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Old Aug 06, 2008, 11:04 PM // 23:04   #21
Furnace Stoker
 
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Quote:
Originally Posted by JupiterStarWarrior
I disagree on this, simply because the act of leveling up a character in the Environment (PvE play) is what an RPG is about
Oddly, it isn't what Guild Wars is about and never has been. The majority of the game has always been level 20 content. New campaigns cater to max level players, and GW:EN was exclusively for max level players. The leveling treadmill really is arbitrary.

Quote:
Originally Posted by JupiterStarWarrior
What makes Guild Wars unique is that when you complete quests, you gain experience
You can't possibly be serious. Nearly every RPG ever made gives you experience for completing quests. The Unique thing about Guild Wars is that leveling is completely irrelevant for the majority of the game.


Quote:
Originally Posted by JupiterStarWarrior
What if I complete the campaign and want to start a new character? What then?
Then you can. In games that have implemented this, players are free to start from the beginning. Think of it as allowing profession respecs. Once we've decided that it's ok to change attributes, skills, and secondary profession, what's so magical and holy about the primary profession?

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Originally Posted by JupiterStarWarrior
Another thing I like about PvE is the drops that occur.
Again, drops still occur. We already have a system where drops are prestige value only, req 9 max damage items are available cheaply and readily.

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Originally Posted by JupiterStarWarrior
As for "unlocking" items, I've bought the unlock packs for my account. It's a money maker for ArenaNet/NCSoft. They're not taking that away
They can and are removing the unlock system for PvP in GW2. Unlocks are possibly the dumbest thing added to PvP, and an unneeded additional obstacle for newer players.

Quote:
Originally Posted by JupiterStarWarrior
Which sounds awfully familiar... Oh, wait! XBox 360 games have that thing implemented already.
It's not just Xbox 360, it's showing up in almost all games these days. It's a pretty good idea, when you think about it.

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Originally Posted by JupiterStarWarrior
-_-; No. Simply, no. A SPIRIT may have traveld to an area, but a certain character has not.
Spirits would just be meaningless lore to throw on top of a useful gameplay element. If you'd like, call it a profession change. It's the same concept.

Quote:
Originally Posted by JupiterStarWarrior
Running in a quest? HELL NO! That quest is not worth the money, time, or energy spent on trying to go through the hordes of snares that can result from this idea. Simply, no. Besides, you're still going to have "runners" in the line because people will want the quest reward without much work.
Hi. Challenge Missions.

Quote:
Originally Posted by JupiterStarWarrior
As far as I know, each time you enter an area, the spawns differ slightly.
They might move a few feet in one direction, and there might be +/- 5 monsters out of 300 in an area, but it's essentially the same zone.
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Old Aug 06, 2008, 11:25 PM // 23:25   #22
Ascalonian Squire
 
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I like the Running Mode Idea.

As for the rest....

...It wouldn't be GW anymore, it'd be a completely new game. Oh and as for that spirit thing you were talking about....interesting, think it'd be a bit difficult to grasp at first though, wouldn't want it implemented though.

Last edited by IrisLee; Aug 06, 2008 at 11:28 PM // 23:28..
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Old Aug 07, 2008, 12:22 AM // 00:22   #23
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Good ideas, requires more thought.

You have to take into account your opinions and the community as a whole. I hate grinding, but there's a bunch of Koreans who love to grind. (Don't tell me I'm racist, I'm half southern Korean.) So, the grinding titles are something to do because they have the accomplished feeling after kicking your ass in PvP while having thirty maxed titles...

Anyway, I would love to have content be released monthly without the extra fees because I'm cheap, but things like the Bonus Mission Pack, I wouldn't mind paying for. Just, I would like a massive killing game mode. Anything for PvPers who don't want to think or organize and go massively kill things. I'd say groups of four go into a game with up to 24 players (six groups of four) to massively kill. Each one with a different colored cape. You go in to murder. That's it. First to 25 kills, or the most kills after ten minutes gets a gladiator point. Lots of NPC's and screw up factors. Make it like Mario Kart. You may be in first place, but there can be something done to screw your ass into third or fourth.

GO, GO, GO ANET! MORE PVP OPTIONS!
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Old Aug 07, 2008, 12:27 AM // 00:27   #24
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Quote:
Originally Posted by Lady Raenef
Just, I would like a massive killing game mode. Anything for PvPers who don't want to think or organize and go massively kill things.
That made me think instantly of Survive or Die from Pristontale, now THAT implemented in GW would be damn fun. That'd be a good guild activity, then again it might be ruled by farmers and might become a new way to make money which might screw the economy that GW apparently has even more...
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Old Aug 07, 2008, 02:02 AM // 02:02   #25
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Great now you just need to code it and get the game produced.
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Old Aug 07, 2008, 02:26 AM // 02:26   #26
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A brief point. The spirit idea, is really just changing professions and some more focus on account titles. The new thing I how I tried to make it work with the lore. I think the idea is pretty good for making the lore make sense while still being able to delete create characters at will.

I want to remove the focus on single characters and make there mere representations of the spirit i.e. the player. But if you want to focus the character, you don't have to delete it.
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