Official Suggestions Thread -- February BWE

gangguard

Frost Gate Guardian

Join Date: Feb 2005

Vasburg Armoury

A/W

Wat I would like is the following:

Duel System- Two people accepted to a duel and fight each other to the death (but revive at the place where they started the duel)

Hybrid Spells/abilities- Spells and abilities only for the particular combination of profession. e.g Ranger/Necro (Necro/ranger has the same though) spell: Dark arrow, 50 percent of success if under Marksmanship X or less and Death magic X or less. This ability will last 15 seconds, if the target dies with this spell it will automatically turn into a bone minion (or sumthing else like skele warrior).

Mounts- make travelling much easier although u can just teleport to places using the map... But having a horse in battle will speed you up. For example Ranger on a horse can just hit and run much faster than on foot or a monk on a beast which it will attack for the monk when the monk is busy.

MMO hunting ground- Atleast make a few places where it is a common area and also there will be fighting.

Large scale team battles- Just a lot of players fighting each other, no other explanations needed....

Clothing- Clothes to wear in towns to look fancy and cool, but maybe weak in battle. And make lots of different clothing like different Cultures (english, french, japanses, korean or even Chinese) or maybe some off-era clothing like T-shirts with rainbow colours.... although this is not so good

soon i may add more to this....



GAILE GREY HEAR ME!

Sphynx

Ascalonian Squire

Join Date: Feb 2005

Quote:
Smite Hex
Remove a "Hex" from target ally. Foes near that ally suffer 12-54 damage.

Mend Condition
Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. That ally is healed for 5-57 points.
These skills (and possibly others) are conditional; please make the discriptions reflect that.

eg: Remove a "Hex" from target ally. IF YOU DO, foes near that ally suffer 12-54 damage.

eccoo

Pre-Searing Cadet

Join Date: Feb 2005

I had great time playing this game this past weekend. I love almost everything about the game but there are few things I wish to see improved.

Grouping up is the most complicated thing ever

1) You don't know if a person is already in a group or not when you are sending invites. The other things is that you can't tell the name of person unless you click on them. I wish you can implement name tags over the persons head as in EQ and the name tag should change color when a person is in a group. The name tag should only contain the persons name and then when you click on them, it will give more info as what level and class.

2) There are times when you are in a district and can't find the 8th person to join the group so you tell the whole group let's jump to x district to see if there are more peeps there, when you jump to the next district your group has been disbanded and you have to start reinviting. I wish you can keep the group intact till they decide to disband. This means keeping them grouped even if they jump to different guild hall or any other district.

3) One thing that I like a lot is that the account is tied to one guild. It keeps people from being a spy by joining several guilds. I am not sure if this is the case for ignoring a player also. If you ignore a player, will it affect the whole account? We had a incident where a player was being a prick. During team PVP with 8 players, he would randomly draw on the map so none of the other players could see the map. We finally figured our who it was and kicked him out. He informed us that he will be back under a new character and there is noway to stop him. I wish there was a way to stop people from ruining rest of the peoples experience and if they are on ignore then whatever char that they create on this account will be denied acceptance into a group or a guild.

That's all for now. Hope these issues will be addressed before retail. Thanks


BJ

Ciarre

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by DEATH AT THE DOOR
You see, Guild Wars is not like other RPGs. It is all about tactics and teamplay. ... I repeat: the game is NOT about soloing.
Really? Saying NOT would seem to imply an exclusion. Then why would the official site make a point of saying in the FAQ and Press Releases the following;

"Although there will be many positive aspects of belonging to a guild, there will be a number of ways to play as an individual and with groups, as well."

and,

"Missions come in all sizes and difficulties and can be joined individually, as part of a one-time team or as a member of a full-fledged guild."

and also,

"In the fantasy world of Guild Wars, players can engage in cooperative group combat, in single player adventures, or in large head-to-head guild battles."

As a matter of fact, why would they bother to include individual play at all? Why not simply require everyone to party up and/or join guilds?

I think the reality, although perhaps uncomfortable for some, is that it's not about soloing - exclusively, it is not about guilds - exclusively, it is not about teams - exclusively, and it's not about PvP - exclusively. Rather it is about teams, guilds, PvP, PvE as well as (including) individual play.

Ciarre

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

Ciarre, I did about 70% of the game on my own before I relized a bunch of my gaming buddys were playing it too, then we teamed up on sunday. So solo play with henchmen and pet is definatly doable at least through Lion's Arch.. D'alessios took me about 3 tries to finish on my own, but with a group we did it EVERY time... NP...

After that I saw the benifits of Grouping... But it was obviously not required... Just benifital..

And the Academy thing is the Triggering event for changing Ascalon and the rest of lands.. Meaning the destruction of the city that is the catalyst for the rest of the game. If you started level 1 you only saw about 10% of the game because you never wnet to the academy. If you started with a lv20 character you saw the all the world except the beginning pre-destruction areas, which were new for this beta build. Hope that explains it better...

Ingram of Haz

Julia Darkheart

Julia Darkheart

Ascalonian Squire

Join Date: Feb 2005

Pennsylvania

Nocturnal Expressions (NoX)

W/Mo

Quote:
Originally Posted by Ciarre
I think the reality, although perhaps uncomfortable for some, is that it's not about soloing - exclusively, it is not about guilds - exclusively, it is not about teams - exclusively, and it's not about PvP - exclusively. Rather it is about teams, guilds, PvP, PvE as well as (including) individual play.
Amen!

I'm an avid MMORPG player, I love PvP, but there are times when I like to just go off alone and PvE or quest and what not. After reading the website, I realized this has both aspects I like to do. If either was missing, I'd not enjoy this as much as I did.

zidane888

zidane888

Core Guru

Join Date: Feb 2005

Seattle WA

[Oops]

W/R

A few quick thoughts that came about during this last event:

While frolicking arround Lion's Arch I came to wonder where my shield and sword had vanished to. What I mean to say is that in a realistic sense, couldn't something creative be done to where the shield and sword are attached in some way to my Warrior's back. Maybe guards confiscated them at the entrance during my stay in the city? Just give me something so I can make sense of it in my mind.

After playing through the beauty of Old Ascalon, I just couldn't find the level of enjoyment exploring some of the other areas (deep Magumaa jungle where if feel like i'm in a trench and the outreaches of new ascalon.) The detail, secret passage ways, general landscape and attention to detail in old Ascalon is simply remarkable. I found myself keeping a character in that area even after i had explored it all just so i could gambol arround. Therefore, in my mind 2 things can happen: Open the area up so that characters can "time travel" from Old Ascalon to World Map areas, or bring some of the other areas upon release that haven't been shown in the Beta events to the level that Old Ascalon has established.

My instinct tells me there will be a rediculous amount of armors and items to choose from when GW goes gold. There cannot be 2 many armors to choose from. I see NPCs with armors that I would absolutely love to add to my collection. Esthetic diversity in weapons is key as well. If you need some ideas for weapons i'd be happy to sketch-up a few hundred (I'm working on becoming a concept artist)

Finally a more diversified "friendly" wildlife would add the sort of realism that seems to go in pare with GW. Deer, dogs, cattle, snakes, birds...etc. One detail i noticed that I enjoyed very much was that in Pre-Seared Ascalon many of the characters i came accross didn't necessarily rush out to destroy me. Indeed I did nothing to provoke them, they had no apparent reason to do so. That was a nice touch. However bears went out of their way to bolt accross the map to take me down. Having worked in Alaska arround black bears I can tell you this is not entirely realistic

Makarei

Elite Guru

Join Date: Feb 2005

I just got my beta key and was able to play this weekend just gone. I really like this game. but there are a few things which i could see that could be better. Sorry if i went over board with my reply.

Customise Ideas

1) it would be nice to be able to fully custermize a persons gear. Example: I found using vials of paint that you can only ever put one sort on your persons armor, unless you mix it with another color.
It would be nice to be able to specify what each area of your armours color is, that way people could fully custermize what there persons gear would look like. An example on how to do this, is abit like what you had for the interface. Except, each part of the item is broken up into pieces, like: A robe you have the main robe color black, the stiching gold, other decorations on it maybe silver. or leather armour, the basic area you can paint now as black, then rapping which is in frount of the leather as red, the plate cap on the shoulder as silver, the spikes on the cap as red, and any other parts also in a color of the players choice. It would add more contol on how your dudes, or girl characters look.

