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Old Jun 10, 2007, 04:19 AM // 04:19   #241
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Exclamation The Wicked Page 13 Suggestions, Introduction:

With GW2, the devs have decided to make a real entry in the MMORPG world, as well as to expand beyound the current limitations in gameplay, which are (besides the obvious lacking of Z-axis):
PvE: after having finished the strongly predictible storyline, on which the player has no substantial impact and is forced into a totally predefined role, players are left to repeat the same missions over and over again; outside the storyline repetitive farming and trading for estethics and gold are the only possible occupations; instancing made the whole even more predictible and produces the lonelyness of a single-player game; no creative liberties are given to the players; the smooth and excellent skill combat system aside, it feels either like playing a rich hack&slash game or a very poor RPG;
PvP: limited to strictly regulated small-sized matches, for trophees, titles, guild publicity and outposts in which the "owner" has no authority; no geopolitical stakes, nor any RPG-value whatsoever; feels like playing sport games for sport prizes.

Thus, as great as GW1 is, it lacks sufficient complex interactive liberties, necessary to keep roleplayers attached. There is no doubt no more complex and interactive gameplay, than one that allows a great freedom of action between human players. But so far GW failed to offer this kind of deepgoing interactivity, for it lacked 2 key elements: "persistency" and "open PvP" (="world PvP", according to wikipedia.org).

Having summarised the major shortcomings of the present, I shall follow it up by contributing to the suggestions for the future.
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Old Jun 10, 2007, 05:07 AM // 05:07   #242
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Lightbulb The Wicked Page 13 Suggestions, Features for the Future:

Open PvP: the largest part of the explorable persistent world should allow players to attack any other player; in order not to rob past achievements, victims will only drop inventory items, that have been acquired during the recent visit to the area where they are killed (meaning that any item, that has been taken into an outpost at least once, cannot drop from Player Characters).
Reasons for implication: imposing peace through game mechanics is most artificial and generates ragequitters and "lamers" exploiting flaws to "player-kill" anyway; player characters should be able to assassinate other player characters and innocent NPCs for roleplaying reasons, such as: honor, conquest, robbery ( somebody, please think of the pirates!) or terror.

Soloable PvE: with the level 20 cap being removed, everything can be made soloable, for those who level up above the local mob level; parties have the advantage of being able to tackle on higher lvl mobs earlier.
Reasons for implication: finding a player group is often too much of a hassle and there's nothing more boring and unsatisfying than having henchmen and heroes take out the enemy for you.

Afterlife (not for "structured PvP", such as GvG, HA, TA & RA): when players are NOT resurrected by a Resurrection Shrine, another player or an NPC, they are sent to a persistent afterlife world (UW, HoH or RoT, depending of their past actions), in ghostly form, which prevents them from entering areas where mobs drop rare materials and golden drops. To earn the right to return to life in the Mortal Realm, players have to complete instanced quests.
Reasons for implication: People will finally experience the fear for death and the thrill from avoiding death by an inch. Also, rivalling players will see their victory morally rewarded when their slain opponent doesn't return in the following minutes.

Incapacitation: when maximum health drops under 10%, the affected character falls on one leg and stays down, until maximum health recovers above 10%. While incapacitated, the affected character gets lower aggro priority from hostile NPCs, than non-incapacitated characters.
Reasons for implication: slightly more realistic, all the while still calculateable; to allow players to inflict defeat without death upon others; to give players a chance to save another from peril.

Interactive Ecosystem:
• places where alot of killing occurs attract specific carnivore mobs to the location;
• when a species is often farmed, its percentage of the total local mobs will diminish and another local species will increase in percentage;
• neutral creatures may turn hostile towards bleeding or crippled players.
Reasons for implication: more organic mob spawns and influencible behaviour will only make PvE more interesting.

Advanced Armor Dyability: each individual armor piece is divided into 2 separately dyable areas, which cover the whole armor piece together; no area cannot be dyed and there are no differences in dye results between professions.
Reasons for implication: players should be able to compose a uniform dress across all professions if they wish to.

