A Consolidation of Community Suggestions to Improve GW -- Both PvP and PvE

kelvanor

Academy Page

Join Date: Jun 2005

colorado

{AOE}

Mo/Me

a few things i posted elsewhere:
Spirits:
Whilst everything supposedly has it's respective counter, spirits are lacking in that department. EoE (edge of extinction, isnt really that effective, aoe damage is also not that effective aka fire magic, putrid is an option that works ok) Although they can be beaten; fighting or even playing a spirit spam build is boring for everyone and takes away from the fun and fluidity of the Tombs tourney, resulting in long boring matches that leave everyone cursing like pirates.

nature's renewal: way overpowered, and against the spirit of the game due to the fact that it destroys the use of a whole subset of spells (chants) and therefore forces teams to build around and against it to a degree which degrades creative team building. Firstly need to make it so that it cannot be stacked aka max of one spirit only on the ground.

Frozen soil: perhaps single down at a time as well as shorten timer, shouldnt be a fire and forget skill considering how powerful it is.

another possible fix for spirits in general:add a "maintenence cost" aka 'every 5 seconds costs 3 energy to maintain this spirit or it dies.' therefore would have to pick and choose combos of spirits rather than just spam a large amount of every type. make it closer to online with enchantments, which require maintenence and can be removed.

PVE side:
monk unkillable farm build fix: (reffering to the one where you lower you Hp to 100 and use prot spirit/mending/smiting to be unkillable) make prot spirit based off HP's before rune/death Penalty HP losses
aka:you cannot lose more than 5% of total HP before DP/rune adjustment. that will fix the exploit which is running rampant at the moment and destroying honest sup. monk rune prices.
for those of us not interested in finding the best way to cheat our way to uber riches and gear these types of builds can be quite frustrating to watch succeed with such abandon.

DarkWax

Pre-Searing Cadet

Join Date: May 2005

Hi,

I posted this elsewhere, in a similar context. As much as I love this game I'm encountering some sort of boredom - I'd never expected coming this so fast. So I put together some ideas that could beef up this thing:


1.) Enhance the PvM experience!
Much was announced about the benefits of streaming & instancing - we all know it. But there's the same map, the same monsters, everytime you enter an explorable or a mission: "Hey girls, be careful, 3 of this nasty scorpions will appear up this hill!" It's getting boring. You know the road, you know, where's what monster and how much, all you can do is to explore the fastest way.
Why don't we have random spawn points? Why don't we have random quests? Why don't we have random bosses with good drops?

Imagine wandering around in Ascalon with your L20 hero you'd find having the collectoresse (random NPC) having an exclamation mark (random chance, lets say 5% when entering an outpost/city). She'd tell you that an awesome moster were devastating (random quest) the Diessa Lowlands (random region) - zoning there you could search the region for it. It'd be a L30 Charr Ashwalker (Lvl and profession based on yours - a monk would get a necro, mesmer or ranger) surrounded by 5 groups of 3 [regionlevel] other Charr. Kill him and have a 10% chance to find a good item suitable to you.

Another possibility were to calculate the monsterlevel by the level of the lowest human player.

2.) Enhance the PvP experience for the "intermediates"!
We have, at the moment, 2 versions of PvP:
- a.) PvP for "the rest of us": Random 4v4.
- b.) PvP for the pros: any other form of PvP.
Even in team 4v4 a not optimised team will fast get ganked by the faction farmers from the pro guilds. There's 1 PvP mode for beginners, all other for the pros.
But "the rest of us" is the wide majority, and we have nearly no chance to get "pro" if there's no possibility to learn. And this only suitable random 4v4 is getting boring fast ...

Imagine your small guild could do 4V4 GvG, facing other guilds in your skill range - best in a sort of "intermediate league". This would give those unnumbered smalls guilds a chance to learn, have fun and even ascend to the "pro" level.
Imagine more sorts of "low level" PvP - random 6v6, team 6v6, some copy of tombs but random/team 4v*/6v* ...

We need a way to grow "the rest of us" to "pro level"!

3.) Kick the Account-Guild connection!
I'm in a guild. A small guild. A guild of people that RL know each other. A very fine guild! I'm very proud to be Officer of Foreign Affairs of the PinkPanthers [PiPa]!
But we're way to small to compete at "pro level", and most of us don't want to spent the needed amount of time to create a competetive build. We could GvG, were there an option for 4v4 GvG, but we never could set up a pro team. OK, fine.

So I, as the PvP fiend of PiPa, have some invitations of other guilds. Competetive guilds. I'd very like to join to see "real PvP"! But I'd had to abandon PiPa, which I never would. Pwned :-(

Imagine each guild leader could decide if members were allowed to have two guilds, perhaps for every member. Some small guilds could throw together their champions to create a common fighter squad!

I understand the problems about espionage etc. from some elitist guild leaders, but if it were in their hands to allow or deny? Were there a problem?

Ok, much said. I think we could have a better GW. It's in my opinion the best game since years, just Gothic cames near. But, I think, we've reached a dead point. Not much changes needed, IMHO, it could be easily done.

Have fun!

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

First.. responses.

Quote:
Originally Posted by Silmor
Most people don't see a problem with this issue because they're either:
- too green behind the ears to know about Protective Bond abuse
- too busy playing PvP to give a damn about PvE (this Protective Bond setup is indeed laughable in PvP)
- abusing Protective Bond themselves for phat lewt and ultimate pwnage and don't want the evil ArenaNet to nerf their cash cow
I just checked, and I have 761 hours 41 minutes over 3 months. Am I green behind the ears? I don't PvP that much, although it is pretty fun. I'm one of those people that wants to turn their PvE character into a PvP one. However, I don't have a mo/x with protective bond. I farmed charr once for linen if that counts.
It would appear then, that I am not in this category. I simply avoid protective bond because to me, it's a showcase of your lack of talent to do it through more creative methods.
That, and farming is boring.
That being said, there are still people that do it, and as others have said, it's the rewards system at fault. Having drops for literally everyone is a great idea.

Quote:
Originally Posted by Diomedes
If you get the same rewards if you're alone or with a group, most people will try and tag along with a group since it would (probably) be easier than going out alone.
The fact remains, this is a free game, and there is an according amount of people I'd love to smack across the back of the head with a humungous sausage. The better question is, "Why group, when I can solo and not have to deal with losers?" Soloing needs to be discouraged.. not just put on an equal level as forming a party.

Quote:
Originally Posted by Plague
"Healing" Syndrome

This is not a large problem at the beginning of the game, but more near to the end, especially when you enter into even Yak's Bend, monks become almost necessary components.
I have to agree totally with this.. being how I am, all my characters are made to survive with or without a monk. Last night, I was in a party with my necro for Sanctum Cay. We left without a monk, because it was just too much trouble to find one. Nobody had healing skills either. One of the elementalists died twice within 2 minutes simply because she had come to totally and completely rely on a monk being in the party. She had never experienced a party without one before. To her credit, she adapted remarkably and didn't die after some pointers, but there's a point to be made. Monks need the pressure taken off of them, definetely. Maybe even make a class or two that has *better* healing abilities, so that people will be more receptive to other combinations that "the holy trinity". It's really sad to see people that simply can't survive without the presence of someone cramming hit points down their throat.

Quote:
Originally Posted by Corbin
I feel that in order to improve GW is quite simple, just make there an inscentive to explore. you cant base a game off missions, there needs to be other things to do!
Amen! When I first saw the screenshots for this game, I was in awe. I was just imagining all the time I'd spend walking around with friends and taking in the sights. Sadly, all the maps are built like mazes, (wtf?), and there is hardly any time to take in the scenery when you are too busy watching life bars and rushing off to complete the stupid mission as soon as possible. A world, say, 3 times as large, that isn't built like a maze, would just be awesome. There wouldn't have to be quests or anything.. it would still be super enjoyable.
Another thing I would love to see is more critters. Sure, I counted a butterfly and bunny in pre searing, but later on in the game, the world is just empty not counting the enemies. Why not add more? They don't have to have skills or aggro, like enemies do. You could even make them all charmable, so that a ranger could have a level 20 butterfly or squirrel in combat. Surely that wouldn't be too much work, considering how there is no difference in between pets.

Quote:
Originally Posted by Jake
I suggest adding in new scoreboard charts that list things such as .. total damage done, total healed, maybe something along the lines of potential damage avoided, things like that. That way you can see how effective your teammates are somewhat, and perhaps it could aid in the group finding process. If some random players see warriors/necs/mesmers/rangers outdamaging elementalists in their team, they'll probably get more respect and maybe *GASP* convince random players to get different class combinations as substitutes instead of the standard obvious choices.
This is also great, maybe a pop up window on the right hand side, showing the stats on *all* of their characters, when you click on them? That way you wouldn't be stereo typed for "just another n00b" because you're several lowers lower than the majority. Of course.. the worse players would have a hard time getting groups.. I can't say I feel sorry for them. Maybe they can all band together and enjoy sucking.


Okay.. here are some of my own suggestions.

First - the level 20 cap. It's fine, I have no problems with it ever raising, since techinically this is not a mmorpg. However, it seems to take a freakin' long time to get those skill points after 20. I suggest instead of experience, people that are level 20 will gain faction from PvE. The amounts, I have no idea. Anything seems better than the way it is now, though.

Second - dye prices. Something screwy is up with the traders.. the silver dye that sells for 2k to the average man, I only get 100g for giving it to the merchant?? This is a load of crock. It actually discourages selling to the trader, increasing prices, which discourages more selling... I prophesy, unless something is done, people will just ignore trader prices completely and sell for whatever they want to.

Third - PvP ideas. Someone said something about more PvP games than are currently out there... I believe I speak for many when I say that a lot of smaller guilds don't GvG because they need to recruit.. and no one will join a guild with less than 1000. That means.. try, and lose once, and you're screwed. So what happens is, you try to recruit people.. keep recruiting.. and wait a long, long time, before you even get to see a huge aspect of the game. Why not add a whole bunch more PvP options? Here are some ideas that I had.
1v1 - Choose an opponent similair to the trade button, and if they accept, you can now target each other. This could be done anywhere outside, in missions, maybe even in town. I think it'd be cool to see people duking it out in town. There could also be a random tournament type thing, for the prestige.
Hotbox - A large, cool looking room, or map, where people can just chill and talk. Anyone that wants to attack anyone else, can. This might sound stupid at first, but that was one of the two forms of PvP in Ragnarok Online, which I enjoyed immensely. You might think, "Oh, someone with Meteor Storm might come in and piss everyone off.." Well, that's just the point! It's fun to hunt down people that try things like that.

Fourth - A lot of people have expressed a need for a better way to find a group, and I second that opinion. However, what really needs to be implemented is a way to get rid of people in the party that are there to just cause conflict. You know, people that don't follow instructions, or blatantly ignore them. Maybe just as bad, people that just go afk and stay at the spawn points, reaping the rewards of the groups effort, while investing none of their own. Whenever I'm in a party, it seems like there is always one of those. Why not just leave the "kick" button in, once you start the mission, or quest? A lot of people would be grateful.

Fifth - special effects. Mesmers and necros got totally screwed when it comes to this. This is the reason that elementalists are so in demand, is that their spells simply have a visible effect on the enemy. I suggest to make every single attack/skill/spell super flashy. Make some spell/skill combinations harder to pull off than others, and make it accordingly more pleasant to look at. This is supposed to be a game based upon skill, but I don't see what's so hard about pressing 1-8 at appropriate times. Why not add actual combos, like Summoner, or at least like Morrowind, where you get a different type of attack with the way that you move? A sexy game is a better game.