2) Adding in other vials of dye. Like:
- white: White could be blended with other colors like green, to get a lighter shade of green, same goes for other colors, blue and white = light blue.
- Black/white: black mixed with white gives you grey. mix grey with another color like red, or green, or blue gives you a darker share of that color.
- Mettalic: mix it with a color to get a mettalic effect of that color.
- Chrome: mix it with a color to get a chrome effect of that color.
- Pearl: This would allow areas of light to have an effect on the persons clothes, changing it to another kind of color. example i stand next to a blue light, my outfit is red, with pearl. my outfit looks like a blend of red, blue and purple. when i move away from the blue light my outfit turns back to red. This would have a bigger effect on a variety of colors.
- Brown: i brought a travelers mask and it was shinny silver color. i couldnt make it goto brown for the life of me.
- Gloss: This would just enhance the color, giving it a small eminitt glow.
- Bronze: like gold and silver, only bronze.

All those can be sorted into there rare, super rare, and mega rare states.. if they ever got used.

3) Allow players the option to put there guild logo on there shields. Or allow and option to guild members to wear capes or have guild logo on shield. some capes dont suit all characters.

4) Rings and amulets would be nice, i dunno if you can already find rings or amulets. but if you can multiple rings worn at a time would be nice. after all characters do have 8 fingers and two thumbs.

5) What are those weapon smith guys really good for? My opinon basically nothing. Allow weapon smiths should be there to allow players to construct weapons. But instead of just constructing basic items, for the player based on the items they recive from player. Allow them to do a couple of extra tasks.

Like: "Restoring", You find a piece of a broken blade during your journy, you would then take the blade to the weaponsmith, to repair the blade back to new he would require 4 steel igiots. And a small fee. The player then can exchange the deal and the weaponsmith would begin work on the piece of blade. in other words broken stuff found around the place can be Restored back to new. - These Restored items wouldnt add much %bonuses to you weapon maybe +10% to damage. Rare items could offer a bit more of a bonus. But restored items can be taken to an enchanter and given a more fair attrabutes, at the cost of a few gold pieces.

"Forging" You have an idea in your head for a weapon, a shape you want to have for a weapon but also making it unquie to other players. Forging of course is abit limited, it depend on how much thought got put into its design, but it could result in 1000s of different types of weapons.

Here is how it works, The player seeks out the weaponsmith, they choose from a small sub menu and select "forging" from that menu. The player is given a choice, either put something into a box, or select an option to enter interface mode, If they choose interface mode.
The player is given a choice: the choice is simple, "what kind of weapon do you want to make? the player chooses from a list of weapon names, (ie: sword, staff, bow etc)Once the player has selected the weapon they want to make.
A basic black Stensil image of that weapon appears on the left side of the interface. To the right of the interface is a tab menu (listing each basic part of a weapon: handle, hilt/grip, blade etc. And below the tab/box is another box listing called "Resources" used.
The player can then click on each tab which will reveal a drop down box, or scroll box. In this box is 100 of different types of designs. The player can then choose from each tab/box menu on what design they want each part of there weapon to look like.
When the player finds a design they like, they would just click on it to select the design and click the "add to design" button found on the bottom right side of the interface. If they want to cancel a design they select the design from the "Stensil" and click "remove from design" button found next to the other button. Or they can add a Restored piece to the overall design, by dragging the restored piece from there inventory to the stensil. eventually a weapon is made, in the Stensil area from a list of designs from the tab/box menu.

From here It gets interesting. When the player has enventually made the perfect weapon (in the matter of design) for them selves. Remeber back to the "Resources" box. well the amount shown in the box is what you will need to give to the weaponsmith in order for him to make your stunning weapon design. Next the player saves there blueprint, via another button below the "Resources" box. this just allows players to save there design, so they dont have to go through the whole proceedure of designing it again. After the design is saved they can exit the forging interface via an exit button.

The player can now look upon there blueprint, and find out how much of what kind of items they need in order for the weaponsmith to make it. on top of the design is a fee, how much the weaponsmith will change the player for his services.

For a player to get the weapon smith to make the weapon from the blue print, it can act simular to the way shops are made. drag design into the weaponsmith inventory box under the forging menu. It will then tell you if you have enough resources and gold, for the weaponsmith to make the weapon you want.

Here is some basic design (bonuses) you could have: Designs with:
- Slots/holes in them (could allow player to add gems/stones to there weapon, via a gem specialist)
- Embedation (like a flat breveled area) to put a guild logo.
- Spiky designs (adds % bonus to damage)
Etc.

This level of customisation could result in a total of 1000s of items being designed and played with by lots of people. why limit them to normal items. when they could design there own weapon on how it looks. Of course bonuses from a weapon shape design wont give temendous amounts of +'s to the players sword, only a few. the rest would remain up to the player, and how well they built there weapon. This method could be used with crafters too.

6) Alchemy, Players should be able to train, or find a specialist in making various kinds of potion form items. With the amount of raw items you find in guild wars, these items could be used in different ways. example you gather some flowers, and acid, and coal. you take these items to an alchemist, or if you have a the ability you can create potions when needed. All those items above could mix into a gas potion, use in battle.
Of course with a shop alchemist he could have 8-10 formula's, you can simply pay him some gold, give him the items needed for the mix. and retrive a potion of whatever it was you wanted. But for someone who has this ability formula's have to be found through trial and error. each formula you find of make could be recorded in a log of some sort. Of course rare formula's wont be easy to find, not even at the shop. Players could then mix up there own concockons, and try to find some that might be of use. Example: to make a vial of dye, would consist of a range of items. these items could or may be only found at certain places in the game. or if you want to get really rare, some items only bloom at a certain place, every full moon when its raining due to the climate conditions. (even then it might still be impossable to find what your looking for) But this little idea adds more customiseation to players and gives the atlernate things to do in the game besides. hack down monsters, trade etc.

7) Enchanters, or Gem specialitst or Both. The enchanter who enthrust magical properties into items at the cost of a fee. While the Gem specialist you could buy, common, uncommon, rare and very expensive gems from.

Guild Ideas

1) Allow guilds to import there own guild logo to be shown on there capes/shields. I dont know the rating of the game to date. ie G, or M+ etc. but for content laws. you could set up a /guild (guildsname) for people to report bad content use as guild logos. the actions of example: porn logo would result in total ban of that entire guild, and all its members. which does scare me, so even i wouldnt have an offensive logo.. but yeah that would cover wrong content being used for logos.

2) Make a guild storage box, which would allow a guild member to store some items. The guild member can set up a dummy trade, which means if another guild member of that guild was interested in that item(s) he or she has to forfill the offer on what the first guild member wants. abit like a normal trade. Except the first guild member isnt actually there, they maybe offline, or adventuring. its kinda like a bank, or a vault. you put items in, set up something you want in exchange for those items. if someone comes to the vault sees there are some items they need, they can swap items for the items they need. then both guild members are happy.

Or just have a box to donate and plonk items you find into it, and guild leaders can allocate to players what they can and cant take out of the box. unless they were the origional dudes who found the item.

I only surgest this, cos not all users are on at the same time, because of time differences. in the world.. or other reasons. and some stuff i dont need my guild members want..

Or even have a guild notice board, where members can list what they need, that way i can keep item, until next time there online. then go and trade with them.

General Ideas

1) Why is there beta weekends? i know its for the company of the game to test new stuff and all. but why dont they have it running all week or every weekend, because my view is players can test stuff quicker as its made. pointing out all sorts of bugs before its release. Just allowing 2 days of play doesnt give much time to explore and nut those bugs out. If you ask me its not really an efficent way to release a bug free game. Or can we at least have 2 beta weekends in the last month?

2) Add more emotions. you know those /sit, /dance things you write in? well i was hoping there might have been a /pipe one in there somewhere. Cos that way if my guild friends see me sitting on the ground smoking my pipe they know i'm away from my pc, having a smoke. even /drinksit your player sits down and begins to have a quiet drink. /drinkstand your player dances while hes drinking.. lol celerbrating the end of betaweekend, near acerlon city center naked with lots of people. where were the drinks?
my friend was wondering if a group of people all sit next to each other, and then typed /gamble could all people gamble, basically. cos /dice or something is funny i roll a dice.. ooo exciting, not.

3) allow ressurection scrolls. even if 1 costs 40g. cos not everyone in parties can ressurect there fallen buddies. Ive been stranded in a party where i cant bring back to life any of my party. the only way i can suceed in bringing them back is to restart the level over again. but to make it fair towards monks. allow the ressurection scrolls to give 10points of life to a ressurected persons health.

4) just a small note on bags, my friend told me there is away to get unlimited storage i havent tried it myself. but this is how it works. you buy two bags, put 1 bag into the other bag, when you buy another bag put it into bag 2. and so on. when you fill up one bag, you still have empty bag 2 in bag 1. so you could repeat this as manytimes as you want. i thought it be nice to mention that here, so it could be corrected.