Persistent Bundles: in "open PvP" lands, carriable bundle items can be found. These bundle items can be carriable explosives, or artefacts (such as GW1's Scepter of Orr) that grant one occult powers for as long as they are carried in hands. Bundle items cannot be stored in inventory or storage and cannot be carried out of the "open PvP" zone; as such, nobody will be able to keep hold of such an item for too long.
Reasons for implication: to give PvP-loving roleplayers more objectives to strife for; this would see great fit in player-to-player roleplay.

Portable Storage: a Portable Storage Box is an item that can be purchased and carried into one's inventory; if dropped on the ground, it turns into a selectable object, which offers 3 options:
  1. "Open Portable Storage" (allows storage place for up to 100 items)
  2. "Pick up Portable Storage Box" (turns the Portable Storage Box into a "bundle" item, that can be picked up, carried in hands and dropped on the ground)
  3. "Return Box to inventory" (this option is only avaible if the Portable Storage Box is empty)
When taken out of one's inventory, other players can break into one's Portable Storage Box.
Reasons for implication: extra space to carry items found on a journey, at the risk of loss if not carried over to inventory, Xunlai Storage or Merchant; to allow players to have their own portable treasure chests, for long trips or other necessitating situations, and to give robbers somethin' to rob.

Restorable Settlements: in the persistent lands, players can restore ruins, fortifications and siege weaponry of past settlements, for use as local base of operations. Trade NPCs (such as merchants and crafters) come to populate restored settlements. Occasionally, hostile mobs come to attempt to raid and wreck the settlement and kill its residents (for example: Forgotten legions raid Player Settlements in the Crystal Desert). These occasional mob raids are to be fended off in similar way as Thunderhead Keep had to be defended in GW Prophecies.
Reasons for implication: serves as a cooperative project for adventurers who seek for epic battles; something to rally a tight community against a common enemy; if valuable NPCs (such as unique armor crafters) take up residence in the settlements, players have something substantial to defend.

King of the Mobs: high-level Guild Leaders are given a Master Quest, which tells to capture the throne from the leader of an "evil NPC army" (Margonites?), inside a stronghold in a high-level "open PvP" area; once the throne is captured, the Guild Leader has limited control over this "evil NPC army": as long as the throne is under a guild's control, the "evil NPC army" is allied to the guild and guests of the guild, on World Map display the Guild Leader can assign a detachement of "evil NPC army" units to any persistent area he wishes (maximum 100 units per area, maximum 1000 units avaible for assignement per 24 hours), where they will replace part of the local mob spawns (unit levels are scaled to local mob level, but the units are slightly more resilient than local mobs), until depletion of the detachement.
When a guild holds control over a throne, the objectives for other guilds taking on this Master Quest are to: fight a way through the "evil NPC army" units guarding the stronghold and capture the throne from any "owner guild" members defending the throne room (the "evil NPC army" units guarding the stronghold should be enough of a challenge for a prepared "assaulting guild", for the "owner guild" might not be with enough members online at all times to mount a defense at the throne room).
Reasons for implication: there needs to be an opportunity for machiavellian players to enjoy the control of a dark NPC army and show their acquired might (especially if NPCs quote the name of the "owner guild" alot), by causing a minor nuisance to the persistent world.
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Old Jun 10, 2007, 05:19 AM // 05:19   #243
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Lightbulb The Wicked Page 13 Suggestions, Features to be discontinued:

The following 3 suggestions are about the few features from GW1 that need to be left out in GW2, as they are not beneficial to long-term enjoyment of the game:

No Map Travel: Map Travel virtually shrinks the in-game world and detaches the player from it; with persistency implicated, Map Travel would act as an anti-persistency factor as it prohibits encounters while "map-travelling"; allowing players to intantly travel to any destination is way too artificial and prevents a more natural population spread.
Key locations can very well be linked together by roleplay-compatible means of transportations, such as Teleports and Portals
(locations, that are not part of the storyline, should not be linked through teleportation, because the "so-casual-that-I-really-need-Map-Travel players" don't have time to visit those in the first place anyway ).

