GW2 Suggestions Thread

Bazompora

Bazompora

Lion's Arch Merchant

Join Date: Jul 2006

Belgium

N/Me

Quote:
Originally Posted by Alex The Noble
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???
I'm also concerned wether we'll be able to create our own factions.
My suggestion is to allow powerfull alliances devellop into a faction, which has its own player-ran agenda, customisable cultural marks and fully autonomically decides what is done with captured land (i.e. totally in contrast with Factions where alliances were only given janitor positions in controlled outposts, without any real power over it).

beanerman_99

beanerman_99

Wilds Pathfinder

Join Date: Apr 2005

In the clouds

[Sage]

E/

Character Age

I would like there to be some way to distinguish characters by their age. Characters that are brand new could be easily recognized from characters that are 1 year old or 2 years old.

Maybe male characters would grow beards over time. The older the character the longer the beard. Maybe have the beard grow longer every 3 months? Or maybe they could grow a long pony tail or something. Females could have their hair grow longer.

Another way would to bestow gifts at each characters birthday BUT these gifts are customized and untradable. mini pets, cape trims, special hats or masks etc.

This is just kinda of a way for those with older characters to feel special and stand out a bit. As it is, my 2 year old warrior looks exactly like some ones 2 minute old warrior.

Buns United

Buns United

Frost Gate Guardian

Join Date: Aug 2006

Holland, ZHZ

R/W

My lil' list of things I'd like to see in GW²...

- More Armor Slots. (Including ie. pendants, robes..)
- Enchancing effects from different types of 'equipment.'*
- More types of weapons. Such as two handed axes, melee spears etc.
- Higher level cap, so PvE would have different challenges/distractions. (Leveling, earning new armor, exploring challenging dungeons etc.)
- An auction house. (Kinda cliché but meh).
- Different aspects to the game then just combat. I'd like some distraction!
- After creation, make your character looks still customisable. (Race, however, not).
- I've yet to have seen the multi-level dungeons in GW:EN, but I like the idea and I'd like Anet to carry on this concept in GW², as a substitute to farming.
- Having the different races also enchance the character's ability of casting spells, shooting arrows, cracking someone's skull open with an enormous mallet. (So kinda like a primary attribute.. just.. secondary..?)
- Allow more characters for ingame names such as æ, ø, ß etc.

That's about all I can think of right now.

*We already have this as insignias and the +1 energy regen on boots/leggings, but I'd further like to see this on actual equipment like offhands with +1 mana regen, -20 energy. (I know this example would be overpowered but we're talking about GW² here, I don't know anything about the combat system there). So this would kinda sync with the idea of more armor slots. Another thing I think I'd love with this is make armor actually hit overal, so not that if you've got full fissure and starter warrior helm, that if a foe hits you critical it'd actually make a HEADSHOT.

[Example] Obviously the change here would be armor values would be lower, like + 12 AL per piece if it'd be introduced for eles in the current game engine. [/Example]

nrvllrgrs

Academy Page

Join Date: Jul 2006

Keepers of Lore [LORE]

Me/R

With the addition of a persistent world and the continuation of no monthly fees for GW2, there is an increased likelihood of visible griefers activity. PvE griefers will no longer be limited to outposts and, dare I say, ignorant players inviting them into parties. To deal with these possibly problems I suggest the following, as pulled from one of my papers:

Much of the literature has concluded that players’ “virtual identities and experiences are not separate from our identities and experiences in the material world. They co-evolve as they shape each other” (Yee). If this conclusion is true, then it is possible to use the players’ established social identities (how individuals identify with, and behave as part of, social groups) from the material world in the virtual world if the layer of anonymity were removed, or became transparent. Artificial intelligences (AI) and artificial emotions (AE) are used in computer games to increase the immersive quality of play. As an extension to this reason and players’ real and virtual identities are interchangeable, AIs and AEs could be used further in MMORPGs to cause the disappearance of the player anonymity layer. A similar effect can be seen in a variant of the Milgram experiment. As the subjects become physically closer to those that they requested to harm, fewer individuals are willing to inflict that pain. But because physical locality is impossible in online environments, AIs and AEs heighten the emotional investment and thus draw the players closer.

Artificial Intelligence and Emotion
As the industry has focused on how to create autonomous characters, artificial life has become sufficiently powerful to dodge and aim due to its focus towards first-person shooters. However, there have been serious strides towards applying the technology to stand-alone RPGs, such as The Elder Scrolls IV: Oblivion. The developers created Radiant AI, whose goal is to create virtual life, giving every non-player character (NPC) has a set of “needs” that they would need to realize instead of relying on a set of scripts. This application of drive theory provides a more NPC aware environment, thus creating a more socially intuitive environment.