5) make quest items impossable to get, if quest hasnt been activated. it annoys me when i find lode stone quest items around the place and i dunno what even they do. be nice to have them not fall in item drops unless you have activated the quest to find them.

6) Is there anyway people, or guilds in guildwars. can become evil themeselves. It would be nice to have a karma system going, and alternative outcomes to quests. depending on the party, or players outcome of completion can push there karma towards good, or evil slightly. That way people and guilds can create there own style of guild. and joining requirements.. "must be evil to join, chaosknights"

7) Related to 6th question. If your character is turning towards evil, allow that players apperance to also point in that direction. like they grow horns or something. Ot there could be a new class tech tree, if you started with the game as a necro, and have shifted towards good, your class has been effected, your appearance etc, and you are now a summoner. This idea could add more player customisation on how to make your character, either good, neutral, or evil. same for guilds.

8) Increased player levels on launch of the game. A Mate and myself were discussing the max level a player can reach in guildwars this morning on our way to work. Anyways we thought of an idea which might be useful or may not. Basically instead of limiting players to a maxium level, why not make the level infinate. of course gaining levels as you get higher will take longer to achive, but the fact of limiting levels to a certain figure would result in players characters maxing out eventually.. and possably causing players to restart the game again, this all may sound good. but some players out there like to keep beefing up there current existing character. Along that surggestion, monsters also can be beefed up, problem with most other games like diablo 2, monsters were no challenge, even when you reached the maxium level cap. However from what ive seen in guildwars creatures could no doubt be massive in size and in level. Offering players a most enjoyable experiance, and to further hint that no matter how big you get there will always be something out there that can kick your As...

9) Make more caves, underground passage ways, or temples to explore. I found that most of guild wars takes place on top of the ground, exactly like diablo 2 did. 1 mission in the ice to kill the ice drake was the only underground mission i found. i enjoyed going down into its cave.. exploring it. now why cant there be more places like that even if its a non story related place. just gives more places to explore, and a change of scenary once in awhile.

10) This isnt for guildwars this surgestion, but rather to the administrator of this place. can you please allow more Smiles in a post, and html and tag stuff. cos i keep getting errors when tying to update my post.

Pets

1) The ability to allow characters to obtain a monster pet. example a dead creature could be puswaded to fight for a necomancer. other creatures could be puswaded by other characters, like a fight base/lightning base creature for elementalist etc but the level of the creature and how it is puswaded to fight for you is based on a % of the puswade skill or something. and bosses, unquies creatures, special story creatures, etc can not be puswaded. i'm just talking about normal creatures. not those grawl dudes, or those other dudes you and prince ruik fight. but like creatures like those fish animal things. that drop those scales things, but arnt the real scales.

2) Allow more pets, and allow pets to gain skills or ablities as they level up.

3) My Guilds friends infor me that there is a beast master in lions arch. maybe this beast master could sell pets, they act like a mercanary. however if they die and there is no ranger in the party they will stay dead forever. this would allow any character to buy a pet companion for a cost of gold. so there for it wouldnt really effect characters, and people sugesting more pet for all characters wouldnt be a problem when you can just buy one from a beast master.

Odd Ideas (to tire you over when not in the mood for hack and slash)

1) A friend of mine thought of a mini game which could allow players to just hangout, and not go off in quests if they didnt feel up to it. but basically he said fishing would be a cool thing to do in the game. you can gain abit of XP for catching fish, maybe an item such as a scale or something. the down fall to prevent people from gaining and never loosing, would be to add chances where there line can snap. giving them a -% based frigure to the death thing that appears in the top left corner. some quests could be thought up to fit in with the whole concept of fishing. like a dude wants you to get him 4 types of fish. these fish can be found throughout the guild wars world in various types of lakes, streams, etc. another cool quest idea to fit in with the fishing theme, some kind of fish has been terrorising the towns fishermen. you have to go off and catch it or attempt to with your rod, upon doing so you agravate it allowing it to surface, from there you fight it. etc
And an interactive quest with multiple people wcould be a fishing tournament, the tournament lasts for 1 week our time. the biggest fish caught, and handed in to a fishermen. could win a small prize.. also upgrading your rod could be good too, allowing more chances to catch bigger stronger fish.
But i guess other ways to improve this idea could be thought up. but it would be nice to have some mini games to amuse peoples attention when they get bored of leveling up, or doing quests. plus it keeps people interested when there lots of things to do.

Another mini game could be gambling, except people bet Gold, and is dealt a hand of cards. winner takes all..

Boss's/Creatures

1) A Stone hydra (Boss), Obviously a high lv Rock creature.

- Its begins battle with 3 heads, like the hydras that are on land, that you already have in the game now except its 10x the size. and doesnt move. the main head being the center head uses fire projectiles to attack, and occasionally uses crush, which basically speaks for itself. crush is use to damage players who like to run in and melee with the monster.
- The right head, being head 2 uses magical attacks.
- The left head being head 3, uses deffensive magic on all other heads, as well as uses occasional healing magics on itself and all other heads.
- The rock hydras body, is also capable of doing a powerful stomp, from its legs. which knocks close party members over, or stuns them for a couple of seconds.
- Players must find away to conquer the beast before it powers up. The rock hydra's head 1, when it attacks steals health points from the damage inflicted to a player, inside its body. Example: if a player takes X amount of damage from head 1's physical attack then that X value is stored in the creatures body.
- When the Value (X figure) in the rock hydras body is equal to example: 200pts a new head is created. new heads are given random abilities, but only 2 abilities for each extra new head grown. the 3 prime heads can be set to a maxium of 5 ablities.
- A maxium of 20-30 heads can be spawned on the rock hydra at any one time. if the maxium of heads is achived. then the Value (X figure) in the rock hydras body is still stored, except if it reaches a certain amount of, example: 1000pts. the rock hydra may do a critical attack using all of its heads. (ie: fire storm or Meteor storm) however it will stun the rock hydra, and all of its heads for a period of X amount of seconds. Making it vanurable to player attacks.

- Creatures weakness, varies. For magical heads, best using melee. for melee heads best using magical attacks.
- When two of the main heads are killed off. example: head 2 and 3. head 1 being the prime head can resort to a rengeneration ability. this would encourage players to hack it down fast before it has time to revive the other two heads.

Summery: The projectiles from head 1 can be launched into the far distance to attack missle attackers. while the magic attack head is there to offer support. to its fellow heads. by casting spells at players, The defensive head, is there to boost protection on its fellow heads by casting Healing, or anyother self inflicted spell.

How to kill: Players should knock out the healing head first. then work on either head 1 or head 2. However the cycle for which head to kill first per quest should be random. so that way players wont know the first head each time to target.

That concludes the rock hydra Boss!

2) Golden Jelly (Boss/Creature), A mysterious goo formed creature.
This creature is a rather an annoying one!

-This creature begins battle as any other creature does. Its a slush pile of goo. but inside its jelly body lies all sorts of items. it has picked up over time.
Note: The golden jelly always begins battle with 1 or 2 gold coins insides its body. or 1x item.
-The creature's main ability is a non damaging attack. using genenticly deformed goo tenticals, (clear transperent Tenticals) to attack the player. but instead of inflicting damage they act as sticky grabbers. grabbing items from players, and returning them to its collection of goodies, in its body.

However: the golden jelly cannot grab items that the player has equiped. Even bags, or packs can not be stolen. Only items loose in a players stash, as well as small amounts of gold.

-The second ability the golden jelly can preform is called "Melt". This ability allows the creature to melt its jelly body into the ground (like vapourating water on the ground) the golden jelly then can move untraced underground and appear anywhere as it see's fit. Example: (behind players) Excerlent for suprise attacks.

-The third ability the golden jelly can preform, is "Absorb" This is almost the same as the first ability, except instead of taking items. it absorbs small amounts of MP and HP.

Creatures weakness: The golden jellies prime weakness is elemental magic's. or lightning enchanted weapons. all magic delt to the creature inflicts an electrical surge within the jellies body. (because of all the junk it has picked up) and causes it internal damage. The golden jelly still however takes minor damge from phisycal weapon, but there is a minor 5% cahnce the creature can split in half creating two annoying bastards!

Other Creature notes: When The golden jelly dies, all items or gold that were taken from players drops to the ground. allowing for players to retrive there goods.

Golden jellies, like to feel close to other creatures, for protection.