No Compass (except for GvG, HA, TA & RA):
• the Compass actually reduces fun, as eventually combat comes down on playing Asteroids with the moving dots and the triangles on the Compass;
• without Compass, players will use more immersive approaches, such as scouting and observing mob behavior;
• without Compass, players will experience the thrill of potential hostile encounters behind every corner;
• without Compass, ambushes and surprise attacks will be possible in World PvP.

No Ctrl/Alt-vision through obstacles: without Ctrl/Alt-detection, players will investigate graphical indications to find objects and closely watch the scenery to locate mobs, and can attempt to hide from other players in persistent areas.
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Old Jun 10, 2007, 05:55 AM // 05:55   #244
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I'm cool with a high level cap, but none of this unlimited stuff. I want a goal to work at.

Max item levels. I really like how there's max weapon damage/abilities, max armour bonus, and what not.

More facial customization. EA Sports does it, Sims does it, I know it can be done, please do it .

Maybe make the plotline more flexible, but keep a PLOT LINE. The worst thing about WoW is the 30-odd levels of aimless wandering in the early game. You aren't trying to accomplish anything, you're just shuffling around doing unrelated tasks for random people. I need something to get hooked on.

Auction House of course, it kinda goes without saying.

Two-handed axes/swords maybe.

Loving the skill over grind, strategy based game you've got going here, so make sure any changes you make preserve these characteristics! Unlimited level changes the entire game concept in a bad way, and sacrificing fun and action in combat for the sake of realism (look at attack rate and spell interuption in WoW) just isn't cool.
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Old Jun 11, 2007, 02:42 AM // 02:42   #245
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Default NikiWiki:Gw2 is up!

After several weeks of hard work, I'm pleased to announce NikiWiki:Gw2 - the first site dedicated to the development of new concepts for Guild Wars 2!

Do you like the idea of an in-game auction house? Perhaps you hate recent talk about no level cap? Maybe you have a great idea for a new character race? That's exactly what NikiWiki:Gw2 is designed for!

Some GW fans have already done a fantastic job helping us through the site's initial stages and have come up with some great new concepts. Come vote on their ideas, post your own new concepts, and even post other peoples ideas (just make sure you reference them)! Let's all help to make Guild Wars 2 the game we want it to be!

Note: NikiWiki:Gw2 is not meant to replace forums, it is designed to organize concepts for easier access by players and developers. It also has these distinct advantages over standard forums:
  • Searchable, organized content - Even if a user doesn't search for their particular idea, the minute they attempt to create an "Auction house" concept, they'll be shown that one already exists.
  • Auto-integrated user polls - So what if someone already posted your idea? Show the developers that you really want that idea implemented by voting on it!
  • Twists - Someone already thought of an "Auction house" before you? But their idea isn't exactly what you were thinking... Make a twist! The next time someone finds the "Auction house" concept, they'll see your twist too! If your idea is popular, they may even see that your twist has more votes than the original concept!
  • Ease of use - NikiWiki:Gw2 provides an environment that easy for both players to post their ideas, and developers to find them. No more searching through endless repetitive forums that oftentimes wander off topic anyway. No more signing up for an extra dose of spam in your inbox just because you want to share your thoughts - voting is open to anyone, and editing only requires a standard wiki username/login.
  • NO ADS! - Currently, NikiWiki:Gw2 is free and the developers would like to keep it that way.
  • More to come! - Wiki's are driven by the community that uses them. Make this wiki work for you!

Last edited by Broken Tree; Jun 11, 2007 at 02:57 AM // 02:57.. Reason: Forgot a few links I wanted to put in.
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Old Jun 11, 2007, 09:12 AM // 09:12   #246
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I havent read the pages before, so if it has been said before, dont flame me.

A lot of ideas I would have seen in GW arent possible due to game mechanics, I hope this will be possible in GW2, since they are still building the mechanics from scratch now.

Basically current GW copes with certain flaws:
-Scammers
-Botters
-Spammers

Some of these ideas should tackle them.

