC's you could buy stuff from at a discount, and a stair case to the guilds instanced Guild Hall, ya know, for 1 on 1, GvG, etc. If a member wanted in there, the leader would have to open the door. Also, the leader would have to be responsible. WHy, well when he opens that door, he would have to shut it back And when a town is under control flag posts would have the guild 'flag' not cape If the town is under no control...there is no flag...simple, a. ummm....oh! When a person first attacks one of the guards, there would be a guild announcement that everyone sees, saying Help! Anyone who is available come to our town! We are under attack! Or something in that manner. But let me make this clear, the battle only starts when someone attacks a guard. ( I can see this, a single player attacks just to make everyone come to the town.) No, a guard would be able to detect...dang....well that needs some work....Wait( 3 minutes later) When someone attacks a guard, only the leader and officers would be told, and they would have to go check it out, then! if there is a good force trying to take the town, then that officer or leader would call everyone to the outpost. Also, make it to were not just a few people can kill that defense guarding the "Town Allegiance" NPC, but a pretty good force of like 7+ players, depending on lvl. The only thing a single person could do is kill that outer defense, just not the ones with the key. And guilds would only be able to own 'out posts' not towns ex: LA, KC, Kamadan....And a guild could only own ONE outpost. So, if someone from a guild went to a new outpost, and tryed to gain allegiance, he would be told, "Iam sorry, i can't do that. You are already in control of (Outpost name). You must leave if first." (Another reason of why the leader would only have keys to give out to other guildies.)

Oh, and i see non combat ideas, yes that would be sweet, going to fish for your food...hunt, w\e.

Oh and i sure hope Anet can still make sweat quests with the new persistent world....

GourangaPizza

GourangaPizza

Krytan Explorer

Join Date: Oct 2006

R/W

Firstly before I begin, my English is kinda poor so pardon me if I make any mistakes.

I strongly believe that Arenanet's upcoming sequel should not only be focusing gameplay but also its moddability. It is strainous and perplexing to come up with ways to reinvigorate gameplay whenever they release new content (a current situation happening to Guild Wars). So, to solve that problem and also ease off their workload, Arenanet can introduce a 'construction set' for their sequel.

This 'construction set' is unique in a way, such that modders can only have access to the weapons/armors appearance available in-game and tile sets to create their very own dungeons. However technical aspects such as regarding how a spell works, weapons' damage, creature's damage ecetra, is not available in the 'construction set'. Modders can set out the map of the dungeon, the traps used, the various spawn loacations of the chests and monsters using the standard content given to them..

All fan-made content will have to uploaded through the 'construction set' to GW's site first, where Arenanet staff will conduct a 'screening' process of the content to make sure it fulfill all the requirements.

At this point of time though, the Arenanet staff are given the liberty of modifying the fan-made content should they feel it unbalances the gameplay. However authors of these content can send an email to the staff to remove their work from the database if they feel the staff are 'destroying' their creativity OR they can appeal to convince the staff that their work are balanced.

Contents that pass the test will be available for download either on the website or in-game.

[Example 1]
Assuming Jimmy created a weapon named Big Bad Axe, he will use the 'construction set' to import those meshes and textures and upload it to GW's database for screening. After couple of days, the content passed the screening and is available for download.

Jimmy's friends are interested in the Big Bad Axe after seeing its' screenshots at the community website. So they interact with this NPC in-game specialising in retailing custom weapon where they will be able to purchase Big Bad Axe's skin using the gold they've earned in-game. After 'buying' it, their client will download it at the same time as they play. Once the download is completed, they will see Big Bad Axe in their inventory.

Players who did not download Big Bad Axe will be seeing a standard in-game Hand Axe in place of the Big Bad Axe equipped by other players.

All custom-made armor/weapon are unenchanted and can be upgraded. Their base damage are dependable on the user who purchased it. Should the buyer wants a higher base damage for that custom armor/weapon, he will have to be at a higher experience level AND pay more for that armor/weapon.


[Example 2]
Same scenario above except this time round Jimmy uploaded his own dungeon named Dark Cave. Players interested in this dungeon can;

1.) EITHER;
interact with an NPC in-game who 'sells' fan-made dungeons. However no in-game gold is required in order to obtain Dark Cave. Player can still proceed with whatever they are doing in-game while downloading it.