This creature can be tamed by rangers providing the player is wearing excessive amounts of gold colored clothing. (Golden jellies are attracted to gold colored things)
If a golden jelly is sucessful in capturing. A new storage icon becomes avalable in the player inventory page. (where you keep all your bags) this new icon is a small photo of your jellies face.
Players can only keep a maxamium of 4 items inside there golden jelly at any one time. If your jelly enters a battle it will not grab items from monsters unless it has free slots avalable in its body (ie, inventory jelly storage area, Items stolen are also random)
Tamed Golden jellies, do not do any damage to the enemies. but do steal items, provided they have efficent space in there bodies.

Summery: If you see a Golden jelly, always think twice about your the actions your about to do. because if you dont. there encounter could cost you more then just your life. If you own a golden jelly look after it, keep it well looked after, otherwise you may just find that having a portable inventory that steals items and doesn nothing, is more important to you then anything else in the world.

And that concludes the golden jelly creature

3) Levithan (Boss),

The levithan is a legendary creature that lives in cold climates. Tho is can also be found in large bodies of water. Example: The sea.

Prime aspect's: This legendary serpent creature has a massive size factor, It is around 2000ft long and around 750ft with width. (Tho that can be modified to fit the game preformace) The Levithan's body is made from ice shards compacted in a mysterious way to form crystals around its entire body. This crystal shell provides the levithan with the ultimate protection against vast hazardous weather conditions. Example: Sea Salt, Errosion, Cold condtions, & Pressure. Allowing it to hide in the most dangerous areas of the underwater sea, or frozen climate areas. This legnedary creature has extremely high amount of HP. and is of an unknown level (could appear as a ? leveled creature in game)

This massive creature begins battle with a set of 5 skills.

- The 1st Ability/Attack being Tidal/Ice wave is basically just that Depending of the area it engages battle. The levithan raises its head far into the air, then with an accelerating drop crashes its head into the water/or Ice causeing a massive area effect of random damage. Depending of where targets are situated, example: If 1 target is close to the levithan it will recive massive amounts of damage, and knock the target over, how ever if the target if afar from the levithan the target will recive less amounts of damage and not be knocked over. (the levithan has been told about using this attack in story tales to destroy ships)

- The 2nd Ability/Attack is "Crystal Shot". The levithan has full control over its enitre body allowing it to wiggle loose some areas of its shell causing fragments of crystals to be shot of in random directions. Players that have been inflicted by these crystals automatically suffer a small amount of hp damage as well as reducing the players movement with cripple status, however the amount of crystals shot from the levithan is low. so the possablity of being hit by these projectiles is also low. (every time the levithan uses this ability selected areas are weaken. due to the less amounts of protective crystals protecting that area of its body. this allows players to gain a small edge over the beast when trying to do effective amounts of damage)

- The 3rd Ability/Attack is not really classed as an attack but rather an ability, It is called "O2 Breath" The levithan begins to raise its head high into the air, it then engulfs a large amount of oxygen. The levithan then returns its head to normal laying down position, from there the levithan blows the air from its mouth directly at all players knocking them off there feet, and pushing there bodies some distance away from the creature. (this attack is not damaging from the levithan, unless the player collides with objects around the level once knocked off there feet. Players can direct there bodies by using the movement keys to find a safe landing position.)

- The 4th Ability/Attack Is called Shell. This allows the levithan to curel up into a spiky ball for a duration of time, allowing it to be invincable against all magical attacks, When the levithan is in shell mode it is able to reduvinate some Crystals around its body as well as small amounts of HP. (Any magical spell/ability directed against the creature will reflected off its body of crystals and send off in a random direction.

- The 5th Ability/Attack is called "Impale" This attack is Is simular to its 1st attack however is does a medium range of damage. The levithan lifts is head high into the sky, and with intense speed the head craches down on a random target implaing them with the many crystals on its body.

How to defeat: Players are best to use fire based, or draining HP based spells at this creature, however when in Shell mode magic casters should then focus on not directing magic to the beast as it will just reflect of its body. Melee Players should also be careful when engading this creature as it like to use its 1st ability to defend off close attackers. When in shell mode melee players should take this advantage to run in and begin attacking the levithan (this will cause no serious damage but will damage the levithans shell, making it easier to hit with magic, and attacks. The lesser amount of crystals on the levithans body the more damage it will recive from attacks)
If the levithan uses ability Breath, be sure to watch were your going..

The levithan primeally focuses on having a protective shell to gain the advantage over its enemies, knocking out its shell will cause it to be unprotective and thus allowing players to deal some serious damage to this creature.

Summery: This creature is hard to kill. for the simple fact having to destroy its shell before you can destroy it. not to mention its extreme amount of hp. this battle would no doubt be a very long one. but probably also a very fun one as well.

And that concludes the Levithan creature

4) Female Scavanger (Flying Creature)

Creature can be any level, and have any amount of HP within reason.

This little creature is about the size of a vulture. It is able to fly, and hunt making it the perfect creature to raid corpses for food..

The scavanger has 3 abilities. The 1st is a natral ability allow it to flap its wings in the air allowing it to hover or fly around.

The 2nd ability is "Naw" This ability is its main attack which allows the creature to drop in and attack at its prey with its beak. (with a sucessful attack the creature will heal 1-2HP)

The 3rd ability is "Signal" when the scavanger feels there is a no win situation against a target it will send out a mating call, this attracts male scavangers to its location, male scavangers will then defend the female scavanger at all costs. (male scavangers do not possess the 3rd ability)

How to kill: this creature is basically a real easy creature to defeat, tho it can get annoying since it its a flying creature. Rangers bow skill and other playrs magic skills will prove very effective towards this creature. how ever basic melee skills will prove in-effective, unless the scavanger hovers to a point where it is possable to hit with a melee wepaon.

That concludes the Female Scavanger!

5) Whip Stinger (flying Creature)

Creature can be any level, and have any amount of HP within reason.

This creature is very simular in comparrasion to its devourer/bug types. except that it flys and has a scorpion tip stinger at the very end of its tale.

The whip Stinger has 3 main abilities, these are:

1st its natral ability which is called "fly/hover" which speaks for its self.

2nd ability is its prime attack using its claws, just like its cousins do when there on the ground. except it uses it when hovering/flying in the air.

3rd ability is called "sting" which allows its body to manovuer its tail ready into a stinging position (like scopions do when you agravate them) The effect of the sting cause posion damage on the target. (Medium speed of HP drain)

How to kill: This creature is basically a real easy creature to defeat, tho it can get annoying since it its a flying creature. Rangers bow skill and other playrs magic skills will prove very effective towards this creature. how ever basic melee skills will prove in-effective, unless the whip stinger hovers to a point where it is possable to hit with a melee wepaon. Players should also be careful not to agravate the creature, for its sting can be quite painful, (Medium speed of HP drain)

That concludes the Whip Stinger!

I have 100 more types of creatures that could be suited for guildwars. if you want them then just let me know. and i will send the document file to somewhere designated by you. Or i could just add them in here..

Quest's

1) Search for the missing merchant goods:

This quest begins when the player encounters a mechant on the outskirts of the <city> (any city will do) The mechant tells some gossip to the player about his empire in marketing. The merchant became popular in the city attracting 1000s of travelers around the world. one day the mercahnt desided to move his shop to the outskirts of the city, to make it easier for travelers, and himself. (basically open up a bigger shop, away from the small allyway shops in the city) But one day the merchant encounted an unexpected customer. this customer the merchant gave the name of goldy. Goldy Came to this shop, attracted by the large amount of pretty talored clothing he has displaying in his frount shop window. but goldy unlike any other customer. felt it nessary to steal the items from the shop.

Objective: The objective of this quest is to hunt down goldy, and return the merchants goods. (these goods are: shinny gold axe, Gold plated armour, Yellow talored Dress, and a yellow vial of paint, which takes up about 4 inventory slots)

Overview: Goldy, as this criminal is called, lives in an old abandoned goldmine. But to the players surprise goldy is not a person, but a very large king size golden jelly protected by a few smaller golden jellies.

This king sized jelly is almost exactly like a normal golden jelly except it has an 3 extra abilities 1st is:

"entrap" which entraps a single being inside its body. (ie: a player) when a player is held captive inside the king jelly it is also effected by the damage players inflict upon the jelly, so the player also becomes damaged. King jelly auto-matically receives 2 random abilities from the player trapped inside of its body, these abilities will stay with the king jelly until it is defeated.

2nd is:

"Spit" which allows the king jelly to spit out any player held captive inside its body.

3rd is:

"Sqeeze" When a player is held captive inside the king jelly, the king jelly may sqeeze the victim for HP. If the victum is dead, squeeze will fail to work.

When a captive player is inside of the jelly they can not, move, attack, cast spells, or use items.