A variant of AIs is AEs, attempting to create more of the subtle nuances of human expression. This technology has been researched and attempted in the game Ouroboros, which focuses on the dramatic interaction and character immersion (Eladhari and Lindley, 2003). The idea is that the character psyche is comprised of three different layers: momentary emotion, mood, and personality. The layers represent its rate of decay and priority. That is to say, momentary emotion has a higher order than mood or emotion and hence is the displayed behavior, however, it is also the most short-lived and will decay quickly. Players can more easily identify with characters when implicit non-verbal behaviors, such as expressions and gestures, are present.

What AEs aim to accomplish is to create an additional dimension of social interactions between the player and virtual characters. Imagine encountering an elderly man stooped over the dead body of a young woman. His gaze calmly drifts upward to reveal an empty expression. How would you react? If he were to appear mournful, you may respond with a feeling of sympathy. If he were to appear relieved, you may respond with a mood of nervous caution. If he were to appear gleeful, you may respond with a sense of fear. The reaction is dependent upon the expressed emotion; and under the existing medium, players are left blind to this extra dimension of interaction.

Further Uses for Artificial Technologies
However, these AEs have the ability to increase the emotional investment of the players, and shorten the emotional distance between the real and virtual identities. That is, by creating a stronger emotional connection to the virtual world the line between real and virtual identities become more blurred causing the line between real and virtual interactions to become more blurred. Once these lines have become sufficiently blurred, players may use natural world social cues to communicate (Cowell and Stanney, 2005).

What would instead occur in game is that characters would no longer maintain a neutral expression but would instead express their emotions due to game stimuli. The character would be actively created and passively maintained throughout the game to form a virtual person. For example, a character, Alice, has had several traumatic experiences involving dwarves, thus she is more apt to emote negatively in the presence of dwarves. Another example, Alice has grown familiar with Bob, another character; however, while adventuring with him, Bob get himself killed. Alice’s emotive response is that of sadness towards Bob and anger towards the monster that killed him. The natural emotive response is given to the character instead of the player.

This engenders the ability to more easily recognize the humanity, or lack there of, in other characters because the cues are occurring implicitly. With the ability to identify humanity in another, it is assumed that players will become less apt to grief; furthermore, with the ability to identify inhumanity in another, players will be less apt to be griefed.

Using traditional role-playing games as a basis for the role-playing experience, some literature suggests that the emotional investment involved in such games is higher than in computer roleplaying games. Not only do players have a higher investment in traditional role-playing with their character but also with other player characters (Tosca, 2001). Because of this higher emotional investment, again players are less apt to participate in grief play.

An example of a play element to heighten emotional investment is Humanity from White Wolf’s Vampire: The Requiem. This element dictates the morality of the player character, and as the character losses Humanity through immoral acts, such as stealing or killing, the character suffers accordingly, possibly gaining derangements. More importantly, the character’s appearance alters to coincide with the morality of the character. Low-Humanity characters constitute a more corpselike appearance whereas high-Humanity characters appear “more human than human”. This element not only prevents the act of griefing but also the act of being griefed. Although similar elements have been employed in previous MMORPGs, such as Ultima Online’s character flagging system (labeling a character as “innocent”, “criminal”, or “murderer”), these systems tended to oversimplify character interactions and fundamentally removed any emotional investment that is required in these interactions.

---------------------------------------------------------------------------

Please seriously consider these ideas as possibilities. I believe that such features (specifically idea of Humanity morphing) would work as solutions to possible griefing and as well as extend of the gameplay.

Link9228

Link9228

Ascalonian Squire

Join Date: Jul 2007

Dune Jackals

N/R

Quote:
Originally Posted by nrvllrgrs
With the addition of a persistent world and the continuation of no monthly fees for GW2, there is an increased likelihood of visible griefers activity. PvE griefers will no longer be limited to outposts and, dare I say, ignorant players inviting them into parties. To deal with these possibly problems I suggest the following, as pulled from one of my papers:

Much of the literature has concluded that players’ “virtual identities and experiences are not separate from our identities and experiences in the material world. They co-evolve as they shape each other” (Yee). If this conclusion is true, then it is possible to use the players’ established social identities (how individuals identify with, and behave as part of, social groups) from the material world in the virtual world if the layer of anonymity were removed, or became transparent. Artificial intelligences (AI) and artificial emotions (AE) are used in computer games to increase the immersive quality of play. As an extension to this reason and players’ real and virtual identities are interchangeable, AIs and AEs could be used further in MMORPGs to cause the disappearance of the player anonymity layer. A similar effect can be seen in a variant of the Milgram experiment. As the subjects become physically closer to those that they requested to harm, fewer individuals are willing to inflict that pain. But because physical locality is impossible in online environments, AIs and AEs heighten the emotional investment and thus draw the players closer.

Artificial Intelligence and Emotion
As the industry has focused on how to create autonomous characters, artificial life has become sufficiently powerful to dodge and aim due to its focus towards first-person shooters. However, there have been serious strides towards applying the technology to stand-alone RPGs, such as The Elder Scrolls IV: Oblivion. The developers created Radiant AI, whose goal is to create virtual life, giving every non-player character (NPC) has a set of “needs” that they would need to realize instead of relying on a set of scripts. This application of drive theory provides a more NPC aware environment, thus creating a more socially intuitive environment.

