Regarding primary/secondary characters:
This is actually one of the things I really liked about GW. From the core professions, you had almost all the various capabilities you could expect fantasy characters to have, and you could essentially make your own classes by mixing and matching. Where another game might have dozens of classes with various interactions between the base classes (the Wizardry series is a good example of this...) GW can produce this just by having a handful of professions and allowing these to be combined directly. The new professions served to fill in some of the gaps that the core professions left (although, admittedly, some of these gaps could potentially have been filled just as well by adding more skills or even whole attribute lines to existing professions).
Yes, there are problems with the system in GW1 - there's a certain amount of 'false choice' in the system due to some choices being obviously better than others (I personally don't think the Me/E is that bad, but the N/Rt is an obvious issue arising from the Ritualist's primary only being suited to a narrow range of builds that have fallen out of favour). However, I don't think these can't be fixed without throwing the baby out with the bathwater.
Regarding interrupts: I'm a mesmer at heart. Removing interrupts and the ability to mess with the enemy in general would make the game a lot less fun for me.
Regarding scaled monsters: Personally, I wouldn't mind seeing levelling disappearing
entirely. If it is in there as more than a marker of how much someone has played, however, it should mean something - a group of level 1s shouldn't be theoretically able to defeat Primordius because he's been scaled down to match (I imagine it's hard to get to Primordius without levelling on the way, hence the 'theoretically).
Regarding in-world PvP: I'm cautiously in favour of the idea, as long as there is no reason to go to the areas apart from PvPing. One thing that could be interesting is having the area between the Great Wall and Ebonhawke as a battleground between human and Charr characters (each with allies from the other races) - however, this would ideally have no direct effect on people who don't want to PvP. (It's annoying when you feel like clearing a zone and find out that in the time you took that break to have a shower and eat dinner, the Luxons took all the outposts bordering the zone in question. Had that happen during the double points weekend... admittedly the system means that occasionally you get to stomp around the other side's areas, but I think in the long run I'd prefer to be able to plan my activities without worrying about what the front line is doing.)
Regarding map travel: Don't you DARE touch it. Flying over a landscape might be fun once or twice, but I've seen WoW players essentially turn off whenever they have to travel. I'd rather just keep to the fun stuff, thanks.
If you want your breathtaking vistas, it can be made an option, but do
not make it mandatory. That's a property of MMOs designed as timesinks, which GW gains no benefit from and does not have to be.
Regarding DP: It's a decent compromise - it means that a death isn't a disaster (unless you just lost Survivor) while on the other hand it provides a disincentive to attempting human wave attacks to slowly wear the enemy down. If you're getting to the point where 50% death penalty is the norm, it's probably a sign that you should rethink your strategy and try again.
Quote:
Originally Posted by Azeren Wrathe
how does having a non-instanced world prevent you from grouping with different groups of friends? most friends i know plan which server they are going to go on, so you and all your friends are on the same server. if new 'friends' decide to play tell them before hand which server you are all on. if anything a non-instanced world would be better for this in that you can still group with your friends but you can meet others (randoms) who are in the same area and can group with them as well, helping you meet new people and form new 'groups of friends' etc etc.
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None of which helps one bit if you find out someone is playing after both of you have already chosen a server. For an example - if I was to play WoW, I can think of three seperate groups of people would might potentially want me to join them. I'm pretty certain they're all on different servers.
That said, my understanding is that GW2 will have free travel between 'worlds', so this wouldn't be an issue to begin with.
Regarding WoW-style 'hate' - I've always thought it was too predictable, and a bit weak that there are aggro-management skills that would have absolutely no effect on a human. If there's a situation where if the bad guys were being played by real people it would be obvious that their best tactic is to go for the healer, there should be a chance that the monsters should go for the healers... assuming, of course, the monsters are
supposed to be smart enough to realise why the character their chewing on that should have died three times over hasn't.
I can see some basis for such a system to exist in the background, but it should be as opaque and unpredictable as possible so gameplay is as much about playing smart and as little about playing the AI as possible. Unless the specific monsters being fought are
intended to be stupid and easily manipulated.