Once the download is completed the player can access Dark Cave from their "Custom Dungeon Window" by clicking it and they will be teleported instantly to Dark Cave's starting location.


2.) OR:
party up with their friends who have Dark Cave. However for the unfortunate dude who did not have Dark Cave, he will be at the 'Loading Map' screen while downloading the dungeon. On the bright side though, the download will be faster. His pals will be seeing his name being 'greyed-out' on the party screen while he is downloading the content.

Note that all dungeons are instanced. So those who did not have Dark Cave will be unable to access it or see it on their "Custom Dungeon Window" unless they have downloaded it.

Dungeon difficulty and its rewards for completing it is decided by the author who created it.

So if Jimmy places lots of low-levelled goblins in Dark Cave, the dungeon difficulty will definitely be "Easy" and the rewards spawned are also mediocre.

But if Jimmy were to place lots of high-levelled Mursaats in Dark Cave, the dungeon difficulty will be rated as "Insane" and the rewards will be highly sought after for high levelled experienced players.

Link9228

Link9228

Ascalonian Squire

Join Date: Jul 2007

Dune Jackals

N/R

First off: I think that having no level cap would be pretty cool, but after a certain level (like 100 or something) the benefits of gaining levels arent that great. Also, whenever a player enters a PvP area with a really high level, he is automatically balanced, as to not annihilate everyone he encounters.

Second: Make guild more a part of Guild Wars, it would be nice to incorporate them into PvE story line

Lastly: Characters in GW should be able to be transferred over to GW2, allowing the user to pick a new race, but stats would stay the same (such as /deaths)
And they start out at a low level, but not level 1. If they have FoW armor or something in GW, they should start with cool looking armor in GW2, that doesnt have max armor value.

Please, these are just suggestions, and I Dont want to be flamed at.

EDIT** i was looking at some posts here, and I like the guild loyalty thing proposed by Phoenixzar (see about 5-6 posts above this one) And i like having Real-Time effects, based off of the servers time maybe (not necessarily the user's.)

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

IVE ONLY ONE SUGGESTION FOR THIS WHOLE AREA HERE:

MAKE OUT OF THIS THREAD AN OWN SUB-FORUM, LIKE IT IS FOR THE GW1-SUGGESTIONS, WHERE EACH SUGGESTION HAS ITS OWN THREAD !!!

This thread here is only weird, over 300 posts now and peoples r making only over and over again over time the same suggestions.
Theres no overlook anymore in this here, just plain CHAOS !!

Where's the sense in making a thread like this, when hundres of people post in chaotic their wishes and sending thoses ideas to Anet makes then no sense, because until they found the ideas, which they got interested in and want to think over the suggestion, they have to search first for hours, until they found the post with the suggestion.
Come on, which person here is willing, to read over 300 posts on 16 sites ?? truly, id say no one is willing to do this, other then in holidays maybe and having nothing to do -.-, than reading so much stuff here in a row..


So before i post here my ideas, please make the suggestion areas more CLEAR and split them up, giving the GW2 suggestions their OWN SUB-FORUM for suggestions !!!, better than making out of this thread an chaotic useless story of endless sites, where douzens of same suggestions r in, which were posted by several different people, which haven't looked for 1 Second, if anyone else still has posted the idea, they had. nor even thinkinf for 1 Second, on using the search function before posting ...

give this here a SYSTEM, like for the GW1 suggestions ...

Smithereens

Pre-Searing Cadet

Join Date: Jul 2007

Hi,
been playing Prophecies for about 2 months and loving it. Also planning to get Factions or Nightfall in the near future.

What I love about GuildWars over the other MMO's I've played is how you really don't have to get to insane levels to do well. That's probably one of the many things I don't want to change for GW2.

The whole trade situation right now is a mess; there are spams of WTB and WTS all over the place, but it can't be helped, there just isn't a good system of trading and selling right now. An auction house or setting up shop or something might be a decent way to alleviate these problems.