A variant of AIs is AEs, attempting to create more of the subtle nuances of human expression. This technology has been researched and attempted in the game Ouroboros, which focuses on the dramatic interaction and character immersion (Eladhari and Lindley, 2003). The idea is that the character psyche is comprised of three different layers: momentary emotion, mood, and personality. The layers represent its rate of decay and priority. That is to say, momentary emotion has a higher order than mood or emotion and hence is the displayed behavior, however, it is also the most short-lived and will decay quickly. Players can more easily identify with characters when implicit non-verbal behaviors, such as expressions and gestures, are present.

What AEs aim to accomplish is to create an additional dimension of social interactions between the player and virtual characters. Imagine encountering an elderly man stooped over the dead body of a young woman. His gaze calmly drifts upward to reveal an empty expression. How would you react? If he were to appear mournful, you may respond with a feeling of sympathy. If he were to appear relieved, you may respond with a mood of nervous caution. If he were to appear gleeful, you may respond with a sense of fear. The reaction is dependent upon the expressed emotion; and under the existing medium, players are left blind to this extra dimension of interaction.

Further Uses for Artificial Technologies
However, these AEs have the ability to increase the emotional investment of the players, and shorten the emotional distance between the real and virtual identities. That is, by creating a stronger emotional connection to the virtual world the line between real and virtual identities become more blurred causing the line between real and virtual interactions to become more blurred. Once these lines have become sufficiently blurred, players may use natural world social cues to communicate (Cowell and Stanney, 2005).

What would instead occur in game is that characters would no longer maintain a neutral expression but would instead express their emotions due to game stimuli. The character would be actively created and passively maintained throughout the game to form a virtual person. For example, a character, Alice, has had several traumatic experiences involving dwarves, thus she is more apt to emote negatively in the presence of dwarves. Another example, Alice has grown familiar with Bob, another character; however, while adventuring with him, Bob get himself killed. Alice’s emotive response is that of sadness towards Bob and anger towards the monster that killed him. The natural emotive response is given to the character instead of the player.

This engenders the ability to more easily recognize the humanity, or lack there of, in other characters because the cues are occurring implicitly. With the ability to identify humanity in another, it is assumed that players will become less apt to grief; furthermore, with the ability to identify inhumanity in another, players will be less apt to be griefed.

Using traditional role-playing games as a basis for the role-playing experience, some literature suggests that the emotional investment involved in such games is higher than in computer roleplaying games. Not only do players have a higher investment in traditional role-playing with their character but also with other player characters (Tosca, 2001). Because of this higher emotional investment, again players are less apt to participate in grief play.

An example of a play element to heighten emotional investment is Humanity from White Wolf’s Vampire: The Requiem. This element dictates the morality of the player character, and as the character losses Humanity through immoral acts, such as stealing or killing, the character suffers accordingly, possibly gaining derangements. More importantly, the character’s appearance alters to coincide with the morality of the character. Low-Humanity characters constitute a more corpselike appearance whereas high-Humanity characters appear “more human than human”. This element not only prevents the act of griefing but also the act of being griefed. Although similar elements have been employed in previous MMORPGs, such as Ultima Online’s character flagging system (labeling a character as “innocent”, “criminal”, or “murderer”), these systems tended to oversimplify character interactions and fundamentally removed any emotional investment that is required in these interactions.

---------------------------------------------------------------------------

Please seriously consider these ideas as possibilities. I believe that such features (specifically idea of Humanity morphing) would work as solutions to possible griefing and as well as extend of the gameplay.
OK i just read this, and may i ask...what? I really don't see how that has much of anything to do with gameplay. explain please??

The Lurch

The Lurch

Frost Gate Guardian

Join Date: Mar 2007

In the darkest depths of your mind.

Guilds are for yuppies.

A/

When I think of GW2 I shudder. I envision a generic MMORPG, like WoW, or EQ.
What made Guild Wars...well, Guild Wars! All instanced, low level cap, and you acctually have to think (isnt that a radical thought?).

GW2 sounds like ANet said "HEY! Blizzard is smart, lets take their game, cross out 'World of Warcraft' and write in Guild Wars 2! Sounds great!"

I dont mind new races. I dont mind mounts. I mind level 100+ level cap and almost all persistence

Sithicus

Ascalonian Squire

Join Date: Apr 2007

Army of Masks

E/Me

Yeah Lurch but the problem is some people wanna roleplay when they play games. I have this friend Ian who played GW but turned to WoW mostly because he could afford it now and wishes to go roleplay. He wants to go and fight enemy orcs, he wants to go explore the world from the back of the mount...
And I can't blame him.