Sixth - an option for solely exploring. With this, you and your team mates could chose to not gain aggro from mobs, just so you could sightsee. There would be limitations, of course, such as:
--You will only not attract aggro from mobs less than your level.
--If you a certain type of monster consistantly, it will not bother you any longer.
--{New towns, missions, and outposts can not be reached in this manner, and no quests can be done while in this mode.} - Scratch this.
On second thought, it would be nice to stop by an outpost to sell, but you would not be able to buy skills, enter mission, accept quests, etc. You would not have that town/outpost on your map for future warping, either.

Maybe the monsters could be lessened in occurance, as well, according to how many people are in the party. This would go best with my previous suggestion, of adding a lot more flora and fauna to the game.

Seventh - Add boats! I know it was played as a joke on someone before, that they needed on to travel to the guild hall. Well, wouldn't it be cool to have boats that can be crafted with the right materials? There could be varying grades of range/speed to them, and it would allow the adventuring new player a chance to see what's in store for them, later on in the game. Of course, upon landing, you would automatically be put into "explore" mode, so as to avoid exploits.

Anyway, these are just my thought, I'm sure they're not the best, but here they are.

::Edited for typos and new thoughts.::

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by jesh
The fact remains, this is a free game, and there is an according amount of people I'd love to smack across the back of the head with a humungous sausage. The better question is, "Why group, when I can solo and not have to deal with losers?" Soloing needs to be discouraged.. not just put on an equal level as forming a party.
While i agree with what you said, i doubt that something like this will come to pass in a system like GW. What you are suggesting is a system that rewards play by multipling the effect through the sum of the parts, similar to games like FFXI. While this does exist to a degree within GW, moving the rest of the way down this line would create too many situations where players would be utterly destroyed within pvp in seconds. People thought air and adrenalin spiking were bad, they wouldnt have experienced anything yet. Granted it is a pve solution that helps with gameplay for pve, but it can easily destroy the pvp side of the game. Another unfortunate side effect from this is the even greater lack of diversity within the game. Single user defenses become obscelete, healing becomes over valued (already is ), and finding groups becomes an even longer process as you need key elements in order to advance. Right now, nearly any ad-hoc method can work with a little coordination, which allows for the solo play to exist as well.

The real solution follows more of the balancing of the skills path, while introducing npcs that behave more like situations that occur within pvp, in order to create the inter-dependance within the pve environment by introducing more of a challenge in the pve game. This is without falling into the trap of must have x of class a, one of class b, 2 of class c and so on.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by Phades
While this does exist to a degree within GW, moving the rest of the way down this line would create too many situations where players would be utterly destroyed within pvp in seconds.
I think I might be pretty dense, because I see no correlation with what I said, whatsoever. Would you care to explain yourself further, please?

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Oh i dunno, imagine a multiplied damage effect through one or two non degen attacks, that would have enough force to brute its way past a 105 prot monk.

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Quote:
Sec VIII. General Issues (Last Updated: Aug 4, 2005)
  1. Player Drops

The issue of players dropping mid-mission is another one of those topics which I personally think must be resolved by Anet before GW will ever be taken seriously for tournament level PvP.

From a PvE perspective having a player drop mid-mission is without a doubt an incredible annoyance. Nevertheless, most well formed teams can still make it through a mission down a man. At worst, you have to give the mission a second shot.

However, in the competitive PvP world having a player drop almost certainly guarantees a lose. All of the top FPS games allow dropped players to simply rejoin the match. Although a team is at a disadvantage while their dropped players logs back in, it is only temporary.

To be fair player drops aren't always GW's fault. In fact, I would say only 10-15% of the drops I've been party to were a result of a GW thrown error. The vast majority are due to poor internet service providers and short spikes of network latency. Nevertheless, the fact is that players WILL get dropped in competitive matches (GvG and Tombs) and the problem is currently ignored. I can tell you first hand there is nothing worse than slogging through all the maps in tombs to have a key component of your offense or defense drop once you finally get to the hall 2 hours after starting.

The solution is obvious. Allow dropped players to rejoin their teams. The key here is to create a system that isn't open to abuse by enterprising players trying to gain a competitive advantage. I feel that there is more room for abuse in a PvE environment so I will only address the PvP side as it seems to be a much easier thing to fix.

From a PvP perspective the only avenue for abuse that I can think of would be to purposefully drop and come back with a different skill set or possibly even a different class. There is no issue of dropping early in the mission, having your team carry you through and then rejoining at the end. The solution of course would be to only allow players to rejoin their team if they have not made any changes to their attribute layout and their skill selection. The way I see it working is if a player gets dropped, they have 10 minutes to log back in to GW with the character they were originally playing. They would type a "/rejoin" command which would warp them back into the match.

From a technical standpoint I'm not sure how difficult it is to insert someone into a particular instance that is already running. A possible stopgap measure that could probably be implemented faster would be to let the player rejoin on the next map load. Unfortunately, this would obviously only help in tombs and so would do nothing to address the issue in GvG.

I'm confident that Anet programmers have the ability to create such a system to minimize the effect of player drops. Without such a system in place I don't think GW can ever make it as a high level competitive PvP game.

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Once again, thank you for the feedback so far.

Here is a list of updates to the main post located here

  • Added 2 new sections. These are:
    1. Notable Posts
      • This is a listing of posts which I consider to be well written and that also cover a wide variety of topics. Again, it's not necessarily stuff I agree with. Just posts that people obviously put time into writing.
    2. Almost a Bug
      • This is a listing of concerns which could almost be classified as bugs
  • Flushed out many of the "Anet's Thoughts" links. These are links to Anet quotes which give a little insight into what Anet's thinks about the issues that concern the community.
  • Updated several of the "Learn More" links by linking to posts which go into depth about a particular topic.
  • Updated the last updated dates (hehe I know that's kinda lame)

Just wanted to mention that there may be some cleaning up of the thread. The goal is to keep it as concise and readable as possible. Again if you have a problem with how the cleaning up is done just PM me.

varyag

varyag

Frost Gate Guardian

Join Date: Apr 2005

Wrath of Nature [Fury]

Me/Mo

The math for most guilds is simple.

ToPK (tombs tournament) requires alot of coordination and 8 guildmates present to really have a chance at earning faction. Even for a top guild doing its best effort the Faction/Hour remains of the same order as in the arena, due to the longer duration of fights.

GvG - waiting times for the best guilds are crazy, and the average guilds don't play or win often enough. Faction farming builds like the PANK GuildLord assassination aren't consistant. Considering that matches here require coordination, 8 ready members online and an opponent - the actual Faction/Hour is not much better then in the Arena, even for the Top guilds.

Also remember that most guilds unlock just to get into GvG, so its not really an option untill you already have everything.

Therefore the best option for a casual guild that tries to form its ToPK/GvG build is to earn faction is the Team Arenas.

This is how it works in my guild:

We decided that we allocate 4 minutes for each round (and waiting times), and play for an hour. This gives us 15 rounds per hour, more or less.
Some rounds last less, some more, but 4 minutes is a good average.

If we go on a winning streak (noone counters our build):

15 rounds/hour x 21 avg.faction/round = 312 raw faction
3 bonuses/hour x 11 avg.faction/bonus = 33 bonus faction
Maximum Total = 345 faction/hour

If we don't go on winning streaks, or have to leave due to a drawn out fight (when a fight goes over 6 minutes...):

312 raw faction x 75% victory rate = 234 faction/hour

234 faction/hour is the number we get with a 3:1 winning build, which is common in Team 4v4 during primetime.


Its almost the same number Wheel got from his survey of G-Stats. His faction numbers are right.


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

I agree with Wheel's thread. I think his approach to calculating the faction is much better because it addresses the source of the problem:

How much time should a casual gamer have to play before unlocking most things?

Well, how much time does a casual gamer have?

2 hours per day = about 60 to 70 hours per month.

Asking people to play the game for over one month before having everything unlocked and ready for serious PvP seems reasonable enough.

Quote:
Originally Posted by Wheel
To make it so that players can unlock everything in roughly 100 hours, the faction reward needs to be multiplied by roughly 37.63x.
Factor in the first-time PvE through all the missions which is currently required at least once and you can reduce that multiplier - but it will still have to be of the same order.

I'm thinking 16x to 20x to be something acceptable.

Anything less is unfair to the majority of gamers.

Divinitys Creature

Divinitys Creature

Krytan Explorer

Join Date: Apr 2005

Somewhere between the Real World and Tyria ;P

The Gothic Embrace [Goth]

I agree to this an Wheel's calculations. It is worth noting that the G-Stats data doesn't take into acount waiting times and team formation times so the real rate corrected for that would be even higher but I don't want to push it and would stick to what data we have.

varyag

varyag

Frost Gate Guardian

Join Date: Apr 2005

Wrath of Nature [Fury]

Me/Mo

On the issue of Player Drops:

Quote:
From a technical standpoint I'm not sure how difficult it is to insert someone into a particular instance that is already running.
How about allowing people to join the instance as 'spectators' - with some kind of a limit to what they get to see to minimize their use as scouts - then if someone drops the spectator gets to play the same character build as the person dropped (just for that match).

Also...Sorry for the spam but...

Why isn't this thread a sticky? ^_^

delfin42

delfin42

Academy Page

Join Date: May 2005

Ban Hammer

N/Me

Quote:
Originally Posted by asdar
The second would be to have options with the hench. For instance Lina is a protection monk. She brings some great skills that I like but she doesn't even touch on many I think are important. I think that hench should have a window much like the merchants where the group leader could set the skills the henchmen would take.
Seconding this, or at least suggesting that more henches with different skillsets be added.

I think that one of the reasons that Rangers, Mesmers and Necros are frequently passed over in PvE grouping is because their respective henches aren't particularly useful (or at least not visibly so). Reyna can't interrupt, set traps, bring a pet, drop spirits, or do anything other than shoot arrows, defeating the whole purpose of being a viable Ranger. Dunham's skillset is missing just about everything that makes a Mesmer useful (interrupts, anti-caster skills, Chaos Storm). Claude casts Blood Ritual once in a while and dies a lot. Not that the other henches are real prizes, either (Orion, for instance, is the master of dropping Fire Storms on fresh corpses), but they're at least serviceable.

Hammer Warriors, Minion Necros, Domination Mesmers, Smite Monks, anything-but-Fire Eles, anything-at-all Rangers... those who routinely pick up henches don't get to see what any of those can do or how useful they can be.

I'd like to see more variety in henches, perhaps refocusing the existing henches to concentrate more on certain attributes as well. They don't have to be world-beaters, as the existing henches were clearly designed to be mediocre, but more choices would make tailoring a hench party to a mission much easier. If I know a Monk boss is coming, for instance, even a mediocre hench with Backfire or Distracting Shot or Defile Flesh is better than nothing.

kayten

Pre-Searing Cadet

Join Date: May 2005

first, let me state that i do not PVE. i did try it, and i founf it to be the exact opposite of fun. i made it to level sixteen, and said "screw this". i deleted my rp character as soon as the faction system was released, since pvp was my only true fun. imagine my disapointment.

i'll be as brief as i can, my idea is pretty easy to understand.

if you want to place a preist of balthazar and reduce the cost of faction, you still have to scale the gain of skills. afterall, it's not fair if a new player logs on, fights, gets the best skills, and never has to deal with th crap-skills like a pve player does. so, let's set a system up where when you buy a certain number of skills from the preist, more skills open up. basically, take the system they use for the rune unlocking, and use it on the skills. that way it still takes time and work to get the late game skills, but you don't have to keep farming money for runs to places to get the new preist, and doind quests that are sooooo much less fun than arena.

walder

walder

Elite Guru

Join Date: Feb 2005

First, I'd like to say that there is definitely quite a bit more to fix before I would ever like to see my idea implimented (as far as skill/upgrade/rune aquisition goes).

