If you had one thing to make Guild Wars better what would it be?

Raven Wing

Jungle Guide

Join Date: Nov 2005

The Imperial Guards of Istan [TIGI]

N/

1. Auction House or other kind of store enabling you to put stuff for sale while being offline. I am merching so much stuff that could have been sold for 1-5k since i prefar to kill things rather that standing trying to sell. Also if you want to equip a new char or a hero it would be great if you could visit a shop and quickly spend 1-3-5k on some items that ppl have left there for sale.

2. Weapons Mod Trader. Pricing based on player supply and demand the same way as runes, dyes and materials traders. If you want a poison bopwstring or barbed swordhilt or +5ene or anything just go and buy it isntead of having to look around for ages.

3. Improved report system so you can report these annoying account scammers and help getting them removed faster. (being able to report when they are not in same district)

4. A new realm similar to fow and uw accessed via Melandru shrine.

5. New small or large quests/missions opening up parts of the map not used. I would love to be able to explore the river delta and the island in NW part of proph map or the large peninsula west of the desert.

I know most of this will never happen, but dreams are free^^

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Shemsu Anpw View Post
Even with them there was the chance ot wipe and it took more then 20 mins to clear the entire area.
Never done a UWSC, I see.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

A single thing?

Retroactivity.

imnotyourmother

Desert Nomad

Join Date: Mar 2008

in a house

The Knitters Guild

W/R

I would add the ability to jump

Deimos Zargarda

Deimos Zargarda

Frost Gate Guardian

Join Date: Aug 2008

A new campaign always makes the game interessting, new armor and weapon skins, or some small things like being able to sit on a chair or to lay down, removing heroes would also be nice, lots more real ppl to play with.

Miss Sarah Lauren

Miss Sarah Lauren

Lion's Arch Merchant

Join Date: Mar 2009

The Netherlands/Norway

Phase Six [PT]

E/

Fixing my perfect mesmer armor.. which is terribly bugged (mesmer female obsidian)

Shasgaliel

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

Quote:
Originally Posted by Miss Sarah Lauren View Post
Fixing my perfect mesmer armor.. which is terribly bugged (mesmer female obsidian)
...


Brought back tournaments with a real prizes.


EDIT: forgot about one thing only...

yCoRrUpT

Ascalonian Squire

Join Date: Jul 2009

Rt/N

remove all the copy skills from fact nf + eotn
more original/unique skills
more conditions that dont just cause health degen, remove some conditions
2 or x elite skills allowed
rework the armor system, make armor more flexible + remove runes/insignias
make henchmen compare to heroes
gold being more useful

gw2/future gw
more unique mob system, im tired of just going from one mob to another mob and then another until i reach the one point in the mission thats different, waste of time

Tom Swift

Jungle Guide

Join Date: Aug 2007

Start designing new quests (with new areas and drops would be nice but not necessary) to make a bridge of lore from GW1 to GW2 in order to whet our appetites and keep us interested. Then release the quests one a time for one month each between now and the time GW is released. We need to feel like we are going somewhere.

Toxic OnyX

Lion's Arch Merchant

Join Date: Mar 2009

Atreia

Make all skills PvP based

(which would also remove PvE only skills and get more ppl involved in PvP as they would actually understand how skills worked rather than rolling their face across the keyboard as they do in PvE, or press 1,2,3 godmode)

Cale Roughstar

Cale Roughstar

Desert Nomad

Join Date: Jan 2007

Canada

Guy In Real Life [GIRL]

W/E

A pvp skill rebalance.

An auction house.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Toxic OnyX View Post
(which would also remove PvE only skills and get more ppl involved in PvP as they would actually understand how skills worked rather than rolling their face across the keyboard as they do in PvE, or press 1,2,3 godmode)
Replace the PvP community with one that understands that it's not the difference in skills that keeps many PvErs from going PvP, it's that they don't want to PvP.