I mean GW world is a great one but it needs a tad more freedom. I ventured throughout the world and it it feels a bit restricted and dumb. I mean the constrictions on where to move and how to move are quite annoying (hills mostly;I can never tell which one is climbable or not). Also persistent worlds are good for one thing community strengthening. Though I must say I hope they make level cap lower and leave only 8skill bar and no items (atleast in PvP). I see no point in adding gazillion slots to the game.

What I really want is for spells to have that jazz feel to them. I mean when you use skill summon phoenix, let it summon a damn phoenix. If it says fireball, there should be a fireball falling down (don't care if others fall or fly away though). Also the elites need a bit more power. Elites should go BOOM!! not boom.

nrvllrgrs

Academy Page

Join Date: Jul 2006

Keepers of Lore [LORE]

Me/R

So the basic idea is such:

At the beginning of play, players are assigned a neutral morality. If they perform an a moral or immoral act against another player (or possibly NPCs, depending on how expansive ArenaNet would want this feature), there is a percent chance that players' morality rating would go up or down. For example (as taken from Vampire), if a player were to have a morality of 5, performing arson would force the player to roll 3 dice to determine whether their is morality loss. Depending on the players' level of morality, differing actions would cause this roll. With a morality of 10, selfish thoughts would force 5 dice, and in order to force a roll with a morality of 1 the act would have to be at the degree of rape, torture, or mass murder.

And depending on a player's morality, the character would physically change accordingly. Again, a morality of 1 would be displayed as a corpse-like character and a morality of 10 would be seen as a somebody who is more-human-than-human.

That is not to say that a player who has a neutral appearance isn't immoral. Only that they were lucky and committed immoral acts without taking morality loss. This feature could also allow the opening and closing of different quest lines being that NPCs could potentially react differently because of your appearance, similar to Fable (only better than generic cheering and cowering).

Does this make more sense?

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

I dont know if this is a repost or not... but here it goes;

What if you could use your own made charakters as henchmen, picture this; you have 4 made charakters, one of them is high lvl... you can use that charakter to help you out with more dificult missions or to lvl up your begining charakters etc. (Like a famely) I read something about famely on page 1 or 2... and i think its a good idea.

I support all the good ideas about the charakter costumisation... And for those ppl who ceep saying; ...more like wow... Just go and play wow.

P.S.

Two-Handed Swords (Huge Swords...Berserkers Swords)=Think Monsterhunter or Ber$erK (Manga/Anime), Two-Handed Battle Axes, Dual-Wielding Weapons, Mounts (Huge; Lizzard, Insectlike creature, Beast, etc...)=They can at the same time be your pet... (NO Horses!!!) :P

Keep the good ideas up...

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

Oh and one more thing... about our mini pets...

Why not make them fight eachother and bet some gold on it... small ammounts... for fun :P
Making it a 50% / 50% chance of wining, or ading more than 2 pets to the battle, like last pet standing...

And MiniPet names.

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

Quote:
Originally Posted by Jin Kodo

- Gun mastery/ gunman/ bandidos -
A profession where one relies on one or two guns or one big gun(like a hunter with different bows: one ranged and one for close combat).
Talents related to this profession could be a talent where one specializes in better aiming, resulting in more hits and a bigger chance of getting critical hits.
Another talent could be one where you get to make different sorts of gunpowder and the bullets which add different effects to your shots eg.
- Silver bullets - many dark creatures suffer more damage
- Exploding bullets – your bullets will explode on impact, often resulting in critical hits
- Swift gunpowder – your bullets move 10% faster
The effects of the gunpowder and the bullets are in addition to runes etc.

It would also be fun if every profession had a talent like poison brewing and gunsmith to add new effects to skills.
Do NOT, I repeat do NOT!!!! bring guns in to GW2!!! Keep it hacking and slashing!!!

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

One more thing...

How about Beastiality, that you can turn in to a beast or something like that...

Spartel

Pre-Searing Cadet

Join Date: Aug 2007

R/

I have a suggestion to pitch out here after the problems I have been having. I think it would be nice if the Guild wars makers could set up a guild wars voice chat System in the game it's self with out younger players or people who are new to mic communication in games don't have to become more confused with tracking down an outside voice chat program and having to try and under stand how to set it up right, all on their own.
That way people could have settings to voice chat with guild members and team members only when not in towns other then Guild halls, and be good to go as long as they just have a mic and can install the game. I came to think of this after my guild wars game would just shut down over and over every time I try to use the program Xfire at the same time.

So it would be a nice thing I believe to add into the new guild wars 2 or even have it added to the guild wars we have now.

Bmc1990

Bmc1990

Ascalonian Squire

Join Date: May 2007

E/Me

I see all these posts about lvl cap and equipped skills.
I AGREE! I know one thing, unless, there is constantly different stuff to do as you progress through the game, i aint gonna stay interested long enough to get to 100.....And Guild Wars will end up like my other dumb games i buy.

Just keep the eight skills, but make lvl cap like 40 or so, 50 at the most! Not 100! JEEZ!Another point! GW is fine the way it is! It just needs a few more things to do and a few features.
EX: Auction House, more persistence, and more things to do,(non combat things ex: Fishing, Mining, etc. Kinda like Runescape.)