PvP
I would like to see PvP mean more than just ranking, and I think the way to do this is by adding a PvP map. WoW tries to do this with hoard going into alliance territory but its pretty unorganized, Lineage 2 does this the best of any RPG I've seen so far. We should keep the guild system we have now, except there should be alliances that guilds can join. These alliances will have land that is theirs and they can fight to protect. The land ownership can be determined by who holds majority or who holds a stronghold on the land, its not that important. But as it is now, if you lose in PvP it just doesn't matter. It will take a lot more planning and thought to actually get this to work but it will add another dimension of play to Guild Wars.

Mourning Air

Ascalonian Squire

Join Date: Jul 2005

Me/E

1. Problem: The resurrection signet limits the number of usable skills. This signet has become too important not to bring in many cases, especially in PvP - but it ends up limiting the number of usable skills to 7, when it is meant to be 8. I often feel too limited when I bring the signet, but I usually hate to risk going without it on a non-monk character.

Solution: I feel that the resurrection signet should get its own slot which would allow us to use all 8 skill slots as it should be. The new "extra" slot could also be used for a capture signet. In cases where you want to bring both the capture signet and the resurrection signet, or more than one capture signet, you could still use any of the original 8 slots to hold these signets.

2. Problem: Storage is too limited. I can hold 45 items on a character, yet storage is limited to 20 for all of your characters to share? This does not make sense, and makes it very difficult to keep a supply of, say, crafting supplies to share among your characters. In addition, a lot of useful items like runes and weapon upgrades can't stack, making it difficult to hold on to more than a small number of them - you are usually forced to sell them or otherwise dump them right away.

Solution: Allow the player to either purchase or rent more storage slots, providing both a solution to the limited storage as well as an additional gold sink. Another related solution is to allow common crafting supplies to stack higher than 250. I feel 400 or 500 to a stack would be more reasonable for common supplies, while perhaps limiting rare supplies to 100 to a stack to balance this.

3. Problem: There are very few good ways to practice PvP with your guildmates, without jumping right into the fray. This issue has been touched upon several times already, but I feel it's worth repeating.

Solution: The best solution is intraguild scrimmaging, which I believe ANet has mentioned as a good possibility in the future. Scrimmaging could be added to guild halls, where you could set up matches of various sizes between guildmates, while other members could watch if desired. This also helps with the issue of guild halls simply not having enough to do.

4. Problem: Refund points are tedious, annoying, and unnecessary. I'm sure I'm part of the vast majority in believing this.

Solution: Get rid of refund points, and allow attributes to be changed without them. To avoid this being abused in the middle of PvP play, only allow attribute changes in towns/outposts/guild halls.

5. Problem: There is no way to preview the result of two dyes mixing, or to preview the result of a dye on a piece of armor. I believe this has also been touched upon here. Many would like to experiment more with dye mixing to create a more distinct look, but it can become wasteful and expensive to just randomly mix the dyes together and see what happens. Besides that, the effect of dyes on certain armor can be very different from what you expect - it may not dye the area you think it will, or the dyed hue may look very different than what you expected.

Solution: Create some form of preview for both mixing and applying dyes. When you mix a dye, a small window could pop up that would show you in advance what the new vial of dye will look like. When you apply a dye, it could change the appearance on just your character's inventory view, so that you have a good idea of what it would look like. You can then either confirm the change, or cancel it.

6. Problem: All characters on an account are forced to the same guild. This causes problems mainly with people who share accounts and do not wish to be in the same guild, but also others - for example, people who wish to make "gimmick" guilds/characters with a certain theme that their other characters do not fit into.

Solution: Allow an option when you join a guild that asks if you want just that character to join, or your entire account. This would present an issue for certain guilds with "guild espionage" or "double agents" - the solution there is to either allow the guild leader to force your entire account to join (i.e. make it a guild policy), or to simply allow the guild leader/officers to see the other guilds that each account is affiliated with.

7. Problem: Four character slots per account is too limiting if you would like to experience both PvP and PvE with the widest range of classes. I created 4 PvE characters with all 6 classes included so that I could unlock all skills eventually, but this means I am unable to make a PvP-only character without deleting one of my hard-earned advanced PvE characters. I have an issue with destroying all of that work just to experience a different aspect of the game. Yes, it is possible to unlock all skills with just 3 PvE characters by forcing them to use all 6 different classes - but this forces my hand, causing me to create a class combination that I might hate just to assure that I can unlock the skills for those particular classes. It is also possible to change your secondary class to unlock more skills, but anyone who has done this knows that it becomes extremely tedious.

Solution: Allow a 5th slot on the account that can only be used for a PvP-only character. I think this solution speaks for itself, and would add a lot to the longevity of the game.

ygraul

Pre-Searing Cadet

Join Date: Aug 2005

Seattle USA

Mo/Me

One thing I've heard people talking about in the game is the fact that four accounts is not enough. In my case, with my fourth character going for ascention and finishing the game, I've had to delete my first character to make room for a PvP only character.

For those who don't do any PvE this may seem odd, but the part of the game I most enjoy is being able to gather with my guild buddies to do missions, explore, farm and do FOW/UW runs. Sure, I've done pre-searing a ton of times, but it's the social and cooperative aspects of the game that make it interesting for me. And it's cool when we're getting ready to get eight folks together that many of us can swap out PvE characters as needed to build a balanced and successful team.

I have considered buying another account, particularly with rumors that there are new classes about to be released. But then it would be like starting over. I would lose all the cool skills I had captured and all the cool items I've unlocked with that account. And I do enjoy PvP and I like having all those wonderful things I've unlocked at my fingertips to try a new combination.

I don't want something for nothing. I would be willing to pay for more character slots and I think a lot of folks feel the same way. I hope this will be taken into consideration as expansions are added to the game.

Rockin board, btw. I come here a lot to glean information and read the great posts. Thanks for making it available.

DarkZeal

Lion's Arch Merchant

Join Date: Jul 2005

N/Me

All I have to say is:

More character and storage slots

1v1 arena

FFA arena

Winning battles give you $$

Make Vengence a Necro ability

wheel

wheel

Jungle Guide

Join Date: Jun 2005

Topeka, Kansas

Tyrian Fo Lyfe [word]

Quote:
Originally Posted by Sarus
Sec VIII. General Issues (Last Updated: Aug 11, 2005)
  1. Player Drops
  2. Observer Mode

    You can read about the planned Observer Mode here (Can someone help me out with a link thanks!). Observer mode would go a long way in injecting some excitement back in PvP. It would also provide a way for guilds to watch “the best” and learn new tactics and styles of play. In general, Observer mode would be a huge boost to everyone in the game. Hopefully Anet is still working hard on it.

    Anet’s Thoughts: [Learn More] "We are looking forward to unveiling Observer Mode a short while after the changes we mentioned above." ~James Phinney (State of the Game Address)
  1. Here's an overview of Observer Mode.
    Quote:
    Originally Posted by http://www.pixelrage.com/mesmerize/fansitefriday/46/
    I'm looking forward to observer mode, and I was wondering if a replay feature would be part of that? Is there anything more you can tell us about how observer mode will work?
Quote:
Originally Posted by http://www.pixelrage.com/mesmerize/fansitefriday/46/
Observer Mode and Replay are two very separate features. Once we have Observer Mode, replays will be a done deal, for pretty much anyone will be able to make one. So it's on Observer Mode that we're focusing, and here are some details of how that will work:
  • You will be able to observe any PvP battle – tournament or guild – in which the Top 10 guilds on the Guild Wars Ladder take part.
  • Any other noteworthy PvP battles such as regional or tournament championships will also be made available for observation. You can also view the battles taking place in the Hall of Heroes.
  • We think that someday down the road, it would be a super innovation to also make it so that you can witness any battle in which your guild is taking part. This is a highly-requested feature and we'll look at the opportunities to offer that, too.
The way Observer Mode will work will be to offer a menu which you use to select the match you want to observe. One thing that surprised me is that there will be no limit on the number of people who can observe any particular match; the entire Guild Wars community could conceivably watch any individual match. When we have our first global tournament, which is coming in the not too distant future, we look forward to hosting many tens of thousands of viewers as they witness history being made.

quinlan

Pre-Searing Cadet

Join Date: Aug 2005

R/Me

I have a few ideas for improvements.

1. More characters per account --- I really love that fact that dual classing gives us a possible 30 classes. Combing this with the limit of only 4 characters per account just makes it frustrating. I would love to try all 30 combo's but after spending all that time developing a character I don't want to delete him/her to make room for a new one. I suggest raising the limit to 6. This way people can have one character per primary profession and get to play with the primary only attributes without having to delete a previous character.

2. Character appearance --- To me the more options a player has to customize their characters appearance the better. Ideally I would like to be able to pick the nose, mouth, and eyes of the face separately.

3. Fixing Ranger's Expertise --- Its says things drop by 4% per rank yet this is not reflected in the skills description. There is no good excuse for this especially when their biggest competitor (a.k.a. World Of Warcraft) does do it. If you add a point to an option in the talent tree that affects ability cost and/or affect it is shown in the abilities description.

4. Spell Effects --- The spell effects leave a lot to be desired. Take Firestorm for example. This conjures up images of something awe inspiring and terrifying. Yet when you cast the spell it looks more like fire drizzle. Spell effects that ramp up in relation the attribute rank would be great.

5. Gwen's dialogue --- I just found out how much fun it is to have this kid follow me around in presearing. She seems to have a lot to say while traveling but because she travels behind me I miss most of it. Any way to add her dialogue to the dialogue box would be a great help.

Nizzim

Nizzim

Lion's Arch Merchant

Join Date: Jun 2005

Woot Loops

E/N

my thoughts

Gameplay : This game seems to linear and cookie cutter to be truly enjoyable after a period of time. Everything you can do in the game is already set in stone and you cant go very far outside of that. I suggest side things players can do that wont neccessarily effect the rest of the world, but just give you something to do. Wood and materials are already cheap, why not have proffessions to mine for these things

Guild Halls : Personally I think Guild Halls are useless, I mean there just there to battle in. Nothing else. I think there should be things you can do in your guild hall. Maybe implement an inside or a hut like open door structure or something of the sort. Maybe have a place where you can literally "farm". As in like grow a tree to cut it down for the wood, or things like that. Maybe have animals or even be able to buy monsters and scatter them through out. There should also be a bank at the GH to put your belongings.

Community : I feel like this game doesnt have a "family" based community. It honestly feels like everyman for himself. When you go and battle with PUG's and someone dies you dont say "oh damn that guy died we better res him" you say "god this noob sucks" or "res quick nub." It just doesnt feel like everyone is fighting towards the greater good. If you go and play FFXI, you feel like people have there own things to do and your all going to save something and you feel important. Fix that

Thank you for reading

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

A possible solution here might be to make the rituals work like traps -- ie, you can be easily interrupted while casting them. Then the Spirit Build would still be viable, and balanced, but it would take skill and creativity to work it.




Quote:
Originally Posted by AceSnyp3r
On Nature's Renewal - This really needs balancing, heck, I use a spirit build in GvG and it's pretty obviously overpowered, and difficult to counter. Removing enchantments and hexes and making enchantments and hexes take longer to cast is something that most classes have no less than 2 skills to accomplish, and they generally don't have a 2-minute long effect either. This skill really needs a serious overhaul, I don't think a few tweaks would fix it. My suggestions for balancing it, with keeping the same overall effect, are - (1) shorten the lifetime of the spirit. Maybe something along the lines of 60 second (max) lifetime and a 60 second recycle time, then it would be more difficult to make a large buildup of these spirits in particular, and as such, they would be easier to target and kill. (2) It shouldn't remove hexes, this can make necromancers and mesmers quite useless in the fight, much more than is necessary. I can't really see a way of balancing that function without removing it all together. (3) Without that, it would still make enchantments and hexes take longer to cast, and it would still remain a potent spirit against casters, but without shutting them down all together.