But if there is one, somewhat unique, thing to be added to GW2, it would be an integrated VoIP. Of course, there's ventrillo and all, but that method of communication seems to be used only with competitive tasks and with players that all know each other fairly well, not PVE and random PUGs. If anyone here has ever played Battlefield 2, the VoIP system works fairly well, allowing people not in clans or acquantinces to communicate with the touch of a button. If there were to be some integrated VoIP in GW2, it would allow easier communcation between PUG parties, meaning easier organization and game plans. I think that there would be many benefits that may come out of such system.

But regardless of what is implemented, I'm still looking forward to GW2.

Sithicus

Ascalonian Squire

Join Date: Apr 2007

Army of Masks

E/Me

I still want GW2 to be guild wars. I want to have limited number of skills... And my skills to decide the victory not how much level I have.

Suggestions sortof:
1. More open areas to explore and a freedom to explore it. People seem to prefer some sort of rides that allow them to view the world instead of a more efficient insta travel.
2. To fight anyone, anywhere, anytime. In other words Duel Option.
3. Abilities/Items/Mounts/Pets that can impress the other players. I would like for Abilities to do most of impressing, some very unique ability like mind control or telekinesis for the most successful. Like giving some rare and very expensive cards to players. Also why should Ranger be the only class having a pet? I mean you could make some sort of ridable pets anyone can train. Just imagine Mage riding a dragon and crushing the opposition below.
4. Separating skills into an Arena Category and non-Arena Category. Arena skills work everywhere while non-Arena should work only outside Arenas. Also less focus on the non-Arena skills balancing. If a spell is pwnzor it should be restricted (sort of like elite) not changed. If I know one thing it is that people want to pwnzor other people and show off... Arena skills should be very balanced and only skills allowed in official arenas that have some sort of importance like HA,AB, GvG etc.

Bouldershoulder

Bouldershoulder

Frost Gate Guardian

Join Date: Jun 2007

I just have a simple request for Guild Wars 2. I want to play as a Tengu. O.O

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Can we Plz have a seprate Forums For GW2 Suggestions/discussion as GWEN is nerly out and once thats out everyone will be talking bout GW2!!!

comon!!

Joel Dougelle

Pre-Searing Cadet

Join Date: Jul 2007

D/Mo

I think that the combat system / itemization features have a lot of potential in guildwars that can be extremely expanded on in guild wars 2. The fact that each piece of armor protects that represented body part, the fact that each attack will target a specific body part, and the amount of utility that these features actually have in raw gameplay is what really makes guildwars, well.. guildwars!

Why not expand on this further? here's what I would like to see in GW2.

Armor customization and influence:

Following the trend of runes, incriptions, and dyes; the ability to take a piece of armor to a blacksmith and allow him to modify the piece of armor physically based on what item it is.

For example, templar's cuirass; what if a blacksmith could redo the shoulder gaurds, and add cestus blades to the shoulders? This modification would actually have an impact on certain skills in the game, for example, if the warrior were to use a skill in which he/she would shoulder tackle the opponent. Normally this skill would probably just interrupt the target's action, while the modified shoulders would cause a small non-overpowered bleeding effect (because there are blades on the shoulders of course). There could even be other modifications in which the armor could be reinforced with an extra center plate, having a chance to nulify or reduce any +piercing vs armor effect by a slight percentage.

Other professions could have their very own armor customizations or additional influences based on what armor is crafted to further differentiate the professions themselves.

For example; if we were to take the guild wars: factions assasin and give her a skill that allowed him/her to sheathe her right dagger, then go in and punch the opponent in the kidney, the skill would have additional effects based on what gloves the assasin would be using. The exotic gloves would obviously cause some sort of deep wound or bleeding effect due to it's blades near the hand while something like shing jea gloves would completely do a standard interrupt.

For example; if we were to take the monk chest piece, bring it to a temple and get it "blessed", it could start to glow with writing on some parts of the armor and would provide some kind of passive small aura to the monk and any party members within earshot.


Of course there is no telling what the professions will be in guild wars 2 (2009), I was just using the current professions and armor pieces as an example. Though armor physical uniqueness in the game would cause some loading problems with some machines, I'm hoping that most people do upgrade their computers within the next 2 years.