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

Check this out... Interview...From Inside Gamer about GW2:

"I recently spent some time on the phone with ArenaNet co-founder Jeff Strain and a number of the Guild Wars development crew."

http://pc.gamespy.com/pc/guild-wars-2/784302p1.html

Some interesting facts....

symbiote

symbiote

Ascalonian Squire

Join Date: Aug 2007

W/N

OMFG!!! 2 min ago I was playing GW Factions... I was in about 30% done with the storyline... andi wanted to do one mission... but i could not put a team together so i can do the mission... there were like 8 ppl in the town, with 7/8 afk :s

Im sorry to see that GW is dying already...

dama

Pre-Searing Cadet

Join Date: Aug 2007

[OEM] Singing Armadillo Sanctuary

R/

I have not read all 18 pages of suggestions. I did not even try to read any but the last page. Forgive me if my ideas have already been posted .

I would like to see more playable races then the few mentioned. Any NPC/monster race that has (hmm, hard to define what is believable as a valid player race) a culture, civilization, tool use, language? Anyways, if you have to develop detailed images of those NPC/monster races for the rest of the game, make them available for us as player races. I, for one, could care less if the different races have different stats, abilities and items; that would just add unnecessary complications to the game IMHO. <-That's humble, H U M B L E Racial differences would slow the game down and might add bugs.

Just the thought of all those bird people, reptile/amphibian people, undead, afflicted, centaurs, dwarves, (there are no elves!), giants, Mursaat, Forgotten... GAH the list goes on!! All those untapped resources!!! Where have all the cat people gone, where have all the dog people gone? Long time passing. Has Diablo 2 made cow people taboo? Rat people!!

Hold on a minute, i got to scratch behind my ear... WHOA!! Fell off my perch!!

nrvllrgrs

Academy Page

Join Date: Jul 2006

Keepers of Lore [LORE]

Me/R

I would love for ArenaNet to borrow some character creation technology from City of Heroes or Second Life. It would allow avatar representation to be independent from profession, in addition to providing variety in character appearances. Personally, I wish my Warrior character looked like he was around 13 or 14 years old.

Bazompora

Bazompora

Lion's Arch Merchant

Join Date: Jul 2006

Belgium

N/Me

Quote:
Originally Posted by nrvllrgrs
I would love for ArenaNet to borrow some character creation technology from City of Heroes or Second Life. It would allow avatar representation to be independent from profession, in addition to providing variety in character appearances. Personally, I wish my Warrior character looked like he was around 13 or 14 years old.
At least the following three age class choices should be in:
• teenager (10+);
• young adult (20+);
• midlifer (40+).

The current character creation system prevents alot of players (especially minors) to indentify with their character.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

Need a mail system.

Here's an idea for a land grabbing area.

There will be a piece of land that has rare/valuable materials. It will be guarded by MANY high level NPCs under normal circumstances. So many that you will not be able to collect materials from it without being killed quickly. In order to remove these guys people will need to defeat certain goals (quests/missions/bosses/world pvp/something). As these goals are being beaten the NPCs will start leaving one by one to defend against the attackers (players). As long as the players are winning the NPCs will continue to leave allowing other players the ability to gather materials, but if they start losing, the NPCs start heading back. If certain goals are failed a swarm of NPCs enter the area killing everyone. ::evil grin::


Will need to be tweaked to allow the people completing the goals to also reap the benefits. Don't want to start the old favor situation again.. But thats the basic idea.

Or, better yet, maybe the ones completing those goals get even BETTER rewards than the ones farming that area.

Rainbird

Rainbird

Frost Gate Guardian

Join Date: Jan 2007

R/

I have no idea if this has already been posted or not, but here goes.
Don't make any major factions (I.e. Horde/Alliance).
Make a bunch of different clans, like a clan for each of the gods (Six Gods - Who is your God and why?). Don't make it "I'm a necro, thus I worship Grenth", but let people choose while still playing any profession they like.
Then make other kinds of clans (luxon/kurzick perhaps?), that people can join regardless of what other clans they are in. So if a luxon meets a kurzick somewhere, their first thought might be to kill eachother, but seeing as they both are in the same "God"-clan, they wont fight a fellow beleiver.
Thus people have both reasons to fight each other and talk to each other within the same amount of options (In WoW you have no choice like this)

Idk how it will work between the races, but it's still a rough idea ^^

- Rainbird

I Will Heal You Ally

I Will Heal You Ally

Krytan Explorer

Join Date: Feb 2007

In my HoM

Canthan Refugees [TOGO]

E/Rt

My idea for GW2 is that there are schools and teachers (NPC) who would teach you new skills (or something new) if you show them that you're skilled. The schools could be for each nation (humans, norn, asuras,etc...) or for all nations but different classes (dunno if we'll have professions in GW2). For example, you go in 1vs.1 combat against a monster and you need to kill that monster with your skills and not get yourself dead. The school could be a big castle with multi-levels and tricks/hidden areas (like magic school). It could be at the beginning of GW2 or somewhere while you travel where you decide that you want to learn new things and you join that school (maybe in Norn territory or Asuras, etc...). And since I've read (dunno for sure) that we might have exploration area where we could interact with others (persistent area?), even go to classes with them, maybe 2vs.2 fights, or go in the wilds and fetch some rare drops so that the teacher can make a spectacular wand/potion,etc... Anyways it would have all characteristics of a school with a lot of hidden magic in it.
So whatcha think?