Toxic OnyX

Lion's Arch Merchant

Join Date: Mar 2009

Atreia

Quote:
Originally Posted by Targren View Post
Replace the PvP community with one that understands that it's not the difference in skills that keeps many PvErs from going PvP, it's that they don't want to PvP.
for the majority it is not that they don't want to they simply can't due to the way the skills have been split they have zero understanding how to synergise a build when the skill operate at lower levels than they are used to or act different than the PvE version

also for the fact that they do not understand that they cannot stand in 1 place as cast or attack and let their heroe keep them alive

If you still playing GW purely for PvE, doesn't your face hurt by now after rolling it across the keyboard every 2 minutes?

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Toxic OnyX View Post
for the majority it is not that they don't want to they simply can't due to the way the skills have been split they have zero understanding how to synergise a build when the skill operate at lower levels than they are used to or act different than the PvE version

also for the fact that they do not understand that they cannot stand in 1 place as cast or attack and let their heroe keep them alive
Wow. You actually believe that, don't you? Amazing.

Quote:
If you still playing GW purely for PvE, doesn't your face hurt by now after rolling it across the keyboard every 2 minutes?
Nope. Does your schwanz hurt from waving it around constantly because you think being good at PvP actually means any more than being good at PvE?

Hint: Neither one means jack.

Toxic OnyX

Lion's Arch Merchant

Join Date: Mar 2009

Atreia

I see you still miss the point

PvE is dead, it has been killed by poor skill balance, PvE/PvP skill splits, PvE only overpowered skills and a lot of PvE players do not understand this and when they try (if they try) to PvP they have no concept of how a bar works, why it doesn't do what it did in PvE scenario. This is simply a-nets fault

but rampant stupidity simply strengthen the point that PvE has become more scrublike day by day and that PvE player simply do not care how skills work or how the game is so different on each side of the fence as long as they have a god mode and mega-nuke so they can accumulate their shiny crap faster

I played PvE more than PvP, I got to 33 titles and then realised that since EOTN there was nothing left in the game, dungeons were easy, missions were easy, VQ was easy, PvE was easy in every sense and so decided to PvP instead and saw how there was such a massive skill difference.

Miss Puddles

Miss Puddles

Jungle Guide

Join Date: Jun 2005

California

Shiverpeaks Search And Rescue [Lost]

Me/

Mod/inscription trader.
Auction house, or at least more subcategories in Party Search. Who really differentiates between Quest, Mission, and Hunting? Why can't there be a Selling and Buying category under Trade?

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Toxic OnyX View Post
PvE is dead, it has been killed by poor skill balance, PvE/PvP skill splits, PvE only overpowered skills
Yet more people play it than PvP, so if PvE is dead, PvP is a dessicated husk in a museum somewhere...

Quote:
and a lot of PvE players do not understand this and when they try (if they try) to PvP they have no concept of how a bar works
And yet, most of them don't bother trying.

Quote:
This is simply a-nets fault
I can think of a few members of the PvP community (not naming any names) who do their part in making sure that anyone on the fence about whether or not to try PvP decides it's not worth bothering.

Quote:
if you want to remain ignorant then do so
What am I ignorant of? That the majority of PvErs don't like to metagame with spreadsheets and damage calculations? Hardly. I am well aware of that. That's why they have ME on their friend lists (I *love* that stuff).

Anon-e-mouse

Anon-e-mouse

Wilds Pathfinder

Join Date: Apr 2006

@ Home

League Of Friends [LOF]

R/Mo

Quote:
Originally Posted by Toxic OnyX View Post
for the majority it is not that they don't want to they simply can't due to the way the skills have been split they ... blah blah blah waffle.
You are so wrong you have no idea. For the VAST VAST majority PvP is a place they will never ever visit. Not because they don't understand the skills, but simply because they have entirely ZERO interest in PvP.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Targren View Post
Wow. You actually believe that, don't you? Amazing.

Nope. Does your schwanz hurt from waving it around constantly because you think being good at PvP actually means any more than being good at PvE?

Hint: Neither one means jack.
Gonna have to cut in here, when I'm done editing out some things from this thread.

Skill in doing something competitive by definition is higher than doing something in a sandbox. Sure, it's still just being good at a game, but a skilled PvPr is a better overall Guild Wars player. Memorizing spawns and repeating runs is not even remotely comparable to tactical play. There's a reason EvIL gets to win money while Racthoh is just some canadian guy.