Attacking version 2

We or atleast most of us who study the mechanics of the game know that attacks target specific parts of the body. Scoring a head shot obviously means that the attack has dealt damage to a target's head rather than the more traditional wow-esque formula of all the pieces of armor stacking into 1 armor rating and attacks hitting different parts of the body is non existent.

To extend on this concept further, we can have attacks or skills that will always only target a certain part of the body. Though this is partially already true in guild wars as of now (When a primary warrior uses hamstring, the animation shows the warrior actually crouching down for a low attack), we can even try implementing normal attacks that simply just make the character attempt to target a specific body part which may be more challenging to implement with a ranged attack. There can even be counter stances against these more complex use of combat tactics.

For example; A warrior attempts to hamstring a ranger, the ranger enters a stance which causes any low melee attack to fail in which the ranger will counter with a swift chuck norris round house to the face, knocking him down for a few moments. Of course in order for this to be a reality, the ranger, and warrior must be on the ground and not bunny hopping like in some other MMO, since of course, realistically it is difficult to attack a lower body part while mid-air over someone's head.

Weapon modification interface

Perhaps a more detailed weapon modification system for alterring weapons would be lovely. I'm thinking going to a workshop table in a town, which the weapon is then place on the table, accompanied by a drop down list of different modifications you can give the various parts of the weapon requiring rare and common materials and salvaged inscriptions.


Thats all I can think of as of now, it is getting late and my spelling/grammer is completely horrid.

Broken Tree

Ascalonian Squire

Join Date: Apr 2007

WTF

Mo/

Quote:
Originally Posted by Phoenix Tears
IVE ONLY ONE SUGGESTION FOR THIS WHOLE AREA HERE:

MAKE OUT OF THIS THREAD AN OWN SUB-FORUM, LIKE IT IS FOR THE GW1-SUGGESTIONS, WHERE EACH SUGGESTION HAS ITS OWN THREAD !!!

This thread here is only weird, over 300 posts now and peoples r making only over and over again over time the same suggestions.
Theres no overlook anymore in this here, just plain CHAOS !!

Where's the sense in making a thread like this, when hundres of people post in chaotic their wishes and sending thoses ideas to Anet makes then no sense, because until they found the ideas, which they got interested in and want to think over the suggestion, they have to search first for hours, until they found the post with the suggestion.
Come on, which person here is willing, to read over 300 posts on 16 sites ?? truly, id say no one is willing to do this, other then in holidays maybe and having nothing to do -.-, than reading so much stuff here in a row..


So before i post here my ideas, please make the suggestion areas more CLEAR and split them up, giving the GW2 suggestions their OWN SUB-FORUM for suggestions !!!, better than making out of this thread an chaotic useless story of endless sites, where douzens of same suggestions r in, which were posted by several different people, which haven't looked for 1 Second, if anyone else still has posted the idea, they had. nor even thinkinf for 1 Second, on using the search function before posting ...

give this here a SYSTEM, like for the GW1 suggestions ...
Phoenix Tears, I have the solution to your problem:
http://www.nikiwiki.com/Gw2
...just post your ideas there and create links to them on this forum.

Zooes

Zooes

Pre-Searing Cadet

Join Date: Jul 2007

West Sussex, UK

[LosT]

R/

I only have one suggestion

Plz Don't raise the lvl cap that much higher

and don't let us use more skills at any one time than we already can. The reason for me saying this is that Guild Wars is all about using the little amounts of skills u can equipt at one time and changing them accordingly.

I am really worryed about the fact that GW2 could become the new WoW *shivers*

(plz ignore my bad spelling )

Link9228

Link9228

Ascalonian Squire

Join Date: Jul 2007

Dune Jackals

N/R

Yea, i just was thinking, if you don't let us get our old characters back, then the most accomplished character from our account would show up in the storyline somewhere, being very old. They would be a famous person or something for all they have done, and you get to see the old umm..you!

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Guys guild wars 2 is a fresh start, a clean slate which then you can work on. The hall of monuments is the way to get ur acomplishments over to guild wars 2.