AttiqGomer

AttiqGomer

Ascalonian Squire

Join Date: Dec 2005

Heroez Of Eternity

W/Mo

I would like to add to others that have stated that Skills should be part of Rewards.. It doesnt have to be every single quest but medium to hard should have good rewards and one of the best rewards was when in Prophecies you received a skill...

It was one of the main things that was truely missing from the next two games.

Please return it to us for GW's 2....

Apostle Mage

Pre-Searing Cadet

Join Date: Jul 2007

does anyone think of merchanting? i think merchanting in game on cht or elsewhere is to inconvenient. what about a place in the game where we can set up some type of merchantmode and sell at our own booth,and still chat with friends and guild members on the game while selling. also we can set prices on the items in like boxes of 10 or even 5 items at once with them items in boxes over our heads where other players can see what you are selling. i got this idea from a game called knight on line. its very convenient and hasslefree; trust me it can be a very good change in the game and players will be very pleased. so please take this into consideration. thank you

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

Quest rewards should be more than just EXP. Gold, items, skills, etc., should be given as rewards as well. One of the biggest problems of the current pve is that the quests are pretty much pointless, except to advance to the next area.

sockevin91

Pre-Searing Cadet

Join Date: Aug 2007

koss stole my

W/Mo

i think itd be cool if you grew up or something...... like if you lvl 5 and under you looked like a young teenager (13-15) and so on

and if you could bring your gw1 char, and even though they would be dead sience its like 100 years in the future, they could transfer over as a ghostly looking guy like the ghostly hero or something

Stoneydork

Ascalonian Squire

Join Date: Aug 2006

Fading Twilight

Rt/E

Hello. Recently there have been some changes to the Gw1 game to help or at least attempt to help stop exploits, bots and other ways of gaining money in an outrageous ammount of time. Now I dont know if ANET has thought about this or already concidered in past and shot down the idea for unknown reasons, but this would be a great way to try to get rid of all that in Gw1 and the upcoming GW2 (this is relevant to thread) .. Why not add PunkBuster? its a program that keeps people from cheating, exploiting and running bots. Ive played numerous RPG and First shooter games in which they had PunkBuster and you HAD to have punkbuster or u were NOT able to play the game online. In the game if u were idle for too long (bots known to do this) or cheating or exploiting or whatnot you were automatically kicked from the server (kicked offline) .. now In my theory this would solve a LOT of the issues. I dont see no way of getting around PunkBuster. It would also save a lot of man time from tryin to figure out new and better ways to make the game more fun without bots and cheats and exploits. This is just my theory though , I would like some feedback on this idea.

Thanks.

sockevin91

Pre-Searing Cadet

Join Date: Aug 2007

koss stole my

W/Mo

and idk if anyone posted but there should be day and night so its kinda real

Roybe

Pre-Searing Cadet

Join Date: Aug 2007

Third Element

W/

[QUOTE=Spirit_Axery]Idea: Don't raise the level cap to 100+ please.
Personally, I don't feel that the status quo (level 20 cap) should change for the benefit of such people, but if it must, make it 30 or 40 or 50, max.

I would like to add my two cents to this idea:

I LOVE THE LEVEL CAP! This makes the game not about how many hours you can grind through to find X or use Y, but how you use what is available to you. I made it through Factions and Prophecies PVE with one character only capping a single Elite skill. I'm also proud to say I did this without any runners advancing me etc. Just good hard play with good teams. The whole point of GW. Please keep this feature (or at least the flavor of it) in GW 2.

Roybe

Pre-Searing Cadet

Join Date: Aug 2007

Third Element

W/

OK I might be way off base here, but I downloaded and have about 40 hours worth of play time in NCSoft's Dungeon Runner title. I have come away with the idea that this game is a sandbox for the Devs to try out ideas for GW2. Although the humor is not reminiscent of GW, the actual gameplay, skills usage, etc. is. I know I've read things about GW2 using 'worlds' rather than regions, guess what..u can see it in action in Dungeon Runners. DR is also a no fee based game, with a small fee monthly to use 'members-only' items. I also remember reading ways the devs want friends to be able to find each other in GW2, again this system is in place in DR. It has a combination of instances and open areas, bending the rules as we know them in GW1. I highly suggest checking it out, if only to see some of the mechanics that MIGHT be being considered in GW2.