The king jelly begins battle with no major damage dealing abilities. for it to suceed or stand a chance in the fight ahead, against a full party of players. it will relay on its major abilities "entrap", "spit" and "sqeeze"

Reward: Upon defeating the king golden jelly, player will recive 1 of the merchant items. when all the remaining 3 little golden jellies are defeated, the player will recive the remaining items. so if you dont understand what i ment this table might help.

1 quest item from each normal golden jelly.
1 quest item from king golden jelly.

When all four items are retrived and taken back to the merchant, the merchant thanks them for solving returning his items. in return he gives the player a small vial of goo.

This goo can be put onto any kind of armour, or weapon. depending on what its added to gives various properties to that item. example:

If its added to armour, that armour recives a 10% protection bonus preventing golden jellies stealing from you. (ie, harder for them to take your gear)

If its added to a weapon, that weapon recives a 10% damage bonus done to golden jellies. (however there is a 5% chance the golden jelly might split in half as i mentioned earlier, creating two)

Mission completed!

2) The mystries behind the violent Sea!

This quest is for players to find out the reason as to why so many boats/ships have been seen in ruins washed up along many coast lines.

This quest may also prove to be effective if you dont want players adventaring to far, or you want to prevent there access to certain cluster of islands. For the simple reason of setting up a npc in each town that has a port, which will inform the player that all transport has been halted until the mystery of the sunken boats/ships has been solve. (in other word why send more boats out when they are only going to come back destroyed?)

Anyways this quest resides around that big levithan boss creature i mentioned earlier. I havent yet thought up much of a mini storyline to benifit this quest. but i'm sure many other people have there ideas..

Conditions

1) Curse - Reduces health and mana by 20% (cure by monk)
2) Petrify - Renders play obsoelite for a duration of time. (cure by monk)
3) Tight Pockets - Makes inventory inactive for duration of 5 seconds.
4) Hot Head - Causes 1 skill to become inactive for that battle.
5) Frost Bite - 50% Attack and health reduction. (cure by monk)
6) Fractured Limbs - 25% movement & attack Reduction. (cure by monk)

Genral Ruins

1) Cowards Ruin, +75% faster walk/run. -10% to XP gain.
2) Mind Blanket, Is exactly like Vigor ruin except its only effects Mana.

I'll put more on this later, its a great game, i enjoy it this beta weekend, cant wait for the next. i just expected abit more in the customize section for player characters. and there guilds.

lordcack

Pre-Searing Cadet

Join Date: Feb 2005

While I like the idea of adding more races, I think that I have read in interviews on various web pages that new races will be handled in future expansions. I know those things I read were not things set in stone but it would explain why their are no more racial options.

But I think that adding a few more facial/physical options to the current character creation process would be great.

I think the inventory system is fine. The economics of a game of this type, if not done properly with longevity in mind, can bring the entire game down. So I don't see a problem with the money sink. The notion of making it possible to share inventory over your entire account isn't the answer. The one thing I hate about most MMOG is the concept of a "mule". Its a cheap cheat.

It makes things interesting to have limited inventory. "Do I keep this sword...well I don't really have room." While that may seem bad, I think that it adds flavor. But I think adding a bank system would be more than adequate.

Makarei

Elite Guru

Join Date: Feb 2005

Yeah like pony tails, it be nice to have my ranger dude with a beard and pony tail. instead of limiting it to just pre-made faces and hair cut designs. allow the face, but give players the choices to customise the rest. i like that idea lordcack.

Soup Erman

Soup Erman

Ascalonian Squire

Join Date: Feb 2005

Ham Storm

sorry I didn't read through the whole thread, my apologies if I repeat anything.

Storage:
I like the idea of having to get additional bags for more storage, but the first bag should have a larger storage capacity to start with. Account and guild storage have been mentioned enough , a guild bank would be nice where members deposit money into the guild bank and officers can dish it out to people in need of things on request, or use it to buy (the promised) extra stuff for the guild hall. Some of these items would only be purchasable from the guild bank account.

Armour
Why does level 1 armour look the same as level 20 armour? I want people to know that my dude has the best armour in the game. For the BWE's, the grind on the armour is acceptable. For retail I'm a little unsure. I needed 112 bolts of cloth, 28 shells and 600 gold for my lvl 20 hydromancers armour - I got it all in a few hours. Cloth has become too readily available.

Dances
Whoever put the Seinfeld dance in there deserves a pat on the back and a beer . Rangers breakdance was cool, but was maybe spinning a little too fast? There was something wrong with it. I think the female ranger got the short end of the stick, her dance wasn't interesting at all. Monks dance's were awesome, however they both were very similar, it would be cool if male monk did drunken boxing or other martial art dance. Mesmers were very classy, but both too similar. Warriors were awesome, male was soo funny.

Olde Ascalon
Great area IMO, loved the beer quest. Quite a few bugs, ie text not fitting in boxes. People seem divided on the difficulty of this area, so, make a difficulty option for just the beginning area, which you can change any time if your finding it too hard or too easy. The start areas were so big for just two people, I suggest that those areas are not instanced but rather can fit up to 20 people, or at least allow parties to be 3 or 4 people. I was trying to teach two of my friends how to play at the beginning, but couldn't roam with both of them at once.

Thats all I can think of, for now

Pipahh

Pipahh

Core Guru

Join Date: Feb 2005

Montreal

Guild Related ideas:

Toggle Wear/Remove Cape Option
I’d like to see an option added where you can have your Guild Cape showing, or removed as simply done as changing armor or weapons. With the different fashions of armor sets available for the professions it’s nice to show off your super sweet clothing without the cape getting in the way.


Guild Fashion Accessories:
I’d like to see Guild accessories. The idea is like what Nike did that really took off in the 90’s when head and elbow sweat bans, visors and all kinds of other accessories came out. Something like those accessories but with your Guild emblem on them. These accessories could be put on the helmet, chest area, or side of a leg.

These could either be upgrades the Guild leader would have to pay for to make accessible to the guild, it could be all together free (another perk of being in a guild) or they can be upgrades added at the crafter for either extra cost of gold or crafting items.

Guild Award(s):
Give the Guild Leader the option to give an award(s) to his/her star member(s). Kind of like an ‘employee of the month’ style option where once a month the Guild Leader can give recognition to a good all round guild member. This can be something that only the other Guild members can see in their guild options, or it could be an outward expression of this award by some sign showing this person his been honored with the Guild member of the month award. Could be something added to the cape like a crown or star over the Guild emblem, something added to the person's name... or in a different way.

Artemis Entrerie

Pre-Searing Cadet

Join Date: Feb 2005

Quote:
Originally Posted by Sinfear

-Said it befor ill say it again. Henchmen are wonderfull idea. Some days I just dont feel like chasing around noobs, doing mission/explore. Fun just to sit back work on some exp, farm items and smile at the wonderfull landscape. BUT henchmen are WAY out of tune for the lvl or content in alot of places, granted not all. For instance, there would be no way at all to finish off a mission solo on the way to Krypia (sp?), but when you do start missions in Lions Arch they are MUCH better. Hard to win with them but at least its POSSIBLE. Going to add one more thing about henchmen. If you do anything at all to them add comands to them. /hold here, /assist for example. Worst part about them is they rush anything you target pulling adds like mad. No way to pull npc with henchem.


I will second that. The Henchmen make soloing a much more attainable goal, and therefore, for me anyway, the game more attactive. But..Those henchmen levels need to be a bit more tuned for the level of your own character. Perhaps some sort of Player based mercenary system whereby said player could offer their services for differing percentages of XP or plundered gold.

PaladinBlue

Pre-Searing Cadet

Join Date: Feb 2005

I've seen alot of great suggestions here, and I want to first off note a few I am in agreement with:

STASH - Yes, there has to be some form of stash/bank where a fella can store that nice bow for later use/trading. I myself would also like to see a shared slot, so I could give that bow my elementalist found to my ranger, who really needs it, instead of liquidating it.

PACKS - Yes, it's currently a bit obscure and pricey to obtain your various packs (I only got a belt pouch on two of my experimental toons, after alot of hunting around) While I like the idea of questing for these things, you should also be able to buy them at the beginning, for a slightly marked up price, from an outfitter.

GUILD LOGOS - I agree that guild logos should be importable (have the image go through a screening process on the website, just like when you submit an image for a personal ad/signature image). I also agree that there should be an obvious reason why you arent equipt for battle in town (sheathed sword/axe, hammer hanging from belt, staff/shield strapped to back, etc.) and I do like that you take off your helm/cap/veil in town. It shows you are there in peace, for commerce and such ... a very nice touch.