(I <3 you Kris don't worry)

In any case, do not continue this discussion here as it doesn't really help the thread.

komma

komma

Wilds Pathfinder

Join Date: Aug 2007

None

N/

1 thing......CHAOS ARMOR!

R.Shayne

Wilds Pathfinder

Join Date: Oct 2007

Seven Heroes

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Hard Mode:

1. Remove the increased movement and action speed
The increased movement speed is negated by an Essence of Celerity, by which I mean the enemy just won't even bother kiting at all. If they do I've never noticed it, probably because things die way too fast. Without the consumable any melee characters get mighty angry when the soft targets begin to kite and you can't catch up simply because the game says so. I touched on this before in another post regarding this lazy method of challenge implementation, present in the Domain of Anguish hard mode through environmental effects. Forcing the melee characters to bring something to make them move faster or a snare doesn't add any sort of challenge, it would be the same as programming the AI to not use any hexes if I have a hex removal on my bar. While we're at it remove the need for Consume Corpse/Necrotic Traversal in Urgoz's Warren. Don't limit the already limiting 8 skills to a player down to 7 on one player just because the game says so.

2. Remove the additional levels/20 attributes tacked onto the enemies
This ties into the first point. Once you realize Protective Spirit is an awesome skill you realize it becomes even more awesome when hard mode makes enemies do even more damage. However you don't care that they're doing more damage because Protective Spirit still functions the same way on either difficulty setting. In fact all those extra levels do is increase the demand for skills that massively mitigate incoming damage, teetering the scale in favor of mandatory as opposed to optional. Creativity and innovation have a hard time staying afloat under these circumstances.

3.a 8 skills on every enemy skill bar
Tying into the previous two points as well. The enemies move faster, perform faster and hit harder, but unless you're vanquishing/missioning in areas with less than 8 people nothing really varies between normal and hard mode besides the aforementioned buffs. At least when you go to vanquish a 4 man zone the enemies receive an elite skill while in the vast majority of 8 man zones they play the same bar on either difficulty. If the only difference between hard and normal mode is the numbers then something is wrong, especially with the toolbox of skills available to us.

3.b Primary and secondary skills on said bars
Slaver's Exile and those Charr can do it so make it happen elsewhere's too.

3.c Some random element or balanced enemy group composition everywhere
Again, Slaver's Exile is the best example of there being hope for interesting PvE content, from an execution standpoint at least. You have to take into account the hard resses, the passive defenses, the prots, the heals, it's all there, and how you deal with is a matter left up to the player. It was nice to play a zone where some evidence of thought was apparent.

Hard Mode shouldn't just be something where the loot is better if you spend slightly more time beating on the enemies. Make the experience of it all worth something each time and not just the initial adjustment to the arbitrary number increase.

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

I agree with Racthoh on point # 3.

Make all the pvp maps/battles available as PvE missions.

Simath

Simath

haha you're dumb

Join Date: Jul 2005

Moscow

Bring back the Griffons.

Toxic OnyX

Lion's Arch Merchant

Join Date: Mar 2009

Atreia

new devs would be a good start

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

My compilation of ideas :P

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

I agree with Rac about slavers exile.
It was a really, really fun area, with the exception of Duncan who is near impossible with balanced and without specific counters.

Though the problem with slavers is that it's dead. Unlike uw/fow, it just isn't rewarding enough. And players sometimes find it too hard, especially since setup can be annoying since you need specific roles like fs. However, I can imagine it becoming more active once we have 7 heroes since setup would be easy and I can't stress enough that it is just a generally really, really fun dungeon.

stevedallas

Frost Gate Guardian

Join Date: Dec 2006

NY

The Ebon Vanguard

W/

more expansive and instanced explorable areas with the same number of foes.

Ravious

Ravious

Lion's Arch Merchant

Join Date: Mar 2006

Servants of Fortuna

N/Mo

Quote:
Originally Posted by Racthoh View Post
Hard Mode:

<snip>
Which is why I believe it might not have been technologically feasible. I mean the devs would have to be absolute idiots to not consider the route you proposed when HM was being concepted. I doubt "lets have the mobs cheat" was really the first option on the table. EotN Charr and Slavers uses EotN technology. Maybe it wasn't possible without breaking too much to do the same for older campaigns areas and mobs.