Emik

Emik

Jungle Guide

Join Date: Nov 2005

Belgium

[FaRM] Farm For The Win

N/

This is an idea I've seen by playing 2 Moons.

It would be nice to have some sort of magical u^grades attachable to your weapons apart from the regular upgrades.
For instance:

You got your regular sword with for instance Furious etc. enchanting, you know the deal.
Then you can have magical upgrades that say like +6 against Fire damage or +7% sundering.
These weapons can be bossdrops making them very unique and wanted, but to make sure there is always chance of getting these items these upgrades can be found in the world in the form of stones, gems, other magical items that can then be forged to your weapon making a regular item more valuable and personalized.
Obviously that would prevent the weapon from being sold unlike a bossdrop that comes like that ready made and uncustomized.

Just an idea I've been having lately.

Gondorian Arrows

Pre-Searing Cadet

Join Date: Aug 2007

The Lords of the Rings

R/Mo

Im sorry if this allready once said its just too much to read all through. Besides, Ive seen the argument that it will help show how much something is wanted.

Here are my idea's:

-If there will be runes, please make them stack. I hated the fact that my bankaccount was filled with them right from the beginning. Then I sell them all in a moment of rage and when I start a new char I regret it again.

-Introduce custom selfmade guild-emblems. I originally had allready misunderstood that this would be the case in GW1. I was deeply disappointed when I saw I was wrong. You see, making your own emblem will greatly enhance the feeling of personality of your guild. It might also somehow cause some more variety to be seen amongst the emblems, because when you examine the emblem of a random player you will allmost allways see something with:
. A sword
. A pattern with flames
. Gold and/or White

It could also give possibility to fit it better with the name of the guild. The emblem could be made with a in-game editor (which would be easier as there sure are certain requirements of size and filetype) or a option to upload images.

I've also read these other sugestions:
-Emblems on shields. I really like it!
In real life, emblems were mostly on flags, (maybe nice idea for pvp)
and allmost just as often on shields.

-Different optional voices would certainly improve the bond with your char!

Hyper.nl

Hyper.nl

Desert Nomad

Join Date: Oct 2006

Defending Fort Aspenwood

E/

I've been thinking quite a bit about the possibilities of a totally new Guild Wars game. I'm very pleased by the ideas that ArenaNet announced about the major changes that Guild Wars 2 will make in comparison to the current game.

While I enjoy the current Guild Wars a lot, it has some unfortunate design decisions imho:
  • The current Guild Wars is too much skill-based.
  • There are way too many skills.
  • A very low level cap.
  • Gaining experience after level 20 and getting some skill points becomes useless.
  • Lack of an in-game advantage for high-end weapons, items and armor.


I was pleased to hear that Guild Wars 2 will address these limitations. I really hope that Guild Wars 2 brings much more rewards for players who invest a lot of time and effort into their characters. I hope there will be no level cap, with a system that it will get more and more difficult to level up after gaining a certain 'base' level. In this way, die-hard players can still get an advantage over casual players, without having a too large difference.

I also hope that Guild Wars 2 will move away from the purely skill-based approach of the current game to a more balanced approach of things like experience, skills, items, weapons and maybe other things like allegiance. This should keep the game interesting in the long run with much more targets to develop your characters in.

Scorchio

Ascalonian Squire

Join Date: Dec 2005

Canberra

Bloody Impact

R/N

Quote:
Originally Posted by symbiote
One more thing...

How about Beastiality, that you can turn in to a beast or something like that...


Uh, yeah, sure, but let's find it a different name. beastiality

odly

Krytan Explorer

Join Date: Jan 2006

N/

I would like an option pause/save instances.

I regret that I'll never be able to complete the entire UW and FoW because I can never be online long enough at once.

If I could just pause them and save them and then restart them later when I have time to continue that would be great.
They could even let you save grouped instances and allow you to conitnue with the same group or replace certain members with npc's if they are not availlable.

Once you continue a saved instance you can or cannot go back to the earlier save. (whichever they decide to implement is fine with me.)
Playing a character that was in a saved instance might have to remove the saved game. (In order to prevent abuses.)

odly

Krytan Explorer

Join Date: Jan 2006

N/

Just one warrior class which can use sword/axe/hammer/dagger/bow/scythe/... whatever you want.
Make the attacks skill generic so they apply to each weapon type the same way.

D E C E P T I V E

Frost Gate Guardian

Join Date: Jan 2007

Hi everyone, this thread was originally posted in in Sardelac Sanitarim, where it does fit, but I think it has even more importance here because the problems it addresses can probably not be fixed in GW as it is today, but can be avoided in GW2. I have made some additions to the original post which are in italics.