On spirit spamming in general - (1)Fertile season shouldn't effect other spirits, plain and simple. (2)Spirits should be labeled as a neutral target or something, so they can be attacked, but can't be healed. Unfortunately, Heal Area would likely still effect them, so programming them to recieve no healing might be in order. (3)Oath Shot, Quickening Zephyr, and Serpent's Quickness I would also suggest have their effects removed from Nature Ritual type skills. (4)Though it might take some work, I would suggest implementing a feature into the game so that there can be no more than, say, 2-3 of any given spirit in an area. If a new spirit is recast, then the oldest spirit dies.

And that's about all I have to say about that

chuck7477

Academy Page

Join Date: Jul 2005

Warrior Nation

W/Mo

Regarding Prot Bond lvl 17 in PvE -

My idea to fix prot bond abuse with the 105/55 build would be to prevent health regen of more than 2 or 3 while prot bond is up.

gabby2600

Frost Gate Guardian

Join Date: Apr 2005

OK here is a list of ideas I ahv3e been collecting, some are good some are bad, but their just ideas.

A way to Stop Bot Farming

The bot situation in some areas of Guild Wars has gotten a lot of people’s backs up. As a games reviewer for Games Xtreme, I can see this having a negative impact on future expansions.

Removing chests and making monsters harder won’t solve the problems as bots will inevitably get more and more complex and deal with any challenge put to them.

After some thought I looked at how other companies deal with bots, not just game companies but YahooGroups in particular. Since their implementation of a distorted visual code which is generated server side their spam bot problems have been reduced by 99%.

Now in Guild Wars implementing a visual code can slow down the pace of the game if used to often. However it seems many of the bots target Chests and Wreckage to make vast quantities of gold. So why not put a visual code lock on all the Chest and Wreckage, in PvE terms this is ok as anyone leaving a chest or loot around would lock it.

The Visual Lock could to be a random four digit number, generated server side, and turned in to a randomly distorted image, which is then streamed to the client. Therefore only the server knows the combination. A 4 digit could would take only a second to type in, however all bots would struggle with this code; it would mean they game would have to be monitored while the bot is running.

The visual Lock could have up to 3 random elements, the code itself, the background image and the distortion to stop OCR style bots.

A failed attempt would result in the server sending out another random code with random distortion. After the third failed attempt the Chest or Wreckage could explode doing damage to those around it. This measure would also stop bots from entering random number sequences. Also failures to open chests and wreckage could be locked for further study in to bot use.

This type of system could also be implemented in to salvageable upgrade, when a salvage kit is used to get the upgrades, again a minor yet understandable inconvenience. Different items can be locked with different styles of code, such as pictorial codes for removing runs and weapons upgrades, numerical codes for chests, and letter codes for wreckage. These could be implemented as part of the PvE experience.

Simple measures like these would stop most bots at all levels of farming, and only inconvenience the players by a few seconds every time the get an upgradeable item or find something that holds items.

These are just suggestions which I believe would stop the large proportion of bot use in Guild Wars, therefore not damaging the economy of the game any further than it is.

Guild Recruitment

One thing that strikes me that needs some expanding is the guild recruitment system. When you join a guild or get sent an invite you really don’t know what you’re letting yourself in for. I have seen guild openly recruiting for members and giving minimal details, it would be nice to have a recruitment screen where potential members can see who is recruiting and what they are like.

What I think is needed as another tab on the guild window; this tab can be dual purpose.

Firstly guild officers can post a short recruitment message and add a 200 word description of their guild. There needs to be a button or tick box to set a flag and say guild recruiting open, so that officer can become a recruitment officer in the area and district they are currently in. Once they leave the area their recruitment option is turned off.

The Second part of this tab would be for those people looking for a guild or wanting to see who is recruiting. It can contain information such as ‘Guild Rank and Guild Rating,’ also it can have the cloak design. A number of other things which would be useful are ‘Number of Guild members and officers,’ also it would be nice to see the number of wins and losses form the guild ladder, as well as the age of the guild. This information along with the description and recruitment message would be more useful to potential guild members. Also in the recruitment section their can be a list of guild recruiting in the current area and district, based on which officers have set the recruitment flag. From this list players can whisper the recruiting officer for further information or an invite.

Other useful information that could be added, is the guild Karma rating, see below for a description of this, and Offences committed again see bellow.

Guild Karma

Guild officers don’t get to do much other than recruit and start GvG battles. The idea of a Guild Karma which can be used to show what other guild think of you. This would work by giving each Guild officer 1 Karma point each day (with no carry over) this they can use via the Guild information window or command. Using the tag of the guild they can give 1 point of Karma to another guild. Each officer and founder of every guild gets 1 Karma to give away each day.

Karma for a guild is worked out on a daily basis, a guilds Karma rating can only go up by one point every day regardless of how many Karma points other guild officers give them.

The rating can be used as a guild to see what other guilds think of yours also if a recruitment screen is implemented.

Another way of distributing Karma is that every player gets 1 Karma point a week they can give to a guild, this would be better to reward guilds who help new players. This way a guilds Karma rating is still calculated on a daily basis, but for every 10 Karma points given by players the Guilds Karma rating goes up by one. Or a sliding scale can be used, where by the first 10 karma points giver are 1 for 1 rating, then the next 10 2 for 1 and so on, this would give new guilds an initial boost and those longer in the tooth would start to slow down.

Karma can be given out for any reason the players or officers see fit, and it will reflect the general feeling of the community towards that guild. A mixture of both systems can be implemented, so guild officers get an extra point a week.

City Watch

This is an idea that might not be implementable, a city watch, some players who have been proven to be trust worthy could be given the status of City Watch. This would give them a small amount of power to warn and kerb undesirable conduct.

The City Watch players would be like every one else except they would have the power to send a warning to any player who is in breach of the EULA or is generally behaving in a manner which is abusive or disruptive. The warning would be seen anonymously to the player and appear as a pop up window with a description of what they have been doing wrong. If they continue that member of the City Watch can put a broadcast message to all the other City Watch members for assistance. When a second Watch officer arrive they can also send a warning to that player. The warning could appear in the Hero information screen as Wanted Stars, to show the player that they have been behaving in an inappropriate manner. The Wanted Stars would drop by one every day. Once a Watch Officer has warned that player they cannot warn them again that day.

Should a player get three Wanted Stars, this means their next offence means they are subject to punishment. Punishment can be done in many ways, however the idea of a Prison camp or island is the one I like the best. The Camp would be an area like any other area with districts. However there would be no shops only Prison Guard NPC’s, which are used by the players in order to leave. The Prison Guard can give the players information about time remaining on their sentence before they can leave.

A sentence is determined by how many times the player has had a character sent to Prison. It starts at 15 minutes and increases by 15 minutes every time they visit the Prison, up to a maximum of 24 hours. A sentence is not time in game though as this would be unfair, the sentence is calculated in real world time, so if a character is sent to Prison the player could play a different character or log off for the allotted time.

Characters in Prison cannot leave via the map screen, and can only leave once the allotted time has past. Then they would need to talk to a guard and ask to leave, which would send them back to Ascalon City. Whilst in Prison that players character can communicate with the other prisoners and guild members as they would in any other areas.

Another part of the punishment for going to Prison is that all gold and items are taken from the character as a penance. They only thing they would get back are their armour and any weapons they have equipped or in weapons slots. This would give players an extra incentive to act in an appropriate manner.

Because going to prison requires a three star wanted level and each star need to come from a different member of the City Watch there is some form of fail safe for abuse built in. Also because the Wanted Stars drop by one a day a character cannot be picked on by another player.

The other way to minimise abuse would be to have it that a warning can only be given to a player whilst the City Watch is in the same area and district. Also a wanted Rating should be done per account and the character that goes to prison is the one which is being played at the time of the forth warning.

The choosing of members of the City Watch is the hardest part as you would need to select players who are dedicated to keeping abuse and misconduct out of the game. I have no idea how to pick or even find these individuals so that would be up to yourselves.

One other thing that would maintain some anonymity for the City watch is the player is not allowed to reveal that they are a member to anyone. It would be common sense to most people, and this would stop people fleeing a district if a member entered. The way to police this is to have a way of players reporting people who give this secret away. All it will take is one report of a character name being in the City Watch and they are booted out and cannot be allowed to rejoin.

I have seen a form of Prison used in other games for PKers, and in think in Guild Wars such prisons can be used to good effect to deter players form breaking the EULA and generally been nasty to other players. The City Watch will work especially well with the Role-Playing community as this can give them a little more depth to play with.

Each time a Character is sent to Prison the guilds offences rating is increased by one, this is useful to know which guild have some of the more unfavourable characters in, especially if this info is available online or via a guild recruitment window.

Ideas to Expand

1) A shared Guild bank with an appointed treasurer, who can set withdrawal limits, Guild Loans can also be taken out to buy equipment and upgrades for the guild, and in later stages the loans can also buy improvements for the guild hall. This also brings in the option of debt collectors, which can take on the form of increased prices in merchants or even NPC’s which hunt down and steal your treasure.

2) A shared guild storage area, these needs to be a significant size, and ordered with tabs for crafting materials weapons, so on and so forth.

3) Guild Hall merchants, crafters, and other useful NPC’s, maybe even a guild cryer. These NPC’s would of course want wages, so the guild would need to foot the bill.

4) Possibly some way of capturing or buying creatures you have fought which can be held in pens, and let loose when your guild hall is being attacked. This would be a fun surprise for any unsuspecting guild, or even the downfall of a guild that gets to close to the wild animals. Of course once dead they stay dead so you need to get new ones, also you would need to keep some creatures separate.

5) I think some way of changing your characters hairstyle and facial hair in PvE would be nice. Then new hair styles can be implemented, to be bought in the game.

6) A customisable commands bar, a panel where you can put commands like /dance /wave or follow selected character. This would be so useful in PvE.

7) Shoot the NPC’s and get ones with a brain, it’s probably hard to program the AI for them, but if they had the ability to avoid poisoness swamps then they should take it. And the ability to give them basic orders such as defend area, stop, come to me go here. Otherwise the Henchmen are a bit useless for solo players.

8) Grouping for the friends list, so you can sort out players in to groups such as guild members PvE players or Mission bunnies.

9) The ability to Jump directly to someone in your guild or friends list, this should only be implemented in towns and areas both parties have unlocked. As it can be annoying to find friends, just something like a go to friend options, even if this is just implemented within cities and towns, it would make things easier for groups to get together. However this can only be used to jump to areas you have already unlocked.

10) Friends online announcements and icons on the map, something to quickly see if there is anyone you know in the area, then like a mission arrow and icon you could have a friends one for towns, and in parties on missions and quests.

11) An option to view old quests in the quest log, this can be helpful when you need to go back and give a friend a hand.

12) For a bit of fun a creature kill’s log, I would be quite interested to see how many of each creature and levels I have killed over my characters life. This would be a good way to judge a characters performance, for use later in PvP.

13) The Death Penalty depletion I think needs to be a little faster, I have had -15% and have it only drop to -14% after about 1 hour of playing and fighting. Maybe have a meditate option so your character can stop for a while and remove some DP. This would have to have some penalty associated with it; maybe your character can be slow for 60 seconds after.

14) Some people have suggested Marriage, I think this could work like a mini two person guild, you can find a special item which gets you a small house which you can upgrade, you get a shared bank and storage (double size of course). Also the house can have keys you can give to friends. It’s not my thing but I know a lot of people like this kind of thing.