PvE vs. PvP - Yes, I know the man thrust of GW is PvP/GvG ... but I love my PvE, always have, always will. I've played most RPG's, and all the MMOPRGs I cared to try, so I understand the need. But I dont ever wanna find myself HAVING to scrounge up a pick-up group to kill a mob for any quest. Quests should always be at least somewhat do-able for a solo player with or without henchmen. And yes, I played all and loved all of Old Ascalon. Awesome work there. Keep the quests in the game, make them rich and diverse ... we non-PVP'ers will thank you for it, and keep playing And yes, I do plan to do GvG as well, but the usual one on one duel never appealled to me. /shrug

More to follow when I get more coffee in me, thanks for a great weekend! Cant wait for the next, it starts on my birthday, what a great gift to get!

DWD-Jack Daniels

Pre-Searing Cadet

Join Date: Feb 2005

Quote:
Originally Posted by bobert
7) More emotes and more types of dances
bobert
I have seen alot on the Dance Emotes needing to be upgraded or changed all I have to say is this, I don't recall ever reading about the Dev's turning Guild Wars into a Dance Dance Revolution Game. This is suppose to be a game for forming Guilds and working with other people to meet the goals of sertain quests. Over the course of my weekend I never saw the Quest where you must dance to save your fellow gamers.

The emotes are fine the way they are, they don't need to be changed.

I remeber reading from someones post was that they should also throw in Verbal Scripts for the NPC that is a realy good idea for the gamers that never sleep and get the eye stigmatism of doom.
*Eeekk I can't read it what is the npc saying to me!*
Now if they need people to do a few voice-overs, I'm free almost every weekend.

Pipahh

Pipahh

Core Guru

Join Date: Feb 2005

Montreal

Chat Ideas:


Trade Chat
We have different chat options, some examples of these are…
! = all in area hear you.
@ = guild members only hear you anywhere.
# = group members only hear you

Have a chat option where only people who want to buy and/or sell can hear chat messages.

~ Chat options: set to see trade chat messages
~ Send trade chat messages by doing something like: $(text)
~ Everybody in that district (or even in every district of that area) that has the trade chat option on can see your message. This could really cut down the spam in towns.


Guild Chat:
Have two guild chat options
1st - the one we have now
2nd - guild chat with members only in the same area as you regardless of the district (any district because of they decide to meet in AC they can still say.. come to dis whatever and only those in that area hear)
The reason for this is if you got 4 guild members in the middle of a quest or GvG they might not want to hear what 5 other guild members are talking about in town.

Mumblyfish

Mumblyfish

Lion's Arch Merchant

Join Date: Feb 2005

Blighty

Kansas City Hotsteppers [KCHS]

Excellent idea, Pipahh. That's just what the towns need; a way for those of us who aren't interested in buying other players' castoffs to block it completely. Thumbs up!
Quote:
Originally Posted by Pipahh
Trade Chat
We have different chat options, some examples of these are…
! = all in area hear you.
@ = guild members only hear you anywhere.
# = group members only hear you

Have a chat option where only people who want to buy and/or sell can hear chat messages.

~ Chat options: set to see trade chat messages
~ Send trade chat messages by doing something like: $(text)
~ Everybody in that district (or even in every district of that area) that has the trade chat option on can see your message. This could really cut down the spam in towns.

optimusprym8

optimusprym8

Pre-Searing Cadet

Join Date: Feb 2005

Brighton, UK

My tuppence of suggestions:

1. Ability to travel to friends locations if they are in town areas via option in [online] friends list. Obviously not possible if they in an explorable area or mission etc...

2. More character choices; scars, cigars, tatoos, body shape etc

3. Clicking on the mini-map starts you walking there. Many a time I want to get somewhere far away and want to leave my character walking there whilst doing something else...

4. Have backpack and belt as starter inventory with option to buy extra bags if want. Not enough slots available at present.

5. Quest log - tab for completed quests, it's always nice to know where you have been when thinking about where you are going, or something equally deep and meaningful...

6. Audio to accompany poison, choking/gagging or something like that...

It's interesting to read everyone else's thoughts but I guess a lot of issues will be covered when they have a manual in their hands!? (I hope...)

Pipahh

Pipahh

Core Guru

Join Date: Feb 2005

Montreal

Quote:
Originally Posted by optimusprym8
1. Ability to travel to friends locations if they are in town areas via option in [online] friends list. Obviously not possible if they in an explorable area or mission etc...
I'd like to add to the idea on finding friends....

People in town/outposts are blue, NPC are yellow, people in your group are green. Have people on your friend list show up as a different color too.. grey, orange, whatever.. (also for guild members too, don't remember if it's already like that, haven't noticed it)



Items & Hold Space Ideas

Inventory Holds: *hot topic*
I liked the idea of the belt and two bags added in Jan BWE because it’s a great way to sort different items.
This month I come on and start a new level 1 to find out I’ve got no belt, no bags...

I’d like to see at least the belt back when we start new characters and the two bag prices reduced in cost. Also put them in an area that doesn’t take so long to get to. By the time I was in Yak's Bend I had to dump I a lot of items in quests that I could have sold of money to buy the bags… or could have kept some of those items for later.


Wardrobe Storage
Rather then using up bag space how about having the option to put clothing into a kind of storage area like the skills that we can’t access once we're out doing your thing. Its clear fashion will be a big thing with the many different styles of clothing/armor each profession has to pick from and people will try to get as many sets as possible while time goes on.

note: some quests could have a lot of earth & fire damage (as an example) so it would be nice if we still have the option to carry clothing sets on us if we wanted.. but that of course takes up hold space that could be used for items. Making it an option between having handy clothing or space for stocking up on goods... options are good

Makarei

Elite Guru

Join Date: Feb 2005

Emotions, like /dance, /sit are cool. but just need a few more, as i mentioned above somewhere. these things allow your player to interact with other players. like before guild wars ended on the weekend. everyone was dacing to "the end of the world" i thought it was funny. but if you got rid of those things, people wouldnt be able to express there characters moods, players would be just limited to basic chat. plus i know some people wrote there not needed, well the way i see it is fi you dont like them dont use them. but i'm sure many other people like myself find them interesting and fun.

I dont know about voice for NPC tho. it might increase the size of the game massively, the speech files that is. it would be nice bonus to have but i dunno how they get away with speech being packed into a small file for all connection users to download..

About quests, it would be nice to have quests that cant be completed because of storyline deleted from the quest tab. like i forgot to do 3 or 4 quests before the war. now that i'm in the future after the war. i can not go back to the early stages of the game and do those quests. so i think they should be deleted, so the player starts off fresh in the new era after the war.

with PvE you could have a script which detects how many human players are in the party who is entering X map and how many henchmen. if its only one human player with/without henchmen then your creature levels or amount of creatures are limited slightly. to give those people a fair go. but if your like me and mass an army of guild members and charge into the next map. then yeah of course the scripts going to know how many human players, pets, henchmen there are, and beef up the amount of creatures and/or levels. that way the system works out equally for all players. but if worked out correctly the game could still be a challenge for both parties.

As optimusprym8 said about clicking on the map and walking there would be good, but also bad. path finding solution would be needed which could also result in away to finding the secrets without actually looking for them.
Like the mission to kill the ice drake, if i click on the map where it is, my dude is going to walk to somewhere where the enterance to the ice drakes cave is. blow the wall and i'm off to kill it. i dunno about ther players but i like to hunt search for those hidden things. Tho your travel to friends location is good, provided you have also been there. otherwise it could result in a rush me to this part of game. like d2 characters did with waypoints..

Bigger back packs, with scroll slider bar feature would be nice. you could even add a small downfall to bigger back packs. like -10% movement or something. Or add a talor to the game who will upgrade your backpack, adding more pockets, and areas to put ya gear.. this would give more inventory slots. of course you would have to go out and find the materials for the talor to upgrade your pack. he could also do belts, add more compartments for items. i dunno about sacks tho. you could limit sacks to hold matierials like coal, seeds, linon, cloths, those crafting materials. and have backpacks for the heavier stuff, like swords armor etc.

As for the bank idea, it would be nice. even have a lockbox, where you could stash an item(s) for later use as some dude said before me. lockboxes could come at a small fee. 1 slot in lockbox for x amount of gold. 2 slots, 3 slots, all the way up to 10 slots. so you could hold 10 items at tops in your longbox. its kinda like a stash but it costs to upgrade it.

I'm done for now.

Pipahh

Pipahh

Core Guru

Join Date: Feb 2005

Montreal

Few More Ideas

Map Notes:
Keep the map we have now but also offer another map like it that we can write notes on. Create small useful symbols that we can use to tag areas with the option to write some notes on the tag.