Life and this world have truly become sad if people have to turn to a video game to feel a sense of accomplishment and pride, and in my opinion that IS NOT and SHOULD NOT BE what video games are about. Feeling a sense of pride and accomplishment is good in things like getting A's in school, being good at what you do for your extracarricular activites wethere its football team or the band, and acheiving those things involvles alot of hard work. Video games are about fun and you shouldnt have to dedicate your life to them to have fun playing them. In fact I hope that the developers get away from the grind altogether, the skill grind, the title grind, the fame grind, and just make the game fun to play so people will play because they think it is fun and not because they want to achieve Rank 12 so they can feel like they are better than the majority of people ingame. Im am not saying eliminate titles, but improve the system and find a way to minimize grind in the game. Althogh it seems some titles are just grind oriented such as lightbringer, could there be a way take the emphasis off of the grind and put it on skill to obtain the title. Could it be based on the completion of a series of quests that get harder and harder instead of simply killing a mob over and over again? Could all titles be made account wide? Once you achieve something in game on one character should you really have to do it again to have the title on another character. Having multiple characters makes the game more fun because you arent always playing the same type of role, but as I have discovered in GW1, having multiple rpg characters can be very time consuming. Maybe primary as well as secondary professions could be changed for RPG characters in GW2, and their inventory would have to be huge to cover all of the different weapons and armor they would have to have.

Honestly there are things that are cool about the title system but it really has alot of downfalls in it as well.

HA Rank/Fame Title for example.

This title is really awesome and I love the emote, the downfall of it is what people have turned it into. "Forming R9 SF Spike, need blah, blah, blah....meet under bridge title on" (And ive been away from GW for a while so I dont even know if SF is still viable there because all of the forms of grinding in the game have pretty much turned me off) But my point is, Like I really need to have spent 1000 hours or more getting rank 9 to understand how to spike. Its not that hard, and its a video game people, comeon. Also, just to let you know I have been playing GW over 2 years(spent the first year doing mostly PvE), and Im not complaining because I dont have any rank, Im not a rank 9 by anymeans, I dont have quite that much free time on my hands, but anyways, Im just saying what people have turned the titleing system into sucks.

It is very hard for new people to get into the game in PvP because of this, and with other titles becoming more important I think this will spread into the pve world as well. I have seen players turned down many many times when trying to play in HA because they dont have the required rank. They can join unranked groups there arent many unranked groups there, and not that it takes a rocket scientist to play on any team in HA but putting the unranked groups agianst R9 groups is very frustrating for the newer players and the groups dont stay together for long, and break up after 1 or 2 attempts.

Having the titles are good but they need to have less emphaisis placed on them in the community, and titles like this one need to not be so dependant on having an entire team of people in order to get. It would be cool if they could be individualized, points gained for successful tacticts used successfully by an individual on a team. For example, if you are a spike and you take part in a successful spike you get points for it that go toward your fame title. If you a monk and save a spike you get points for it, etc. Mesmers get points for sucessly maintaing hexes on targets, interrupting, etc. Basically, you would get points based on how well you play the role of any given character, or use a skill for its purposes.This sort of thing could make the title more skill dependant and less grind dependant by making it stat dependant on the individual rather than group/hour dependant the way it is now.(Im not saying developing this kind of system would be easy)

PvE Titles:

PvE titles are good, but in order to prevent them from being turned into something ugly I dont think its a good idea to tie things like elite armors to them. Giving them each their own special emotes perhaps or pve useful benefits like the treasure hunter track has would be good.

Basically I think titles should be something to persue by your own choosing, and if you feel a sense of accomplishment by achieving a title in a video game to each his own, but they should not be a necessity or become a ingame status symbol that keeps people that play games because they are fun to do in free time from being able to do or obtain certain things ingame.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

One thing that should NOT happen is putting potions and such into the game. The thing I hate the most about WoW is how people stack themselves with potions and scrolls and tons of other buffs that do not come from the skills on their skill bar or their teammates' skill bar. Keep it skill based, not item based.

Kula

Kula

Lion's Arch Merchant

Join Date: Jun 2005

West Coast, USA

Mo/E

  1. I heard that the "accomplishments" one has made (like achievement of titles) will port over to GW2 in the form of rewards of some sort as a thank you to the player that has been such a devoted GW1 player. Well besides titles, I would also like the number of character slots from GW1 to be considered as a reason for giving an extra reward. (Reward being something that doesn't give the player a competitive advantage of course) The more slots a player has in GW1 means he/she spent a lot more money on ANet's game and will probably do the same for GW2. So thank them as well.

  2. Unlike GW1, how about actually allowing PvP inside the PvE world during certain weekend events in GW2. Then when the weekend is over we can go back to keeping PvP and PvE separate. I know right now PvP and PvE are kept separate to avoid ganking and abuse of non-PvP players, but I think it would add some adrenaline and excitement to the PvE metagame every now and then as well as help keep the balance within the taxonomy of players. The occasional PvE+PvP fusion would definitely make the game more interesting.

Thank you.

Solar_Takfar

Krytan Explorer

Join Date: Jun 2006

Suggestions for the Inheritance System:

http://www.guildwarsguru.com/forum/s...25#post3076625