15) This is a long shot, have it that once in a while there is an incursion in to the towns just to shake things up. I would love to see lots of people milling around looking for groups and chattering then a horde of 100 Charr come rushing in.

16) Fully customisable weapons, maybe one merchant can offer you the ability not just to upgrade your weapon but for the right amount of gold, allow you to pick the hilt blade design, colours, patterns. Also you could have it made form rare materials and pay lots or platinum to get it to do extra damage or have an activatable skill.

17) Birthday presents for characters. Nothing major but maybe something like the divine aura, or something you can show off.

18) Useless pets, something you can have a few of, that don’t fight but just follow you around, have it so any character can have these, if they adopt one, however they will have to pay for food, and vet’s bills. Kind of like a virtual pet.

19) Some benches in the cities and towns which you can sit on, or even a tavern so characters can sit around rather than stand around.

20) A market, kind of like ebay, where you can sell goods to the highest bidder, as looking for things in the trade channel gets confusing at times.

Toral Xi

Academy Page

Join Date: Aug 2005

Norfolk, Va

Me/Mo

1) What about having the community auction house that is planned as an area that is only available from your guild hall in the form of a
"Community Guild Hall." This would make it available only to those guilds with halls and make it so not only auctioning and buying would take place, but have unique merchants/crafters at this hall where you could perhaps adjust some of the statistics of your armor kind of like you can currently with weapons. For example you could find an unidentified piece of armor and instead of it being a rune, it could be "platemail of enchanting; enchantments last _ % longer ", or "robe of defense; + _ vs physical/elemental damage" and use these in place of or in addition to runes.
Appearance wise maybe make the ability to put your guild emblem on certain peaces of your armor or perhaps even on such items as weapons or shields.
You could also incorporate the ability to challenge other guilds in this area in the form of 1v1,4v4, or full 8v8.
I think this would drastically increase the importance of having a guild hall as well as giving it more substance.

2) For PvP what about having one random unidentified item drop after you kill either each of the other teams players or perhaps just the last player of thier team that would go to a member of your team. This item would count towards not only unlocking an item for PvP , but then you would be able to use or even sell the item for your PvE character.
Also, what about some type of reward system for winning 5, 10, 20, or 30 times in a row in Team arenas, Random arenas, GvG that would be in the form of say a rare crafting item, weapon or armor (ex: if you win 30 times in a row each member of your team gets 1 ectoplasm.)

Business wise this would make it important (though not essential) for PvP only players to purchase any new expansions so they will receive the newer items/skills available in each expansion as said drops.

Makkert

Makkert

Black Beast of Aarrrrgghh

Join Date: May 2005

The Netherlands

The Biggyverse [PLEB] // Servants of Fortuna [SoF]

Hello Sarus,

I think your list needs to be refreshed:
- Nature's Renewal
- Putrid Explosion
- Protective Bond
- Fertile Season
are skills that ANet has changed, and should be reconsidered if they are still a problem. Probably not, but I will not draw conclusions to quickly.

Also the general remark on skillbalance by Zrave may need revision in current understandings. Since IWAY builds seem to now take advantage of the smiter madness, a little broader perspective is wishable. Which doesn't mean the general message isn't valid anymore.

Also, on the Training suggestion, I feel there is room for improvement there.
I want to be able to go to the guildhall with one guildmember, and test AGAINST him. He can pack some skills, and I can, and we can test the skills effect against each other this way. test 1v1 or 4v4 or 8v8 with guildmembers for instance.

Kind regards,
Makkert

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

Quote:
13) The Death Penalty depletion I think needs to be a little faster, I have had -15% and have it only drop to -14% after about 1 hour of playing and fighting. Maybe have a meditate option so your character can stop for a while and remove some DP. This would have to have some penalty associated with it; maybe your character can be slow for 60 seconds after.
Not a bad idea. Of all the ones you posted, this one seems especally nice.
If forces players to slow down. DP in PvE is often a direct result from people rushing in and not taking the time to think ahead.
Plus, DP encourages some people to drop out. This would erase some of the fear associted with DP.
Id say replace the meditation option and 60 second slow penalty with just simple inactivity for a duration of time.
Wasting time is a pentality within itself.

How about:
- Minus 1 DP for every team member for every 50 seconds the whole team does not attack, use a skill or is selected as a target.
I can even image a recharge visual over the DP icon, much like the skill recharge visual that moves translucent clock over your skill, that starts once the team is set still, helping to remind teams to slow down if possable.


A couple of my some other ideas that I think are stellar...


Idea 1:
Id agree that getting a guild should be takin in a more serious light.

Id add to the challange of creating a guild:
-8 people on a team to create a guild.
-Starting a guild cost 1 plat, specificly, 125g from 8 different guild-free accounts.
-50g to invite new players.
-50g for guilds to except new players, deducted when that player excepts.
-100g from the player to join a guild.
-100g for guilds to invite outside players to be a guest at the guild.
-100g to quit a guild.
-100g to drop a player from the guild.

To balance the new challenge and to help end recrutment spam:
-Guild recruting boards at major towns for 200g to post.
The boards require a contact list of guild recruiters.
It will allow you to describe your guild, what type of players your looking for and a spot for your guilds webpage, if you have one.


Idea 2:
This idea would be far more respectable for ranked Guild matches than whats already avalibule, because; it requires smart builds on the fly and quick stradigizing - a better test of skill.


Best out of 7 match.
First round - teams play thier builds.
There is a winner/loser.
2 minute time out and players readjust there builds.
Second round - teams play thier new builds.
etc.
Best out of 7 wins.

If a team is so defensive it will not die and the match last forever, here is a solution.

If you team takes the flag stand, a 1 minute (or something) countdown begins.
If 1 min is up and your flag is still there, you score a point.
Respawn 10 seconds (or whatever) after you die at your base/flagpost/respawn point.
After 10 minutes (or something) the round is over, and the team with most points wins.
A tie resolutes in a sudden death with no respawn where next point wins or if other team completely dies.


Idea 3:
Of the rantings ideas that have surfaced again and again, this one seems to be closest at getting players building each other up instead of providing a tool for players to exploiting each other for getting ahead and/or revenge.

Fair Play points.
- You can only give 2 Fair Play Points each day
- You can only give max 1 Point to a single character
- Fair Play Points are account based. Meaning that if your Mo/N gets a point, then that point will also be on your W/E for example. Also, you cannot give 2 points with you Mo/N and then log in with your W/E and give another point. Only 2 point per day, per account.
- You can not give Fair Play Points to fellow guild members or people on you "Friends" or "Ignore"-list.
- If you give a person a point, it will 48 hours to re-reward that same person.
- Points are give anonymously and become active after 6 hours of being awarded a point.
- Fair Play points come in the catagories of - fairplay, generous, informative, teamwork, leadership.
- Certain requirments must be meet to issue certain points.
--- 10 minutes for fairplay
--- 20 minutes for teamwork
--- 25 minutes for leadership (or something along these lines)
--- You can only give points these catagory of points to people while they are on your team.
--- In the case of "fairplay" you could give a point to someone in the opposing team in a PvP match.

/rank type emotes for each reward.
/fairplay
/generous
/informational
/teamwork
/leadership

To discourage show-and-tell games and any exploiting of loopholes to farm for rewards - any second point givin to you by the same person will increase your numbers in "fairplay" but will not bring you closer to the goal of having a fairplay emote.
The emote will only be made availbule from a number of completely different accounts.
You could type /fairplay and get a total number for yourself.
No one else could see it.
Much like the /deaths or /age commands do.


Idea 4:
Im in high favor of a better interface for processing information quickly to improve your teams reactions in battle.
One of these types of improvements would be to include energy bars of teammembers.
But mostly, Im a little tired of guessing the AoE of skills.
Though there are studies that have been done, and perhaps with practice and experimentation with AoE skills, you could learn with some apptitude what the AoE effects are of some skills.
But instead of requiring the lay person to practice,practice,practice it would be nice if there was an easier, consistantly reliable way to understand the AoE of the skills you use.

My suggestion is this:

-In the form of a translucent circle for every attack AoE skill that you use there is an effect on your mini map. You can only see the AoE for the skills you use.
For attack or offensive spells/skills the effect would be red.
-In the case of spirits, the effects on the mini map will be showed to everyone.
For spirits the effect would be white.
-In the case of AoE heals it would show for your whole team.
For healing the effects would be blue.
(heal area only shows for only your team even though it can heal the other team)
-Traps layed by your team would show up as x with a circle around it visable by all of your teammates.
The x would be the trigger and the circle would be the AoE if it goes off.
-In the case of wards it would show to your team a yellow circle.

I thought about having wells in the mini map observational too, but then on second thought; due to thier offencive and defencive capablities, it seems better that they stay off the map.


Idea 5:
This idea is old as sin, but it was brought up in last Fansite Friday.
So Ill suggest it again.
When players drop, the team is punished.
And it is within the power of a single player to ruin the experance of the whole team.
So lets not make teams suffer anymore.

-A unanimous vote to kick one player.
--Must have atleast a team of 4 players to vote a kick.
--Even teamleader can be kicked.
--Kicked player recieves an option to take loot intitled to him up once he is kicked. (in the same method that leftover loot is given to you after you complete a mission)
-Dropped or kicked player drops all quest items that he picked up on missions that need teams to complete a quest with items.
-Dropped or kicked player is replaced with henchman of like primary class or selectable other if team leader chooses.
-Dropped player can log back in to replace henchman by requesting the team/teamleader.
-Faction points for killing one person are awarded to the other team for each player that leaves/drops after first contact.

This idea in conjuction with idea #3 seems like a good combo.


Idea 6:
Another idea Ive heard...
Have HoH matches that match according to rank.

If your a rank 2 player then youd go to the rank 2 district and play agains other rank 2 players until you reach rank 3.
You could call the districts, "tournment leagues".
Perhaps - Junior league districts would be for ranks 0-2, Minor 3-5, Major 6-8, Vetrans 9, and Professional 10+
You would not be subject to have to play in those leagues, however...
- If your a lower rank, and will not gain rank any faster if you play above your level.
- If play ranks below you, you will not advance in rank at all, recieve highly demished faction rewards, and recieve no items after winning a tombs tournment.

Hopefully helping to keep unexperanced players together and growing into battles is an easier transition.

Though I do not care for the way the current system is set for UW and FoW, in the case of this idea, the highest ranking tournement would determain the winner for HoHs at the Temple of Ages.


Idea 7:
I know these things exsist in thirdparty type still.
A guild can make a webpage or have its own forums or use a fansite forum.
But I think if it were possable to tie it into the game itself, it would help to bring players together on a whole new level.

A guild message board.
At your guildhall, there is a forum that you can post messages on to your fellow guildmates.
Anyone in the guild can post messages and replay for everyone to see, just like forums do.
And a calender that officers can post important events on for everyone to see.

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Hello everyone,
I'm actually driving cross country right now but when I get back to D.C. I'll be sure to update the thread with all the new changes.

Thank you for your input.

VirtuousChild

VirtuousChild

Pre-Searing Cadet

Join Date: Sep 2005

Hi there! ^_^
is it just me or are they some abusive classes that are made now that basically making everyone become that class because of the abuse?

Rangers
3 of the most ultimately cheating skills in this game, which had made me stop playing "ANY" spell caster is, Savage Shot, Punishing Shot, and Distracting shot. I know this game should be balanced however rangers are practically the most unfairing character in this game. Distracting shot has a cool down of 10 seconds, Savage Shot 5 seconds and an Elite skill which is 6 seconds, basically, they can distract the entire game with these 3 skills having about approximately 5seconds of space to shoot another distract. On top of that they now have kindle arrows which does massive amounts of damage. Basically, this abusive power can shutdown any caster within seconds, approximate 10seconds or less to overkill giving them no space to cast anything. What's the point of playing a caster where there's no space for casting? so imagine 2-3 rangers on the battle field. They are so abusive they can also kill the superior defense class and make them a pudding, warrior, a Warrior's major survival is healing signet, and secondary, and rangers can poison, fire blaze and shutdown the warrior from healing himself and stand up at point blank range with a few dodge skills, shutting down practically almost some or majority of his attacking skills, healing skills in seconds.