Cinematic Chat:
Allow the group to chat while watching the cut scenes that are in the middle of a quest so they can prepare themselves once action starts again. My only problem with this idea is people will start spamming and talking crap trying to get everybody to skip. The developers would have to look at the pros and cons with this idea to see if it’s worth adding.

Pipahh

Pipahh

Core Guru

Join Date: Feb 2005

Montreal

Buy a Room/Apartment

No Place Like Home:
How great would it be if we could buy an apartment! What would it be used for you ask? Well for starters it would be a great place to have a stash box if that is ever added to the game, could also have an area to put your extra clothing/armor. Maybe hang some of your weapons on the wall and fill a china cabinet with some items you found to show off to your guests who you invite over for tea. Have things we get out in the fighting areas like a stuffed Justiciar Hablion’s head after killing him and put it over your fire place to show off. Take screen shots that show up in little picture frames.

But why? Why get a living space we don’t need it in this game???!!!
To add a personal touch to the game, to have other things to work on other then fame points and collecting skills and goods. It’s something I’ve never seen before and something developers could add to the game to really give the players a way to express themselves and make their character as real and personal as possible.

Houses would be great but to have 500,000 house would be nuts! Apartments or rather something like a hotel room you could buy would be ideal. It would also have to be limited to 1 ownership location per account.

The sky is the limit with this idea, all kinds of things could be added or done to make this thing work. I’m sure this would take a hell of a lot of coding so I don’t think it could be added in time for the release date but it’s something that could be added later in the game via a patch or on the 1st expiation pack whenever that comes out.

Devil's Dictionary

Devil's Dictionary

Wilds Pathfinder

Join Date: Feb 2005

Presumed missing...

Me/N

Quote:
Originally Posted by Pipahh
Buy a Room/Apartment
There's a Guild Hall, mate. Although for the moment it isn't for much, ArenaNet might expand it. Maybe there will be a chest?

Nommad

Nommad

Pre-Searing Cadet

Join Date: Feb 2005

New Mexico

There's alot to digest in the suggestions and alot of good suggestions.
I'll keep it brief with the ones I really want to simplify game play.


1. A Hot Key that will center my view forward.
(In follow mode it's nice to see the different views but it's a pain to use the mouse in the heat of battle to face your target though sometimes you don't want it centered... a hot key to center view would solve it.)
2. Make the "T" command automatic to what ever you have targeted.
(will not only simplify what to attack but who is being attacked and might need immediate healing/buffing or assistance)

3. Customizable Hot Keys (hot box) for editable text/commands/emotes
Stackable Hot Keys like Shift+ 1
4. Chat Filter / Tabs to quickly switch channels
5. Sticky Pins on Maps for labels/notes
6. Prefered Original Bag Interface
7. Account/Guild Storage
8. Switch Characters without exiting the Game
9. Ability to reassign the Leader of the Group.

zersenser

Ascalonian Squire

Join Date: Feb 2005

Chat: for international users, a filter for preferred languages would be desireable. Eg. mark german and english (depending on the available languages in the perferences). Afterwards, I'll receive only messages from users I'm able to speak to, and can ignore french or whatever, that I don't understand... that filter should applied only on "all".

Quest log: needs work... should contain all relevant messages of characters, not just the first one.

Inventory: I think its wise to limit the amount of storage. Its a player and not a warehouse. But you should have one inventory, which space is increased/ decreased depending on how many bags or whatever you have. Features like special clothes eg. could provide one extra space, etc...

UI: store two (normal, battle) UI settings (change with hotkey...) for every character.

For noobs like me: a tutor (NPC) at the beginning of the game. Talk to him and he/ she explains the details (moving, getting used to the UI, attacking...). The others users just skip it if they're annoyed...

PawnBoy

PawnBoy

Academy Page

Join Date: Feb 2005

Canada, Ontario

Team Backspace

N/R

I remebered this while reading about the cinematic chat suggestion. While the cinematic chat would solve this problem to some extent, it'd be nice if the gameplay would freeze while a cinematic was running...There's nothing like 2 out of 3 party members trying to skip a cinematic, only to have the 3rd refuse and have your monk henchmen and another party member die. It kinda ruins the cinematic when you're helplessly watching your party get torn to shreds in the background.

adobo76

Pre-Searing Cadet

Join Date: Feb 2005

Why not in later levels have horse like creatures to ride or winged creatures you can fly on?

How about swimming?

Ciarre

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by DWD-Jack Daniels
I have seen alot on the Dance Emotes needing to be upgraded or changed all I have to say is this, I don't recall ever reading about the Dev's turning Guild Wars into a Dance Dance Revolution Game. This is suppose to be a game for forming Guilds and working with other people to meet the goals of sertain quests. Over the course of my weekend I never saw the Quest where you must dance to save your fellow gamers.
I don't know if emotes need to be changed or not. In the newbie areas you're always going to see the new people trying out the game controls and that includes emotes. Emotes just might be in the game to help with the rpg aspect and well, sometimes people want to be more than just a tank.

I still think a Desc would help a player express a great deal of personality and could also be used to carry messages about buying/selling, looking for group etc. A lot of mechanical parts can be programmed in, but then it simply becomes a robotic kind of place with no personality. I like to see folks be able to express themselves in a constructive way that allows me to experience, or not experience, who they are, what their plans are and what they're currently engaged in.

I can think of no easier way than clicking a button on their name and reading what they want to tell us. Great way to silently sort who you want to play with and who you know you may not get along with.

Not to say that the mechanics shouldn't be there, if there was a trade or "want to team up" list accessible from any town/outpost then if you don't find someone near you, you could always check the lists. Character descs would flesh out the game in that the players would seem more like people to each other, right from the start, rather than only someone to clear a field of mobs with.

And if they could change their Descs on the fly then maybe they wouldn't obsessively emote to get attention

Ciarre

Illuminus

Illuminus

Academy Page

Join Date: Feb 2005

Greetings

My apologies if this was suggested in the past. I really enjoy playing with the ranger traps, but there is one thing that i really wish traps would do. And that would be to allow the player and his allies to see where the traps are placed. Most of the time, team members dont even know that you are placed traps in the area which could be to their advantage if it was slightly visible.

Regards
Asgar

PawnBoy

PawnBoy

Academy Page

Join Date: Feb 2005

Canada, Ontario

Team Backspace

N/R

I know a lot of people have been suggesting a seperate trading area, or a trading chat filter...or something along those lines. I'd just like to remind them that (As long as my memory serves me) there is an auction system in the works. Now if anyone has any experience with any modern MMO's they probably know that this will probably solve virtually any trading problems that we had in the last beta weekend. Anyone who wants to sell, just puts their stuff on auction and waits for the first person come along and buy it....no heckling, or "I'm over by the fire". As long as I recall right, that they are planning on putting an auction system in, I don't think we should bother reccommending any trading changes. I believe that will solve our problems. If I'm wrong.... Then I suggest they put an auction system in.

Ciarre

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by DEATH AT THE DOOR
There's a Guild Hall, mate. Although for the moment it isn't for much, ArenaNet might expand it. Maybe there will be a chest?
What about those of us who may not join a guild? Since individual gameplay is part of Guild Wars those who choose not to join a guild shouldn't be penalized by not having space to store.

Frankly I like the idea of having a one room place with a chest or pantry or whatever will fit the game environment. If this turns out to be as good as I think it will I have a feeling I may break my solo career to occasionally team up with 2-3 other people (and yeah that party restriction needs changing). It would be nice to have a place to kick back and be goofs, emote, sing, drink, tell fish stories away from everyone else where they don't have to be affected by what we're doing. Maybe someone wants time away from guildies with other people and doesn't want to feel guilty to be seen standing about with them. Whisper or PM just isn't enough sometimes.

You know guys and gals, this game is very visually appealing and has great gameplay for just about any player. It would be interesting to see it's environment expand to include the idle chats, birthday parties, private weddings, victory celebrations, etc. I think the retainage rate would definitely increase if that aspect wasn't just left out of the experience. After all, it's rpg and players may want to do more than hack and slash.

Maybe it can turn into the all-inclusive, totally immersive environment that has been the Holy Grail of all online communities from the start.

Ciarre

Thundermaine Hilts

Thundermaine Hilts

Ascalonian Squire

Join Date: Feb 2005

Tallahassee, Florida

Hey, I just wanted to place my suggestion from Questions and Answers thread here also. As stated earlier, I totally enjoyed playing your fine game, the graphics were wonderous and amazing. The maps are extremly helpful, and save time in going from point origin to point origin. My suggestion is that it would be helpful if we had a description of the country we are playing in, on the log on screens, and loading screens. Maybe even about the friendly races and towns of GuildWars... in this way the new players of newer players would have background from which to play from.

