I have enjoyed GW since the Feb Beta Event Weekend and appreciated the artwork and variety/quality of everything from weapons and armor to mobs and environments...The music is well-implimented, the background sounds of the environments, footsteps changing as the surface being walked on changes and even water running from streams and fountains has added to the depth of the game for me. Who recalls the first trip to The Shiverpeaks and marvelled at the snowfall...or even the rain in Wizard's Folly?
I've played a metric buttload of MMOs and RPGs and, of course, MMORPGs and similar. Some have been sadly lacking in immersive detail, and some have gone over-the-top (not always bad: Morrowind series). Now, I typically hate speculation threads, so let's not discuss what you think they will do in GW2, but more what you enjoy in game immersion and you might like to see in GW2 -OR- what you appreciate in games in general.
I have my own opinions, but I'm going to keep them to myself for now, as I really would rather see unjaded opinions from you all. Here are a few examples of some of the things commonly used to add depth and can be done well or add to grind:
Armor/Weapons:
Material mining and refining skills
Blacksmithing/repair skills...character as well as NPC
Degeneration over time/abuse (arrow/bolt usage + bonuses)
Customization and Light/Mid/Heavy ratings (mix & match)
Encuberance
Skill Trees for armor types
Cross-class armors (i.e. Warriors and Rangers both wearing mid-range, but only Warriors in heavy and only rangers in light).
Skills/Spells:
Skill trees
Points advancing with usage (jump alot? get agility xp)
Generalized skill points: Wisdom, Constitution, Agility, Strength...etc
Potions & Scrolls (health, mana, damage, defense...not to mention the crafting and mixing!)
Class vs. Profession vs. Secondary/Support skills...Class = Warrior/Fighter, Profession = Barbarian/Paladin, Support = Armorer/Blacksmith
Trade:
yeah-yeah Auction Houses/market areas
These are just a few examples. There are quite a few other things some of us might appreciate or loathe.
There are also environmental effects like a day/night cycle and complex weather: fog, rain, snow, etc. Sounds and music levels, combat sounds...all kinds of things that make the game deeper. Lore, mounts, custom homes, territories marked by specific guilds/alliances, pets, gems, hundreds of crafting materials, clothes in addition to armor, jewelry, tatoos, destructible environment....so many things!
So, what do you like in a game to draw you in to the world? What gets you deep into it and keeps you there? What is too much and just adds to the grind?
Immergence: How Deep You Wanna Go?
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Originally Posted by TwinRaven
The music is well-implimented, the background sounds of the environments, footsteps changing as the surface being walked on changes and even water running from streams and fountains has added to the depth of the game for me.
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But the biggest drawback is that characters can do grand total of three things: move, attack and cast spells.
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Originally Posted by TwinRaven
Armor/Weapons:
Material mining and refining skills Blacksmithing/repair skills...character as well as NPC Degeneration over time/abuse (arrow/bolt usage + bonuses) Customization and Light/Mid/Heavy ratings (mix & match) Encuberance Skill Trees for armor types Cross-class armors (i.e. Warriors and Rangers both wearing mid-range, but only Warriors in heavy and only rangers in light). |
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morrowind was awesome, and oblivion was even better. The ideas taht really drew me to the game was freedom, but i guess that would be pretty hard to implement in gw2 without adding a lot of areas and quests and everything. i love the idea of being able to mix armor. I would LOVE to see more customization options. thats it i think
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- hate crafting
- skill trees don't belong in games that are meant to be fun
Want to see Guild Wars 2 kept largely the same as Guild Wars 1, sadly not happening, though I still post my opinion here in an empty hope that ArenaNet might change their mind and remember that Guild Wars was not meant to be World of Warcraft.
- skill trees don't belong in games that are meant to be fun
Want to see Guild Wars 2 kept largely the same as Guild Wars 1, sadly not happening, though I still post my opinion here in an empty hope that ArenaNet might change their mind and remember that Guild Wars was not meant to be World of Warcraft.
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I like the idea of day/night and weather cycles. Maybe big seasonal changes - affecting mobility through certain areas and what critters are likely to be out and about.
I'd like real freedom to wander, too. If there are places that are intended to hold new characters back, they should be along the lines of the droks run - just hard (comparatively), no gates, even if that does mean some people will pay for others to get them through. That's a worthwhile sacrifice, in the interests of a less rigid, less linear game.
If allegiance ranks are still present, I'd like to see them more mutually exclusive, so one group won't necessarily take you on, while you're a member of another. Make us commit and not just grind every rank for the sake of it.
Oh and I do want to see race differences - sod balance, I'm a PvE'er.
I'd like real freedom to wander, too. If there are places that are intended to hold new characters back, they should be along the lines of the droks run - just hard (comparatively), no gates, even if that does mean some people will pay for others to get them through. That's a worthwhile sacrifice, in the interests of a less rigid, less linear game.
If allegiance ranks are still present, I'd like to see them more mutually exclusive, so one group won't necessarily take you on, while you're a member of another. Make us commit and not just grind every rank for the sake of it.
Oh and I do want to see race differences - sod balance, I'm a PvE'er.

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Originally Posted by A11Eur0
The proper term the title should have is Immersion.
immergence isn't a word. |

Edit: aw crap...only changes it in the thread, not in the Riverside title...oh, well...not the first time I look like a doofus...certainly not the last...did I mention I'm a teacher?
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Day/night and enviromental conditions could also affect the aggro radius, allowing for stealthy moving around at night, but maybe at the cost of more dangerous predators coming out to play.
It would be cool if terrain affected the aggro radius, too. I often find myself gravitating towards the various gullys that exist in places like Marga Coast, even though they don't actually provide any real cover. It would be nice if they did.
It would be cool if terrain affected the aggro radius, too. I often find myself gravitating towards the various gullys that exist in places like Marga Coast, even though they don't actually provide any real cover. It would be nice if they did.