I honestly believe the most well balanced interupting skills are Incendiary Arrows and Choking Gas. I think all interupting skills(Excluding the two balanced ones I called) should last 30-45seconds to recharge causing balance in the game. This should tidy up the over usage of interuption, because with Quickening Zephyr + Serpent's Quickness. They can practically bring the recharge back down to around 20seconds a recharge which is very balanced, so if they need to use such abusive power they need to earn it by taking up two slots causing a downfall on their healing and defense system. Which will make them choose 1-2 disrupting skills, and focus on other skills such as traps, spirits etc instead of this
"Fire"Poison"defense"heal"mass disruption". <-basically that's all the rangers of the game right now because they think the rest of skills are useless because of the mass amount of disruption and damage.

Fragilty Mesmers
Another abusive class, studying them it's quite easy to make and quite abusive for 3-4skills, it was said in the GW guide that Fire Elementalist does the most damage in the game, well.... Frag. Mesmers can do approximately 400-500dmg within seconds! why? and how?
Fragilty, Phantom Pain, Virulence , Rotting Flesh and whatever they wish to add, lets say we place about 14-16stat points into illusion, they now can do 35-40dmg per each condition now multiply that with the 3 conditions I called, which is a minimal because when ranger and warrior attacks that target as well with poison, bleed, cripple, or blind, he's out of the picture in 10seconds if strategize correctly. Anyway lets say 40dmg per each condition times 5 that's 400dmg in a few casts.
I've seen worse before but this is totally rediculously cheating just as bad as the rangers.

So what I think is best, is not to reduce any of the necro skills because in my opinion at the present moment necros are becoming useless. They die like flies now and this is because of the abusive power, death necros are totally useless now. I think Fragilty should be dropped to 5-15dmg a condition, since this game has 90% of battles contain a condition warfare, so that person practically will always suffer a condition. So when they use abusive stat power they can only reach as high as 25dmg a condition. Yes they may do 200dmg within seconds, but that can be easily healed. However, Virulence should cost 15 energy and 15seconds to recast since it's abusive in the mesmers hands and probably increase the lasting time to more like 5-15 because of the cost of it. Reasons why I think that may solve the problem, is that Mesmers are the kings of energy recovery, however in order to restore such energy requires 2-3slots which should bring balance as Virulence is more costly to use and longer recharge time, but for the necros it's useful as it cost more but last long enough. (Mesmers only use it because it cost 5 energy and 10second recast, also they don't even place a stat point into death. Which is why they abuse it.)

Balthazar Smiter Elementalist
Now, I'm being honest, they had disbanded and nerfed the monks way too much that they are almost useless because they have so little energy and have a hard time to recover that energy and sustain for their friends and themselves. However, Smiter Elementalist are the most abusive smiter in the game, why? UNLIMITED energy.

I'll show you how it's done,
Divine Boon, Mending, Reversal Fortune, Draw conditions, Balthazar Aura, Aura Restoration, Zealot's Fire and Ether Renewal. Now, before they make monks even more useless to stop another class's problem(which they did to monks), why E/M smiter are so abusive is not because of the monks skills, it's Ether Renewal, they are looking for skills that take less energy and a few seconds to cast to use for Ether Renewal to recover practically ALL of their energy and health!

They use boon as an extra enchantment, aura of restoration, Reversal of Fortune and Ether Renewal itself, that's 16energy and 68 heal or more, a cast! so abuse reveral fortune, and mending alone will drag their health and energy back to max and those who attack him will be getting hurt by balthazar and zealot's fire which does 50x dmg a second.

However, that issue can be easily solved, Ether renewal should be 15energy cost, 2seconds to cast and 45 seconds a recharge, that means elementalist will have to use this skill early, and giving enough time for someone else to disrupt it, making a balance for the abusive power on Elementalist/Monk. I honestly also think Ether Prodigy is useless, the exhaution made it useless, however I'm sure if they removed the exhaution there's balance and more use for this, which means, yes the Ele. can use this, however "Lose ALL enchanments." "suffer 2 damage for each energy remain." and also "spell causes exhaustion." is completely outrageous of a skill to use. Removing the exhaustion and leaving the "Lose all enchantments." and "take 2 damage for each point of energy you have left." is more balance, now that the exhaution is gone is more useful and yet at the same time very dangerous, they will need to cast constantly to keep their energy pool as low as possible, but if their target runs away from them and they have to chase will make them suffer mass amount of damage if they don't get ride of the energy some how a.s.a.p, which is balanced.(reminds of a beserk skill). Making Elementalist more useful in pvp, since they are easily disrupted and hexes that make them cast 2x-3x longer.

Monks
Monks has become very weak in PvP especially when "EVERYONE" target them, they have no use of energy management anymore, lets start with Blessed signet, sure Blessed signet was supposed to be their energy savior for those heavily enchanted monks, however, it's not. The recharge time is 10seconds also on top of that the cast time is 2seconds, which means, practically ALL classes can disrupt blessed signet. It's no longer useful, and monks cast 99% of the time more than anyclass, amazingly their energy pool is unhealthy for divine creatures. I honestly think that blessed signet should be 3/4 a second(just like the necro's Offering of Blood) you may say that's abusive, but how can it be? since Necromancers and Mesmers can strip their
enchantments, practically all of them with the right skills setup making blessed signet useless until the monk recast all of their enchantments again. Purge signet also is another long casting ability, which I think it's better off at 3/4 also since it has a recharge of 30seconds.

Divine Boon another useless skill which people are beginning to hate using this skill, if Divine Boon is 2 energy addition to every thing he cast on ally, that means,lets say, my stat point is 12heal, 12divine, if I cast Orison of Healing that's 7 energy just for just 60(orison of healing) + 38(divine favor) + 61(Divine Boon) =159 right? well I could as well use Heal Other without divine boon, which is 151 + 38(divine favor) = 189 and still keeping my 4 arrows for just 10 energy. Now you wish for balance yes, but I think divine boon should only cost 1 than 2 or none at all, as they have only 3 arrows, and a warrior can basically chop 2 times and take down 50s-70s in slashing damage + skills, within seconds, also an elementalist lightning/fire can do outrageous dmg of 100s within seconds, poor monk can't run away(because the warrior can use a run boost and catch up to you) also monk has to heal himself and his friends with a poor energy pool and boon is leeching constant energy and basically the classes disrupt, energy steal, making boon useless. I love monks, but after Sorrow Furnace update and everyone is able to unlock professional skills, I'm not liking how easy monks can be taken out. They don't even last 5-10seconds now. They have no good defense against hexes, and when you try to take up 4 slots of hex breaking skills, it's not enough to keep you alive because, you have to cast to save yourself from hexes and conditions, heal yourself then also you have to heal your friends, and because of this make me a less fan of monk. Also monk is a stressful job but to die so easy makes monk more non-playable for me every now and then.

Just thought I'd share my suggestion, thanks for taking your time to read this.

-Rafael Enrique

Drognan

Drognan

Ascalonian Squire

Join Date: Jun 2005

Jackson, TN

The Hellplague

W/Mo

"Please don't say that you can do all the missions with henchmen, believe me I know it because I've done them all with hench. Many can do it but not all, and you can't take them to UW/FoW."

Actually, not all missions can be done with henchman. Have you tried the priest mission in SF? Someone, or a group of someones, ahve to guard the priest, while the others go after the Balthazar Crystals. That's an impossible task with henchman.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Actually referring to VirtuousChild, he had some very nice ideas:
Monk:
90% of my time I'm playing monk, and the 2second of recharge was ok for the beginning, but as interrupting gets more and more popular, it's going to be useless.
If you're fully on enchantements, you dont regain energy because your regain is at 0 (or in the -state), now if your going low on energy and your last chance is your signet. And that ranger or mesmer or warrior comes there and blocks you. What then ?
you're dead, that's how it is.
Actually if there is done an improvement, get the cast time down to 1/4 or 1/2 second.
Increasing the amount of gained energy or decreasing the recharge time, isn't really going to help. The Cast time has to get fixed, if possible.

Eles:
Actually Ether Renewal is fine, even if it is abused, if you look at a normal ele who is depending on that skill for energy and healing, that 30sec recharge is really annoying alreddy, and if you want to make that even worse, sorry but thats too much. For the E/Mo abuse, why dont you just run out of their range? It's all you have to do, its not really that difficult as ether renewal only lasts 10seconds. So that skill is fine.

Monk:
Holy Veil. Actually that skill really has no point in being used. If you want to make that skill usable, set it to "All hexes that will be cast on that ally (or yourself) will fail, as long as you maintain this enchantement. For each failed hex you loose 10-2 energy (depending on Divine Favor). To not making it overpowered by not gettin hexed, the energy loss is making it equal.

Monk:
Divine Spirit. Actually this spell also has no point in being used. I tryed so many different ways to make it usefull. Just not possible. Increase the duration by a bit, or decrease the recharge, because 5energy is not too much, but its not equilibrated.

Monk:
Blessed Aura. This is discutable, actually some people think 35% is fine with using a staff with +20%. But is it worth the -1 energy deregen? I think, that It would be really worth the -1 deregen, It could be maxed up to 80% with Divine Favor 16, so with the +20% of a staff you can come up to 100%. Perhaps its a bit too exagereted from me, but its a suggestion.

Monk:
Holy Wrath: Having -1 energy deregeneration and loosing 10damage for each attack on you, to deal like 40damage back? That's ridiculous. To make this spell good, remove the limitation of damage your able to do backwards, and perhaps for each attribute increase, you could decrease energy loss. Example: 10-3.


Puuh ... so far for today ^^

Balrog1978

Balrog1978

Academy Page

Join Date: Sep 2005

India

Chi

W/E

Please fix maps..

especially in Town centers..if I click on another player for chat(for trading purposes or recruiting for party etc)..he should light up on the radar..Else we have to keep shouting our locations till we find each other or "discover" we're in diff districts...BLAH!!

HAve posted this elsewhere, but seing this as a sticky, dont want this useful interface to be misssed out

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

err, just a lil tipp aside. When you have teamwindow up, you just type in the name of the person, and if you're in the same district he gets invited immediately, if he doesn't, you know that he isn't in the same district.

There is really nothing that has to get fixxed.

zurik

Pre-Searing Cadet

Join Date: Sep 2005

N/Me

why cant we have a 1vs1 pvp arena??

maybe 2vs2 for tag teaming??

am i missing some obvious reason for us not having these?

Zhou Feng

Krytan Explorer

Join Date: Aug 2005

CATS

Mo/Me

Quote:
Originally Posted by VirtuousChild

Monks
Monks has become very weak in PvP especially when "EVERYONE" target them, they have no use of energy management anymore, lets start with Blessed signet, sure Blessed signet was supposed to be their energy savior for those heavily enchanted monks, however, it's not. The recharge time is 10seconds also on top of that the cast time is 2seconds, which means, practically ALL classes can disrupt blessed signet. It's no longer useful, and monks cast 99% of the time more than anyclass, amazingly their energy pool is unhealthy for divine creatures. I honestly think that blessed signet should be 3/4 a second(just like the necro's Offering of Blood) you may say that's abusive, but how can it be? since Necromancers and Mesmers can strip their
enchantments, practically all of them with the right skills setup making blessed signet useless until the monk recast all of their enchantments again. Purge signet also is another long casting ability, which I think it's better off at 3/4 also since it has a recharge of 30seconds.