I have been playing RPG's and strategy games since I was eight years old, and this game is truely a great game.

Peace.

Aladdar

Aladdar

Elite Guru

Join Date: Jan 2005

That suggesstion reminds me of Knights of the Old Republic game. I really like how during their ridiculous hold times they put little bits of history about the society's, npc's, etc... in the game.

=WM= Azrael

Ascalonian Squire

Join Date: Feb 2005

Montana

Clan WidowMaker

W/

Not sure if anyone else mentioned these yet, but here are a few of the suggestions from my guild..

1) We'd like to be able to name the pets, even if it is a fee to a Ranger or tamer somewhere. One of the benefits of this would be when there is a party with multiple rangers, they can tell whos pet needs to be healed

2.) We'd like to have the prince a) fight as if he possesed a brain and b) not get stuck on trees... and rocks... and walls...

3.) A Guild vault on the guild island to make it easier to trade items between players- i.e. a warrior dumps off there salvaged wood and parchment so the rangers and necros can use it to upgrade there armor and etc.

Thats it for now, I'm sure I'll gather more feedback soon

Ronin

Pre-Searing Cadet

Join Date: Feb 2005

Quote:
Originally Posted by kunt0r
Remove the bag system. The original pane system was fine, and you went and "fixed" something that wasn't broken, making it horrible. No idea why you added the grind needed for storage, thought it was supposed to be minimum grind

The new starting area is a joke. Looks real nice, plays real boring. I haven't seen one non-pver like it. You basically took an action intro in E3 and turned it into a coma inducing bore-a-thon over the months. Not only that, oh no theres more, just like the bag system, you copied all of WoW's fun filled gameplay elements:
Couldnt agree LESS.... I was a diehard PVR/RVR (er) in DAoC. My moto was "I HATE PVE" after leveling my Ranger to 50 solo.

I loved the New starting Area It was major fun! I loved the Catacombs. I relly felt immursed in the environment. I was there long enough to gather enough gold so after everything blew up I had enough gold to buy a new set of everything Including hides and such to get my new suite crafted.

Personally I think that is the BEST noobie area even in any game!

Quote:
Originally Posted by kunt0r
-Over 56 years of running needed in the new area
-No skill is needed, you just need to run a lot, talk to a lot of npc's
-Quest's require no skill, just need to spend 34 years figuring out where to go
-You start off with nothing. Why. How many good movies start off with nothing? None. Good games and good movies alike start off with you already in a progressing story. E3 did that (kinda), this does not. No one cares about being young or the past. I'd much rather be like E3, I spawn with all my skills, some stats to alloc, and in the middle of a battle.

Its called building your character in a RPG. IF you want ready made go Ebay

Quote:
Originally Posted by kunt0r
You can add some "...you've been seperated from your batallion..." story, auto-give a temp quest to "...find your squad...", then let the player bash, wreck, maul, shoot, and plow his way through it. Then after an hour of fun filled action, you can teach players the few thing's they wont learn by themselves. In E3, I learned how to play after killing a few monsters. I am also not a rocket scientist. The new approach is geared towards mentally weak goldfish, you're assuming everyone who's going to play the game is going to be an idiot, and they need some butterfly+bunnyrabbit area to introduce them. Meanwhile the rest of us are alienated and bored to tears. You couldn't pay me to play in that area, I can't stress enough how terriblly boring it is.
I understand you worked long and hard on this new area, but you guy's missed the bullseye on this one, infact, you really didn't even hit the dartboard..
They hit the bullseye dead on! Great JOB!! Nice Rant. I like the bunny comment. It was a noobie area!

Quote:
Originally Posted by kunt0r
Missions hould have more monsters. Although my memory isn't the greatest, E3 you usually fought against 4-6 monsters at once. These new missions have groups of either 2-3 monsters, and it's just not fun...everyone killing the same guy. Battles should be larger, 8-12 monsters of different types, so there's actually a strategy in it.
Maybe to make it more challenging try fighting with no armor????

All in all I think the game is Great, sure it has work and tuning to be done this game today as it is I would buy and I think it sets a new standard in MMO world (CMO if you like)

again GREAT JOB

Origomali

Pre-Searing Cadet

Join Date: Feb 2005

I spent my weekend getting to know the characters, running each one up to level 8 and going to post Ascallon once by mistake. In my experience a warrior class will do extremely well in the begining of the game and be a pillar of strength for quite some time until running into powerfull spellcasters and the such. Magic classes do poorly in the beginning and do much better in support roles in the middle then do remarkably well at higher levels. The warrior here seems to have nothing but disadvantages as his beginning skills cause him to take extra damage even while healing himself while the others allow healing even while attacking or spellcasting. I can understand Warriors taking the extra damage but am sure it can be toned down a bit.

As for the solo-ing aspect. I enjoy it and hope it is not destroyed like Blizzard did with Diablo 2. I believe it was a good move for online but it also messed up single player too. I am forced to play "multi-player" due to the popularity of the games and no one releasing a respectable (to me anyway) single player game. I do enjoy playing online at times when I can find mature people to play with and allows me access to a wider veriety of goods that can only be found and not purchased.

Xephania

Xephania

Elite Guru

Join Date: Feb 2005

Birmingham, England

[COLOR=DarkRed]I think somewhere either in a seperate window (like guild and part windows) there should be some sort of notepad so that I can take notes on places i have visited or where i need to go or where i have found particulat collectors/skill trainers. I think that would be very, very useful. Otherwise there is no way in which this great gam could be improved![/COLOR]

Whyte Devil

Elite Guru

Join Date: Feb 2005

One suggestion I'd make is for the level 20 characters you can make during the betas to either have or have access to all skills so that we can experiment with certain skill combos. I had an idea for a variant of the illusionary warrior that I see everywhere and was trying to find out how a few of the things worked that I had questions about but it was a huge pain to find/acquire all the skills needed. This is assuming that the only reason for level 20's is to experiment with potential builds. Maybe nobody else had that problem but at least 4 of my desired skills were sold at very out of the way locations if they were at all and I don't have the 200 gold to buy a skill ring and charm from somebody.

Reaver

Pre-Searing Cadet

Join Date: Feb 2005

Hello fellow guild wars weekend warriors, and hopefully a game developer or two. I quickly scimmed the previous posts to make sure these havent been mentioned already. Hopefully if I missed one, I will have at least added my own insight on the topic I have played in 3 events, and after observing the game closely I feel strongly that these suggestions should be considered. Thank you for reading


=>More Inventory Space Early On

Im sure I speak many when i say that we need more bag space in the low-mid levels. The slots fill up entirely too fast. When doing missions, my bag filled up halfway through commonly. And i missed out on good items and loot because of it. I think if there is enough space for one missions loot, that would suffice. Maybe having 2 bags to start with would do it, or simply making the starter bag a few slots larger.

=>Player Made Groups in the Arenas

Having the option for players to make their own groups in the arena would make it alot more appealing. As it stands right now its all about luck, not skill. If you get a group of all Fighters, youre going to beat a group designed to kill casters. No combat was needed to determine the victor in that kind of matchup.

This option would also allow friends and fellow guild members to fight along side eachother in the arena, providing practice for later GvG and honing their skills as a team together.

It would be simple enough. Have a button for the current random match type. And have another one to start a team, which will have to be filled with people of your choosing before it can join the fighting.


=>More Varied GvG Landscapes

I think GvG would be alot more fun if there were several different maps to play on for each battle type. Desert, snow, jungle, mountain, caves,... in the sky, underground, flat planes, ect. There are endless possibilities. I just find fighting on the same map to be stagnant after a while.


=>More than 8 skill buttons! Its just not enough

I would like to see at least 10, maybe 12 usable skills/spells in combat. The game is supposed to be about using your creativity to kill instead of grinding, and I feel a lack of usable skills in combat limits this idea significantly and encourages cookie cutter gameplay.

Hope you found these insightful. I look forward to future events, and I want Guild wars to be the best game that it can be!

Netrol

Ascalonian Squire

Join Date: Feb 2005

Okay how many times have you used a bow string on a great bow and then you found an even better bow string. Or maybe this happened with a sword. You have no way to take of the upgrade to apply the new one and you can't apply the new one while the old one is on there. A salvage kit will get the string back but you will loose the weapon. I propose and upgrade removal kit so that you can remove an upgraded from a weapon without destroing the weapon itself.