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Old Sep 14, 2007, 07:02 PM // 19:02   #21
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First Person Shooter. Im so hilarical.
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Old Sep 14, 2007, 09:38 PM // 21:38   #22
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1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve

Got to have a mix of both, simple for those that won't play a lot but deep enough for people that really want to dig in, can.

2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.

Make it kind of like Oblivion, the story is there, but it isn't central to what you are doing. Want to take a quest that puts you 100 miles out of the way? Go for it.

3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happyness - locked chests needing purchased keys

Mix of both, lots of hidden treasures, that give out half way decent items, but the best stuff you have to have keys.

4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.

Got to go with B here, even though it is annoying that someone abusing the system in PvP will effect what I do in PvE, it makes me keep up with skills and keep changing my skill bar.

5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.

Again mix of both (yes, a little repetitive). Have max for armor be say, 100AL, and have it be like traditional RPGs where the mods are varied and different so that not everyone has the same armor.

6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.

To have A you would have to have random maps, and with technology the way it is that may be beyond the financial grasp of Arena Net. So it would have to be B but don't make them linear, have them each be a maze so that even if you have been there before you still don't remember all the turns to go right to the end.
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Old Sep 15, 2007, 01:52 AM // 01:52   #23
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Quote:
1) A: Fun - simple game play
B: Challengeing - complexe game play requiring long learning curve
A little from column A ..a little from column B.


Quote:
2) A: Free roaming exploration - no locked doors, if a giant steps on you its your fault.
B: Linear Storyline progression - complete the primary quest to open next door.
Both....with an option for C!
As another player stated, linear through the beginning training area (noob if yo u will), but after that..
Option A! Go Join Hero's in epic battle!
Option B! Go be a journeyman wandering to various towns and outposts eventually taking on the main storyline challenge if it crosses your path later on.
Option C! Go evil
Not new, but an option to ignore the plights of the innocent and harken to the shadier characters of the game.
option D! Do nothing. You like your home town. You want to defend (or rule if evil) your hometown. Let others go off and save the world defeating the "Great evil". Your calling in life is to this town and my destiny lies here with the towns prosperity or demise. Think perma-pre's.
Or even along your journeys you come across a new town and decide to settle down there to protect or exploit its citizens.

(side note idea: join that towns "faction" if you will ..good or evil..complete quests or just do acts of kindness/evil to the NPC population to raise faction till you are admired or reviled in that town; You will not "own" the town like in Factions, but the faction earned by players choosing to be evil or good sways the balance of that town. Evil faction ruling? Hero's are chased off and attacked while villains stomp on lower food chain underlings and demand cheap prices from merchants. Good faction ruling? Villains are chased off and the citizens might come to your aid for quests or your protection.)


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3) A: Exploration rewards - hidden areas with free treasure
B: Money buys happiness - locked chests needing purchased keys
Again both. Free random rewards make exploring fun and worth revisiting to see something new. Yet being prepared with a lockpick to open that treasure never hurts either.

Quote:
4) A: Complete separation of PvE and PvP - no balancing skills for one upsetting the other.
B: Integrated PvE and PvP - attempt another 2games in one approach.

I lean towards A.
Yet I hope B is something doable.

Quote:
5) A: Player advantages - no set limit on max weapon dmg or armor
B: Everyone equal - all have same armor lvl and weapon/spell/skill dmg.
Nice to have that item to work for to give you a bit of an edge and feeling of standing out from the rest of the crowds that has similar weapons....yet..there needs to be some balance for PVE and PVP.
I will lean towards B.

Quote:
6) A: Puzzles/Traps - dead ends in a labrinth with no handy-dandy map/compass
B: Kill to win - fight to the boss, kill boss, repeat in every quest/mission/dungeon.
BOTH! No map to follow...use your skills (or add in a consumable item like a marker to keep track of where you have been) to not get lost. You find a map, but it may be old and you may have to hunt for ways around traps or blocked passages. Or the boss might have moved/restructured his dungeon.
I like the idea of bosses moving around the dungeon. Why stay in one place? Why hide behind all those doors if you know someone is coming in to get you? Why not surprise the intruders by taking them on where they least expect it? Why not have the boss caught unprepared? The boss is in the middle of a ritual/taking on another team of heros/hibernating/using the tyrian loo/ or just strolling his dungeon with his pet attack penguin.

Last edited by Jaythen Tyradel; Sep 15, 2007 at 01:54 AM // 01:54..
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Old Sep 15, 2007, 03:37 AM // 03:37   #24
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Here's an idea, it might be a little 'out there' but bear with me.
How about, in Guild Wars 2, we have............guild wars.
I'm talking about mass scale war between guilds, like the ones referenced in the Manuscripts. You know, the guld wars that the game is named after?
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Old Sep 15, 2007, 03:42 AM // 03:42   #25
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This is such a ridiculously biased "poll".

Regardless, I'm evidently one of the only people left who still has faith in Arena.Net as a company. I trust that, at the very least, they're going to try to make an enjoyable game that has the spirit of the original Guild Wars in it, though I'd be an idiot if I said I didn't expect a lot of core changes.

For the time being, until more information is released, I'm content to wait and see.
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