Divine Boon another useless skill which people are beginning to hate using this skill, if Divine Boon is 2 energy addition to every thing he cast on ally, that means,lets say, my stat point is 12heal, 12divine, if I cast Orison of Healing that's 7 energy just for just 60(orison of healing) + 38(divine favor) + 61(Divine Boon) =159 right? well I could as well use Heal Other without divine boon, which is 151 + 38(divine favor) = 189 and still keeping my 4 arrows for just 10 energy. Now you wish for balance yes, but I think divine boon should only cost 1 than 2 or none at all, as they have only 3 arrows, and a warrior can basically chop 2 times and take down 50s-70s in slashing damage + skills, within seconds, also an elementalist lightning/fire can do outrageous dmg of 100s within seconds, poor monk can't run away(because the warrior can use a run boost and catch up to you) also monk has to heal himself and his friends with a poor energy pool and boon is leeching constant energy and basically the classes disrupt, energy steal, making boon useless. I love monks, but after Sorrow Furnace update and everyone is able to unlock professional skills, I'm not liking how easy monks can be taken out. They don't even last 5-10seconds now. They have no good defense against hexes, and when you try to take up 4 slots of hex breaking skills, it's not enough to keep you alive because, you have to cast to save yourself from hexes and conditions, heal yourself then also you have to heal your friends, and because of this make me a less fan of monk. Also monk is a stressful job but to die so easy makes monk more non-playable for me every now and then.

Just thought I'd share my suggestion, thanks for taking your time to read this.

-Rafael Enrique
Indeed they have become harder to use. Everyone tends to gank on monk most of the time. Also interruption IS very popular as well as kdas or kd or axe high damage. This makes the monk very hard to use seeing as they are subject to ganking, interruption, annoying kd... hell I know, I play a pure healer and they are squishy as hell... BUT AS I SAID HEALER. Prot Monks on the other hand can deal with a lot of this issues much easier then a healer. Its now to a point that Prot Monks (for arenas) or Dual Monks for team arenas. But whats wrong with this? It means some diversity. However what I would like to see for monks is some way to deal efficiently with interruption/knock downs. The only thing Im aware is Mantra of Concentration and the other one that sucks energy when it works. The one that sucks energy IS a bad idea. You could also use the Glyph of Concentartion but this makes it that you have to rely heavily on it and it ends up making things a higher price.

So therefore there should be something for monks to deal with interruptions. Or raise the Recharge time (Last I check many Interrupts from rangers recharge rather quickly at 5 and 6 seconds... ouch) Also Migraine is now a beauty to use against monks :P for all those monk killers out there.

Zhou Feng

Krytan Explorer

Join Date: Aug 2005

CATS

Mo/Me

Quote:
Originally Posted by Plague
I consider myself an intermediate player, one experienced enough to know the game...

That is all. Congratulations for reading.
Evgerything you say holds a lot of truth which is why me and a few friends created the following ideas.

An idea for the existant crafting system

The following is a game suggestion that perhaps will never get implemented in the actual game but hopefully you could extrapolate some sort of idea to add more depth to the GW universe. I am also aware that perhaps you might get ton of ideas and suggestions. So therefore I know this has a slim chance. But I would like it if its at least considered.

I noticed that the salvaging of material items, although a nice idea lacks any real purpose once a person gets their armor done. I would love if the game would implement something similar to professions or trades but to a very diffrent extent. Let me explain.

I got this idea from hearing a couple of people mentioning how it will be interesting to get trades in the game. However upon careful examination it doesnt seem to reliable to have the usual trade stuff because this after isn't an MMORPG. So then as I sat to have a meal I started thinking if there was any possible way to implement some sort of trade system based on a character's primary profession. As I sat thinking about it I thought that the only possible way to come up with trades was if they where related to the current salvage system and to combat.

As I thought about this I remembered how in Blizzard's Wacraft 3 Frozen Throne they implemented special shops that sold speicla one time use items as well as special constant items like for example the Night Elves Moonstone or the Poison Orb. Then it struck me. Perhaps the professions in this game could indeed obtain a trade related to their primary. It is then that I present a sketch idea of what I have in mind.

Every profession gains a trade to create one time use combat enhancing items that are very similar to the now existing scrolls. Except to affect combat instead of xp. These items might break the equation of fairness so therefore only one item can be taken at combat but does not count toward the skill limit. Furthermore all of these items are a one time use effect whether it be a mission or a pvp arena effect. Due to the possibility of items being brought in 'masse' item effects are non stackable non cumulative, similar to they way spirits of rangers now work. Also in lieu with making sure these items do not get abused a system similar to the Frozen Throne can be used when for example the Night Elf player buys multiple Moon Stones. He plays one and its gone but before he can play the next one a certain cooldown time ensues. Therefore all players might bring for example Symbol of Protector but once one is played the others have to wait till theirs recharge. Once played the item is removed from slot. Whether the item is a one time use like ressurection signet or a one time use like say a potion is not clear at this moment for me. I find most preferably that they ARE NOT like rez signets so it encourages players to create, trade and buy them.

These items are to be considered common(blue) to rare(gold) therefore the materials needed to make them are very similar to armor but not at the same expense or rate seeing as armor is much more valuable. Furthermore items must then be infused, enchanted or in the case of warriors honed, with the power that will make them effective which translates to certain amount of time in game before the item becomes ready. Each profession starts being able to create three items. The following are just examples out of my mind.

Necromancer
Skeleton Doll- Once during a mission create a level max Bone Horror. This Bone Horror has increased attack and movement rate compared to normal Bone Horrors and health degenarates slower.(blue)

Bone Crucifix- Once during a mission transfer all hexes you may have until target foe and adjacent foes. That foe is now Diseased.(purple)

Monk
Holy Insignia- Once during mission gain +20 life every 2 seconds for 10 seconds.(blue)

Symbol of the Protector- Once during a mission all damage is halved for 6 seconds.(purple)

Warrior
Amulet of Balthazar- Once during a mission gain 25% increase in attack and movement speed for 5 seconds.(blue)

Dagger of the Wounded- Once during a mission target foe hit with this dagger is affected by cripple, bleeding and deep wound for 8 seconds.(purple)

Ranger
Horn of the Beast- Once during a mission summon one mighty level 20 Bear with increased attack speed and movement.

Parchment of the Troll- Once during a mission gain 7 health regeneration for 8 seconds.

Mesmer
Veil of Illusions- Once during a mission for the next 15 seconds the user gains a 15% chance of evading attacks.(blue)

Mask of Fears- Once during a mission cause target foe to become weakened and blind for 7 seconds.(purple)

Elementalist
Fire Ring- Once during a mission hit a foe with a fire lash that deals 75 Fire damage. That foe is now on Burning for 2 seconds.(blue)

Frozen Pendant- Once during a mission gain +50 armor and all ice based attacks are 50% less effective for 6 seconds.(purple)

These are just examples the items can be wholly diffrent, maybe less effective, maybe more effective. But this would add more depth to the game for the following reasons:

A new diffrent way to make use of the salvage system. Since these items are common to rare. The common items being easy to prepare, easy to get yet not as efficient in combat. While the uncommon is rather more hard to make but with more satisfying results. Finally rare isn't immposible to make but much harder then uncommon and with more stronger gratifying results.

Adds more depth by adding one more thing that can be a surprise in combat. Since it doesnt count towards the skill limit and is readily related to combat. For example a monk might bring Bone Crucifix to protect himself from mesmer hexes once and send them right back at the mesmer. Or the necromancer can use Mask of Fears to deal with that annoying pesky warrior.

Adds more economy to the game because it relies not only on the salvage system but these items can be traded, sold, created and bought between players.

Main Ideas in Conclusion

Cooldown of Item usage must be similar or more then signets too protect balance.

Items are a one time use only as in consumable.

Items do not stack and effects are non cumulative.

Only one item can be brought to a mission. Similar to skills items can only be decided to be brought in towns.

Items do not count towards the skill limit.

Items require Components. The rarer the item the more components it requires.

Items require some time to be deemed 'ready' even when the crafter has all the materials. Whether it be because the necromancer is infusing it with powerful dark arts or the monk has to perform holy rituals to gains the gods favor.

A certain level of experience is required to unlock the capability to make items of each level of value. Common being the easiest to unlock. Furthermore the crafter must 'buy' the knowledge from a Master Crafter similar to how Skills are bought. so for example a Monk wants to be able to make Symbol of Protector they need to reach a certain 'trade' level then after reaching a certain 'trade' level he must seek out a MAster Craftsman who can create these items and 'buy' the ability to fashion it. 'Trade' level is gained for every succesful item created. The rate must be a medium rate something not too easy nor too hard to level up.

PvP Only Players I need to think how the system would work for them. But seeing these items are not customizable you could leave an item with your PvE character in storage for your PvP character to pick up later.

This is all the ideas I have now. I wish sincerely that at least they are taken in consideration because I believe this can help the game become more in depth. And gives yet more reasons to play PvE and PvP!

Somone mentioned that Guilds should also have other things to do. Hand of Death came up with these ideas. I also fleshed out some of them.

An idea for GvGing in a diffrent way, more useful for PvE people

PvE GvG Idea for Guilds by Hand of Death and Zhou Feng

I was talking with a young man in GW while we played he goes by the name in game of The Hand of Death. While we where talking we came up with some ideas to add more conflict to GW. This is just a sketch. It consists of making Guilds more Influence/Political based capable of controlling Lands, Subverting other Guilds, Banding/Alliances with Other Guilds... in short a lot of Guild vs Guild stuff other then just combat for recognition.

This idea is right now under works as the time of writing this. Who knows maybe it will get implemented maybe not. Some may believe it is a complicated or complex idea. Keep in mind no one is forced to use these features. There are just another way for conflict in the GW World.

Plot of Lands

The main idea at work. Guilds are now capable of controlling Plots of Lands. These Plot of Lands are not "random" but instead predetrmined by the Map. A maximum number of Plots of Lands are available in certain map sections (ie Kryta, Ascalon) Only Guilds with a proper Guild Hall can benefit of controlling Plots of Land. In order to gain control of a Plot of Land Guilds interested must vie for it. This is determined in some way. Specifics are still on the works.

When a Guild succesfully controls a Plot of Land it gains Resources from this Plot of Land. This is translated into gold and crafting materials as means of a Tribute the land dwellers pays to the Guild Hall. Each Plot of Land however has a Manteinance Rate. This Manteinance Rate determines the Plot of Lands Feelimgs for the Guild Hall overall. Therefore:

Higher Tribute/Lower Manteinace = Higher Chance for Land to rebel. (Oppresed People)
Lower Tribute/Higher Manteinance = Lower Chance for Land to rebel. (Happier People)
Normal Tribute/Normal Manteinace = Moderate Chance for Land to rebel. (Moderate People)

Theres a max number at which tribute is paid so Guild Halls cannot over tax a plot of Land. keep in mind however that at a maximum Tribute payment Plot of Lands feelings plummet faster. The more Plot of Lands the Guild controls however the higher the overall Manteinance becomes. Remeber IF Manteinance is not paid the Lands Feelings plummet faster and they can Rebel. A Land that Rebels does not initially become open for control. At this point before the Plot becomes free the Guild has one last chance to retain control but success rate is averaged depending on Guild Fame and how the overall Land feeling is (the lower it is after rebelling the lower the success is) In this last chance the Guild can use ONE special Guild only "Influence" skill. Like subvert population. Or reward population or even brainwash population. Hell we could even put Torture population for those sadists out there :P. Each skill has a diffrent effect. THIS IS STILL AN OPTIONAL FEATURE STILL DISCUSSED! It might just be Land Rebels and Plot is lost for simplicity. Keep in mind that the better the Manteinance is the Plot of Lands feelings grow higher which entitles to bonus resources including rare items and crafting materials.