My Idea

I want to be able to sit in a tree with my bow and then release hell on my foes. Then my friends come in behind me and smoke em up with there swords, and magic etc. I want to see the classes to be very different and actually needed in groups. Because i think that some classes are needed in all groups and others not.

What i want is class uniqueness. More strengths and weekness's. More weapon slots such as rangers get to weild daggers, swords or axes. There needs to be more customization. Armour that drops of foes. And give bonus if they are part of the same set.

I want the freedom to be evil or good. My actions decide what i am.

Uber Mass

Uber Mass

Krytan Explorer

Join Date: Oct 2006

The Netherlands

retired from gw [agro] still ftw

W/

Quote:
Originally Posted by Zooes
I only have one suggestion

Plz Don't raise the lvl cap that much higher

and don't let us use more skills at any one time than we already can. The reason for me saying this is that Guild Wars is all about using the little amounts of skills u can equipt at one time and changing them accordingly.

I am really worryed about the fact that GW2 could become the new WoW *shivers*

(plz ignore my bad spelling )
I totally agree on this. What makes GW such a good game is that you keep every1 levelled. Especially in pvp. Its more competative this way. Pvp on GW is the best. And dont add potions in the game like in all the other crappy mmorpg's..... Keep it GW style

Broken Tree

Ascalonian Squire

Join Date: Apr 2007

WTF

Mo/

Here are a few of my ideas that I've posted on NikiWiki. Please take a moment to read and vote on them!

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

One thing i dont like is the thing about Battles taking place in The Mists which is a universe of basically magical environment. Why cant there also be pvp which is ingaged in the environment. Like groups of enemys can raid a town. Kill other players etc in the place you are.

And will there be the whole area persistant, and dungeons, and missions instanced?

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

Ok ideas about Mounts for GUILD WARS 2!!! of course!!!
if there are mounts and id be dissapointed if there wernt.

Humans 3 ideas

Horses
Tigers
Wolfs

Charr 1 idea

Rats (thought a giant rat to ride)

Norn 3 ideas

Bears
Ice golems
Dolyak

Asura 1 idea

Moas

Sylvari 2 ideas

Forest Spiders
Giant Plants

palanthian

Pre-Searing Cadet

Join Date: Aug 2007

n/a

A/Me

One idea I think would be cool is if you could have customizable things your character will say when you use certain skills that pop up like the comic book style captions from NPCs when they talk.

I used a lot of custom battle emotes in Final Fantasy XI back when I played it and it was fun.

Could look stupid with a bunch of emotes really fast, but for healing skills it could be neat. Like "Poor Baby, let me kiss it and make it all better." when using healing breeze.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

If there is no Auction House or an equivalent, don't even bother releasing the game.

Keep the skill system like or very very close to what it is now.

More "extra" stuff to do. Like fishing, bla bla bla, or whatever.

Weather have an effect on the landscape. Example: In part of the world have a dry and rainy season. In dry season you have dried up river beds, and in rainy season that same area is covered in water.

Day/night cycles with different creatures at day/night.

Minor environmental effects.

Have **LARGE ORGANIZED** forms of pvp. Don't limit the large pvp to casual world v world pvp type of stuff. Massive battles you can coordinate.

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

Drastically increase the amount of characters you can have. Currently, if you buy all three chapters (P, F, NF) you get 4+2+2 characters, which is 8. Now, there are 10 different classes, so you can never have every class on your account.

Now, in GW2, they're introducing races (at least 4). That means if you want a Charr, Asura, Sylvani, Norn and a Human, you've taken up 5 slots irrespective of class.

ATM, there are 10 classes - but if we have 5 races and 10 classes then I don't think 8 character slots is going to cut it.

Alex The Noble

Alex The Noble

Academy Page

Join Date: Apr 2006

Red Lightning Brigade [RLB]

A/Mo

It says they are pretty sure that guild wars 2 will have an Auction House (gwwiki), and that there will be fewer complex skills but change due to the situation.

They said that there where going to like 5 factions that every race could choose to join. And these factions would fight in battles which wil lallow people to leave and enter as they wish. You may have a small party out to capture a command tower or a choke point. Then it said...These battle will play in the mists...Really dont you think they could be played in the actual game???