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Old Feb 22, 2005, 03:45 PM // 15:45   #141
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Few More Ideas

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

Cinematic Chat:
Allow the group to chat while watching the cut scenes that are in the middle of a quest so they can prepare themselves once action starts again. My only problem with this idea is people will start spamming and talking crap trying to get everybody to skip. The developers would have to look at the pros and cons with this idea to see if it’s worth adding.
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Old Feb 22, 2005, 03:52 PM // 15:52   #142
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Buy a Room/Apartment

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

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

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

The sky is the limit with this idea, all kinds of things could be added or done to make this thing work. I’m sure this would take a hell of a lot of coding so I don’t think it could be added in time for the release date but it’s something that could be added later in the game via a patch or on the 1st expiation pack whenever that comes out.
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Old Feb 22, 2005, 04:29 PM // 16:29   #143
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Quote:
Originally Posted by Pipahh
Buy a Room/Apartment
There's a Guild Hall, mate. Although for the moment it isn't for much, ArenaNet might expand it. Maybe there will be a chest?
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Old Feb 22, 2005, 05:07 PM // 17:07   #144
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Default More Hot Keys

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


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

3. Customizable Hot Keys (hot box) for editable text/commands/emotes
Stackable Hot Keys like Shift+ 1
4. Chat Filter / Tabs to quickly switch channels
5. Sticky Pins on Maps for labels/notes
6. Prefered Original Bag Interface
7. Account/Guild Storage
8. Switch Characters without exiting the Game
9. Ability to reassign the Leader of the Group.
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Old Feb 22, 2005, 05:20 PM // 17:20   #145
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Chat: for international users, a filter for preferred languages would be desireable. Eg. mark german and english (depending on the available languages in the perferences). Afterwards, I'll receive only messages from users I'm able to speak to, and can ignore french or whatever, that I don't understand... that filter should applied only on "all".

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

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

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

For noobs like me: a tutor (NPC) at the beginning of the game. Talk to him and he/ she explains the details (moving, getting used to the UI, attacking...). The others users just skip it if they're annoyed...
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Old Feb 22, 2005, 05:47 PM // 17:47   #146
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Default Oh yeah

I remebered this while reading about the cinematic chat suggestion. While the cinematic chat would solve this problem to some extent, it'd be nice if the gameplay would freeze while a cinematic was running...There's nothing like 2 out of 3 party members trying to skip a cinematic, only to have the 3rd refuse and have your monk henchmen and another party member die. It kinda ruins the cinematic when you're helplessly watching your party get torn to shreds in the background.
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Old Feb 22, 2005, 05:53 PM // 17:53   #147
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Why not in later levels have horse like creatures to ride or winged creatures you can fly on?

How about swimming?
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Old Feb 22, 2005, 06:06 PM // 18:06   #148
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Default Emotes

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

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

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

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

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

Ciarre
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Old Feb 22, 2005, 06:09 PM // 18:09   #149
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Greetings

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

Regards
Asgar
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Old Feb 22, 2005, 06:34 PM // 18:34   #150
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Default Auctioning

I know a lot of people have been suggesting a seperate trading area, or a trading chat filter...or something along those lines. I'd just like to remind them that (As long as my memory serves me) there is an auction system in the works. Now if anyone has any experience with any modern MMO's they probably know that this will probably solve virtually any trading problems that we had in the last beta weekend. Anyone who wants to sell, just puts their stuff on auction and waits for the first person come along and buy it....no heckling, or "I'm over by the fire". As long as I recall right, that they are planning on putting an auction system in, I don't think we should bother reccommending any trading changes. I believe that will solve our problems. If I'm wrong.... Then I suggest they put an auction system in.
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Old Feb 22, 2005, 06:41 PM // 18:41   #151
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Quote:
Originally Posted by DEATH AT THE DOOR
There's a Guild Hall, mate. Although for the moment it isn't for much, ArenaNet might expand it. Maybe there will be a chest?
What about those of us who may not join a guild? Since individual gameplay is part of Guild Wars those who choose not to join a guild shouldn't be penalized by not having space to store.

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

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

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

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Old Feb 22, 2005, 06:44 PM // 18:44   #152
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Hey, I just wanted to place my suggestion from Questions and Answers thread here also. As stated earlier, I totally enjoyed playing your fine game, the graphics were wonderous and amazing. The maps are extremly helpful, and save time in going from point origin to point origin. My suggestion is that it would be helpful if we had a description of the country we are playing in, on the log on screens, and loading screens. Maybe even about the friendly races and towns of GuildWars... in this way the new players of newer players would have background from which to play from.

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

Peace.

Last edited by Thundermaine Hilts; Feb 22, 2005 at 06:46 PM // 18:46..
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Old Feb 22, 2005, 06:49 PM // 18:49   #153
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That suggesstion reminds me of Knights of the Old Republic game. I really like how during their ridiculous hold times they put little bits of history about the society's, npc's, etc... in the game.
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Old Feb 22, 2005, 07:23 PM // 19:23   #154
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Not sure if anyone else mentioned these yet, but here are a few of the suggestions from my guild..

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

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

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

Thats it for now, I'm sure I'll gather more feedback soon
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Old Feb 22, 2005, 07:45 PM // 19:45   #155
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Quote:
Originally Posted by kunt0r
Remove the bag system. The original pane system was fine, and you went and "fixed" something that wasn't broken, making it horrible. No idea why you added the grind needed for storage, thought it was supposed to be minimum grind

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

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

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

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

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

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

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

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

again GREAT JOB
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Old Feb 22, 2005, 08:12 PM // 20:12   #156
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Default Wimpy Warrior

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

As for the solo-ing aspect. I enjoy it and hope it is not destroyed like Blizzard did with Diablo 2. I believe it was a good move for online but it also messed up single player too. I am forced to play "multi-player" due to the popularity of the games and no one releasing a respectable (to me anyway) single player game. I do enjoy playing online at times when I can find mature people to play with and allows me access to a wider veriety of goods that can only be found and not purchased.
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Old Feb 22, 2005, 08:32 PM // 20:32   #157
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Talking Notepad

[COLOR=DarkRed]I think somewhere either in a seperate window (like guild and part windows) there should be some sort of notepad so that I can take notes on places i have visited or where i need to go or where i have found particulat collectors/skill trainers. I think that would be very, very useful. Otherwise there is no way in which this great gam could be improved![/COLOR]
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Old Feb 22, 2005, 09:54 PM // 21:54   #158
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Default level 20s

One suggestion I'd make is for the level 20 characters you can make during the betas to either have or have access to all skills so that we can experiment with certain skill combos. I had an idea for a variant of the illusionary warrior that I see everywhere and was trying to find out how a few of the things worked that I had questions about but it was a huge pain to find/acquire all the skills needed. This is assuming that the only reason for level 20's is to experiment with potential builds. Maybe nobody else had that problem but at least 4 of my desired skills were sold at very out of the way locations if they were at all and I don't have the 200 gold to buy a skill ring and charm from somebody.
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Old Feb 22, 2005, 09:58 PM // 21:58   #159
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Exclamation A few Improvements for you to Review

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


=>More Inventory Space Early On

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

=>Player Made Groups in the Arenas

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

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

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


=>More Varied GvG Landscapes

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


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

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

Hope you found these insightful. I look forward to future events, and I want Guild wars to be the best game that it can be!
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Old Feb 22, 2005, 10:34 PM // 22:34   #160
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Thumbs up Upgrade Removal Kit

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

Last edited by Netrol; Feb 22, 2005 at 10:36 PM // 22:36..
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