A Guild can challenge another Guild for control of a Land if both have proper Guild Halls. The challenged Guild can refuse BUT this translates as losing face to your Plots AND the challenger gets a free chance to "harass/raze" Land. if both decide to combat for Land then the GvG map is taken to a map location non random which represents that Lands characteristic (all farm plots would have a farm type Land to fight on) Defenders start out with an outpost manned depending on Plots Feelings. The Higher Feelings the Plot has for Guild the higher Defense will be a to a certain Limit. Defenders killed in this skirmish cannot be revived. Attackers gain depending on their amount of resources (Ties into my Guild Politic Ideas) diffrent war machines up to a certain limit. Casualties of manned Defenders (NPC ones) affect the overall Land produce. So as it happens once a Guild wins the Land will not produce the same amount it did originally at time of vieing for it.

Notice that when GvGing for Land Control is similar to normal GvGing except the attacker gain Defenders and an outpost. Attackers gain a limited amount of perhaps "siege" weapons.

PS I would like to add that there should be quite a good amount of possible plot lands to control. And a Guild has a limit to how many they can control (Maybe three)

Zhou Feng

Krytan Explorer

Join Date: Aug 2005

CATS

Mo/Me

Quote:
Originally Posted by DarkWax
Hi,

I posted this elsewhere, in a similar context. As much as I love this game I'm encountering some sort of boredom - I'd never expected coming this so fast. So I put together some ideas that could beef up this thing:


1.) Enhance the PvM experience!
Much was announced about the benefits of streaming & instancing - we all know it. But there's the same map, the same monsters, everytime you enter an explorable or a mission: "Hey girls, be careful, 3 of this nasty scorpions will appear up this hill!" It's getting boring. You know the road, you know, where's what monster and how much, all you can do is to explore the fastest way.
Why don't we have random spawn points? Why don't we have random quests? Why don't we have random bosses with good drops?

Imagine wandering around in Ascalon with your L20 hero you'd find having the collectoresse (random NPC) having an exclamation mark (random chance, lets say 5% when entering an outpost/city). She'd tell you that an awesome moster were devastating (random quest) the Diessa Lowlands (random region) - zoning there you could search the region for it. It'd be a L30 Charr Ashwalker (Lvl and profession based on yours - a monk would get a necro, mesmer or ranger) surrounded by 5 groups of 3 [regionlevel] other Charr. Kill him and have a 10% chance to find a good item suitable to you.

Another possibility were to calculate the monsterlevel by the level of the lowest human player.

2.) Enhance the PvP experience for the "intermediates"!
We have, at the moment, 2 versions of PvP:
- a.) PvP for "the rest of us": Random 4v4.
- b.) PvP for the pros: any other form of PvP.
Even in team 4v4 a not optimised team will fast get ganked by the faction farmers from the pro guilds. There's 1 PvP mode for beginners, all other for the pros.
But "the rest of us" is the wide majority, and we have nearly no chance to get "pro" if there's no possibility to learn. And this only suitable random 4v4 is getting boring fast ...

Imagine your small guild could do 4V4 GvG, facing other guilds in your skill range - best in a sort of "intermediate league". This would give those unnumbered smalls guilds a chance to learn, have fun and even ascend to the "pro" level.
Imagine more sorts of "low level" PvP - random 6v6, team 6v6, some copy of tombs but random/team 4v*/6v* ...

We need a way to grow "the rest of us" to "pro level"!

3.) Kick the Account-Guild connection!
I'm in a guild. A small guild. A guild of people that RL know each other. A very fine guild! I'm very proud to be Officer of Foreign Affairs of the PinkPanthers [PiPa]!
But we're way to small to compete at "pro level", and most of us don't want to spent the needed amount of time to create a competetive build. We could GvG, were there an option for 4v4 GvG, but we never could set up a pro team. OK, fine.

So I, as the PvP fiend of PiPa, have some invitations of other guilds. Competetive guilds. I'd very like to join to see "real PvP"! But I'd had to abandon PiPa, which I never would. Pwned :-(

Imagine each guild leader could decide if members were allowed to have two guilds, perhaps for every member. Some small guilds could throw together their champions to create a common fighter squad!

I understand the problems about espionage etc. from some elitist guild leaders, but if it were in their hands to allow or deny? Were there a problem?

Ok, much said. I think we could have a better GW. It's in my opinion the best game since years, just Gothic cames near. But, I think, we've reached a dead point. Not much changes needed, IMHO, it could be easily done.

Have fun!
As well as the ideas for crating and Guild control Im working on a Guild Politic idea for both PvP and PvE. Specifics are not worked but its based on Guild Diplomacy as Guild band together to fight other guilds or one stronger guild. Theres a limit to how many Guilds can pledge Alliance. Enemied Guilds cannot be part of an alliance, and affect all allied Guilds. This can open way to larger (or smaller) pvp maps.

For PvE Only...

Well in my case I treat PvE like if I was playing a normal one player action/rpg game. A game I wouldn't rush, and a game which is definetly not too play in large amounts or once you finish it theres not else to do except unlock everything (Zelda comes to mind. Great games but once you finish them the Dungeons then become more of a hassle to the point that youd have to take a looooong break to play it again. Wind Waker comes to mind for example as do Ocarina of Time.)

But the fact is this is an online game and a game that although free we would like it to be more replayable so next time we take that mesmer instead of that warrior it doesnt become a chore.

I approve with the idea that unlocked skills should carry also to pve accounts. I also like the ideas of random quests as well as non linear non story related coop missions that can be sort of randomized too, maybe even explorable dungeons(?). I even once thought itd be interesting to go against another team of players but each with diffrent quest objectives in an instance map.

nimloth32

nimloth32

Lion's Arch Merchant

Join Date: Oct 2005

Celestial Order

W/Mo

For PvE, the story must have its intensity and allow the players to make their choice when doing quests and their choices will lead different consequences (like fable). In short, the story should be competitive to any single player RPG 's story (like baldur's gate series or Planescape: Torment) and the gameplay allows the replayability. For example, choices are given when one is doing his/her quest, the choice will make one lean toward evil/good not just reward/no reward. Moreover, the background music must improve such that when one enters into combat, the music should change into a face paced music to bring out the intensity of the combat.

As for extra job, i prefer an additional ninja/assassin where he/she can go into stealth and do backstab damage. I love the excitement when i able to finish a character in one hit kill.. However, there must be moderation made to the backstab damage as it would lead to imbalance of the game

It would be good too if there is PvP match like castle siege where a faction must play defend while the other is attacking..considering both sides (defending and attacking) providing equal amount of fun..moreover, the number of maps for PvP seems too little considerate this game lies more toward PvP..

For me, MMORPG players like large scale PvP match..the larger the scale of PvP match..the better it is..it would be amazing if arenanet can design a large war map between two or more factions (i am assuming if there is additional factions added in the expansion), then, these factions will fight a war between each other in a race to capture strategic points and defend it for some amount of time in order to gain that strategic points (i am speaking of this referring to Warhammer 40k : Dawn of War), whoever with more amount of strategic points will be able to gain favour from gods (now i am speaking of this based on guild wars), for those who gain favour from gods, they can gain access to additional map areas (which is already done in original guild wars but the amount of additional map areas must be increased as well). Hence, the PvP match is no longer just between two factions every time, it is involving a large scale war, tactics and it is a race as well..

The rewarding system in the PvP match must be enhanced as well, not only ranking, factions, celestial sigil, etc, etc..i think the idea of unlocking a new map area as a reward for gaining god's favour is cool but after the players gain fissure armor, weapons, etc, etc..there is no point to continue the game anymore except monitoring their guild and making sure the guild is in high rank. The rewarding system must be enhanced in order to bring back the high level players to be always active in PvP match, increase the competitiveness of the PvP match, and most important of all is the sense of satisfaction when one wins the match..

Moreover, it would be good too if Anet includes other activities than just PvP matches and farming in the game. MMORPG is just not a game, for some ppl, it is their whole life.

I am speaking of this based on my idea. I hope that u guys will forgive me because my english is not good.

Ominous

Ascalonian Squire

Join Date: Aug 2005

The Seventh Sign

Mo/E

I'm not sure if anyone else suggested these things cuz i didnt read this whole thread. there are some very large posts. I also dont have the time to read this whole thread

First of all I hope anet reads this thread.

I will begin with the quests IMO I think the xp rewards for them is pointless. I believe if they gave rare materials, weapon mods, unique weapons, and unique armor they would be more worth wild. You wouldn’t see as much wts or wtb if they just had to complete a quest to receive the weapon mod they are looking for. It goes for weapons and rare materials as well. It makes sense to me if you got a unique weapon or armor for completing a quest that took you 2 hours to complete. You receive all the xp from missions, traveling from place to place, the fighting you do to complete these quests, mission bonus quest, even the ascension would benefit from this.

2nd IMO the skill quest should only be in pre ascalon, ascalon area, yaks bend, beacons perch, ascalon settlement, denravi, and amnoon oasis. Keeping with the pre searing idea of ascalon trainers teaching you new skills. In amnoon the quest should be challenging and long. The skills you receive should be elites since they are ghosts champions that teach you. The skills you receive from these skill quest should only be able to be obtain from these quest or skill capture, and shouldn’t be able to buy these skills from any skill trainer

Last I think collectors’ armor should be different from the armor you buy. In a lot of ways its harder to get or just as challenging to get as some of the rare material armors. I'm not suggesting better just equal but different. For example the warrior should give you an elemental bonus, physical bonus for elementalist, elemental bonus for necro, physical bonus for ranger, absorbtion for monk, ect.....

I know its probably impossible for all of this to be changed but it would be great of some of this can during this chapter or the fallowing one.

nimloth32

nimloth32

Lion's Arch Merchant

Join Date: Oct 2005

Celestial Order

W/Mo

i agreed. i saw some parts of game's quest are quite interesting like sorrow's furnace's. It is cool but instead of giving out rare materials, weapons or armor, it only gives exp rewards. Oh man, this SPOILTS the fun. However, anet should not take away the trading system of the game. Without trades there is no online games.

Ominous

Ascalonian Squire

Join Date: Aug 2005

The Seventh Sign

Mo/E

Oh I’m not suggesting get rid of trading all together. Just the non-sense wtb/wts perfect insightful staff head, wtb/wts max hammer >50%, wtb/wts parchment (for tattoos and scare pattern armor). If these things are available to every PvP character, why shouldn’t it be easily obtain by RPG characters as well? If this game is suppose to be about the players skill. There are some nice looking unique items but, that’s more for the hardcore RPG players that want the very rare looking weapons and willing to sell their soul for. The common players and most PvP players just want something that their RPG characters can compete with in PvP, and not be in a disadvantage.

Like I said in my first post, quests would be an easy and reliable way for players to obtain these necessities. Also give a purpose to the quests in this game. You should be able to choose what idem you want for completing the quest or add a lot more quests, one for every type of idem in an area. I’m sick and tired of getting an axe weapon when I am a prot monk.

You spend all your gold on salvage kits, identify kits, runes, crafting, and dyes. You are left with no choice but to farm for that weapon, those steel ignot to craft into armor. Then they want to nerf farming because it’s screwing up the economy. Changing the rewards for the quests like I suggested would help in these areas.

IDK about you but, I got to level 20 as soon as I got to the crystal desert without completing almost no mission bonus except for one and, only completing the skill quest I needed for character build. Like I said in my first post you don’t need that extra XP. Just the traveling, fighting, mission bonus gets you all the XP you need. Now with the scrolls it’s even easier.