Coraline Jones

Lion's Arch Merchant

Join Date: Aug 2007

Modified Soul Society

Mo/R

I still do not understand why people want Hard Mode to look more like Slavers' Exile. If anything, Slavers has become an ultra-cookie cutter team build format.

I fail to see how some characters can ever get into any party unless the party has an "open" spot where you could literally put anybody... I.e., it's effectively a run. I have a Paragon and I still cannot get into any Duncan the Black teams because nobody wants them. The team builds are so predefined that everybody knows what to run and everybody looks for specific skill bars because nobody wants to try anything else.

Ramping up the enemy difficulty does nothing but force the game into even more cookie-cutter builds and searches for skill/AI exploits. A game is pretty screwed up when if you don't run an exact build, then you're removed from the party. This is like saying that if you don't have a particular unlocked weapon in some PvP FPS game, then you can get vote-kicked. At the very least, I've never been thrown off any Team Fortress 2 server because I didn't have a Scout with a Force-A-Nature.

In my opinion, it's obvious that people are tired, bored, or frustrated with the game when Doomlore Shrine has become runner central and people advertise runs for just about any dungeon in Eye of the North. If people really found doing HM dungeons all that fun and exciting, then you wouldn't be paying 2K for endless CoF runs.

Greedy Gus

Greedy Gus

Jungle Guide

Join Date: Feb 2006

Striking Distance

Quote:
Originally Posted by Coraline Jones View Post
I still do not understand why people want Hard Mode to look more like Slavers' Exile. If anything, Slavers has become an ultra-cookie cutter team build format.

I fail to see how some characters can ever get into any party unless the party has an "open" spot where you could literally put anybody... I.e., it's effectively a run. I have a Paragon and I still cannot get into any Duncan the Black teams because nobody wants them. The team builds are so predefined that everybody knows what to run and everybody looks for specific skill bars because nobody wants to try anything else.

Ramping up the enemy difficulty does nothing but force the game into even more cookie-cutter builds and searches for skill/AI exploits. A game is pretty screwed up when if you don't run an exact build, then you're removed from the party. This is like saying that if you don't have a particular unlocked weapon in some PvP FPS game, then you can get vote-kicked. At the very least, I've never been thrown off any Team Fortress 2 server because I didn't have a Scout with a Force-A-Nature.

In my opinion, it's obvious that people are tired, bored, or frustrated with the game when Doomlore Shrine has become runner central and people advertise runs for just about any dungeon in Eye of the North. If people really found doing HM dungeons all that fun and exciting, then you wouldn't be paying 2K for endless CoF runs.
Your idea of cookie-cutter seems to be synonymous with effective. If that's the case, doesn't having a perfectly viable normal-mode play experience mean you don't need to make hard-mode so predictable or simple that any unique snowflake build can have a chance there? You're also factoring in player interaction which can't really be controlled. No matter how well designed things are, there will be people who want to copy a certain preferred build, and its your choice to play with them or not.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

An improved partying system that spans all towns, all districts, all campaigns.

Quote:
Originally Posted by Kain Fz View Post
7 heroes.
1234567890-=
Quote:
Originally Posted by Kain Fz View Post
Also, 7 heroes.
Quote:
Originally Posted by Kain Fz View Post
once we have 7 heroes.

And anything but that.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

If I could have one thing?

Balance. This is the primary thing I've always wanted for GW. I think many of our desires utimately come down to this. We all want to be useful. I want to know that my dervish will always be useful; that no one else can beat him in whatever it is I've chosen for him to do (assuming it's something he's supposed to be good in, that is; can't have D/Es outnuking E/Xs). I want to see builds that make other professions obsolete (ER,SF,Scythe warriors, scythe sins) nerfed so that they no longer make anyone else obsolete. I want BALANCE.

If I could have two things? Balance, and removal of that damned grind to max out titles with genuine gameplay effects (what? I have to get HOW many points to max out my kurzick title?! Why should I have to grind for a year just to have maxed out benefits against Margonites?! What were they thinking?!). Leave the grind to the titles that don't mean anything, like GWAMM.