1) Player Rating System, similar to the one used on guru auctions. To stop scammers from scamming and ruining the game for a lot of new people that worked hard for those few k's they get scammed out of. Only people that just made a trade with a person can give credits, to prevent whole guilds flaming people. No more scamming in GW2.
2) Advanced Quest Log, a log that shows quests that you have completed already, including conversations (similar to Elder Scrolls logs), also shows current quests ofcourse and quests that havent been started yet, but have been unlocked on you account (another character might have found the quest already). It's part of the 'gotta catch em all' concept that drives a lot of players and should further increase the replayability of GW2.
3) The fabled Auction house, I'm sure anyone suggested this before and all know what its about.
4) Integrated wiki-shell, basically all pages on some official wiki should be written in a certain format, this format can be read by GW2 to make ingame wiki-windows possible. This greatly speeds up the time that new people get to know GW2, all questions about stuff can be found in the ingame wiki, that is accesible to all.
5) Similar to the player rating system, something can be done to prevent botting. Every time a player interacts with a NPC or player, it gets automatically 'humanity'-points. If it keeps interacting with the same NPCs it will get negative points every time. If it has too high negative points, the account gets flagged. Ofcourse farmers would also get negative points, especially when they keep using the same routines. But most farmers get bored after spending hours doing the same routines, botters do not. So as long as the threshold is high enough, regular farmers should be safe. Or ANet has found something for GW2 that negates farming totally.
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Old Jun 11, 2007, 12:37 PM // 12:37   #247
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Quote:
Originally Posted by Bazompora
Open PvP: the largest part of the explorable persistent world should allow players to attack any other player; in order not to rob past achievements, victims will only drop inventory items, that have been acquired during the recent visit to the area where they are killed (meaning that any item, that has been taken into an outpost at least once, cannot drop from Player Characters).
Reasons for implication: imposing peace through game mechanics is most artificial and generates ragequitters and "lamers" exploiting flaws to "player-kill" anyway; player characters should be able to assassinate other player characters and innocent NPCs for roleplaying reasons, such as: honor, conquest, robbery ( somebody, please think of the pirates!) or terror.
/notsigned
Very annoying to be backstabbed by PvPer while PvEing.

Quote:
Afterlife (not for "structured PvP", such as GvG, HA, TA & RA): when players are NOT resurrected by a Resurrection Shrine, another player or an NPC, they are sent to a persistent afterlife world (UW, HoH or RoT, depending of their past actions), in ghostly form, which prevents them from entering areas where mobs drop rare materials and golden drops. To earn the right to return to life in the Mortal Realm, players have to complete instanced quests.
Reasons for implication: People will finally experience the fear for death and the thrill from avoiding death by an inch. Also, rivalling players will see their victory morally rewarded when their slain opponent doesn't return in the following minutes.
/notsigned
It takes playtime away from the real game that you have to invest in these afterlife quests. Maybe fun for once, but very annoying in the long term.

Quote:
Persistent Bundles: in "open PvP" lands, carriable bundle items can be found. These bundle items can be carriable explosives, or artefacts (such as GW1's Scepter of Orr) that grant one occult powers for as long as they are carried in hands. Bundle items cannot be stored in inventory or storage and cannot be carried out of the "open PvP" zone; as such, nobody will be able to keep hold of such an item for too long.
Reasons for implication: to give PvP-loving roleplayers more objectives to strife for; this would see great fit in player-to-player roleplay.
/signed
Can give a new twist to PvP

Quote:
Portable Storage: a Portable Storage Box is an item that can be purchased and carried into one's inventory; if dropped on the ground, it turns into a selectable object, which offers 3 options:
  1. "Open Portable Storage" (allows storage place for up to 100 items)
  2. "Pick up Portable Storage Box" (turns the Portable Storage Box into a "bundle" item, that can be picked up, carried in hands and dropped on the ground)
  3. "Return Box to inventory" (this option is only avaible if the Portable Storage Box is empty)
When taken out of one's inventory, other players can break into one's Portable Storage Box.
Reasons for implication: extra space to carry items found on a journey, at the risk of loss if not carried over to inventory, Xunlai Storage or Merchant; to allow players to have their own portable treasure chests, for long trips or other necessitating situations, and to give robbers somethin' to rob.
/notsigned
Robbing is not a good idea for a mmo. (And not for rl as well)
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Old Jun 11, 2007, 12:45 PM // 12:45   #248
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Quote:
Originally Posted by Bazompora
The following 3 suggestions are about the few features from GW1 that need to be left out in GW2, as they are not beneficial to long-term enjoyment of the game:

No Map Travel: Map Travel virtually shrinks the in-game world and detaches the player from it; with persistency implicated, Map Travel would act as an anti-persistency factor as it prohibits encounters while "map-travelling"; allowing players to intantly travel to any destination is way too artificial and prevents a more natural population spread.
Key locations can very well be linked together by roleplay-compatible means of transportations, such as Teleports and Portals
(locations, that are not part of the storyline, should not be linked through teleportation, because the "so-casual-that-I-really-need-Map-Travel players" don't have time to visit those in the first place anyway ).
/notsigned
This means players will lose valuable play time just by traveling over and over again. I love the current "discover-once-warp-many" system.

Quote:
No Compass (except for GvG, HA, TA & RA):
• the Compass actually reduces fun, as eventually combat comes down on playing Asteroids with the moving dots and the triangles on the Compass;
• without Compass, players will use more immersive approaches, such as scouting and observing mob behavior;
• without Compass, players will experience the thrill of potential hostile encounters behind every corner;
• without Compass, ambushes and surprise attacks will be possible in World PvP.
/notsigned. No hide-and-seek in PvP. Besides, the compass is useful for giving orders to team members.

Quote:
No Ctrl/Alt-vision through obstacles: without Ctrl/Alt-detection, players will investigate graphical indications to find objects and closely watch the scenery to locate mobs, and can attempt to hide from other players in persistent areas.

At least keep ctrl-alt highlighting available in towns/outposts. Disabling could be something for explorable area's, but I'm still not convinced this is a good idea at all.
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Old Jun 11, 2007, 02:28 PM // 14:28   #249
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My responses are based on what little we know of GW2.
Also, have you thought about putting these up for voting on nikiwiki?

Open PvP will be implemented, but I think dropping items from your inventory is not that fun. Perhaps you get points for kills that gives you some rewards once you get enough.

Soloable PvE will be implemented, so you can take a companion or not, into persistent areas. Instanced areas will most likely involve groups. Fortunately, popular demands point towards higher levels not being much stronger than lower levels, so that the game mechanics are about flattened at higher levels. That means that being twice the level of someone else won't let you solo the area. You'll still need a crazy build to be able to do that. PS: henchies and heroes are pretty good (often better than PUGs), especially if you learn to control them using flags.

/not signed on Afterlife quests
Will quickly get too tedious.

Incapacitations could be fun.

/signed for Interactive Ecosystem

/signed for Advanced armor dyability, especially for the 2 (or 3) color system

/signed for Restorable Settlements

/not signed for No Map Travel
Leave my map travel alone! Greatest invention ever!

/not signed for No Compass
Go in options, and disable it yourself. Leave my compass alone!
/signed for stealth units that don't show on the compass, and need to be located visually. Also signed for some skills to make you disappear from compass.

/not signed for No Ctrl/Alt-vision
Leave my vision alone! However, again, signed for stealth items and/or mobs.
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Old Jun 11, 2007, 02:46 PM // 14:46   #250
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I'd like to re-take the discussion in the beginning of the post.

I feel that all the things that have been showed from the next GW2 are oriented only to players that have left GW and for other MMORPG Wow-like games.

Me, as a current player, feel sad because that Anet seems to be forgeting us. We like GW, that's we are playing it rigth now, if we like Wow-like games, we will playing Wow, or any other free-copy of it.

Please, Think twice to make all that announced changes in the current way so you will be able to get new players, but also, do not loss the players that enjoy with GW.

A lot of us, is in GW as an evolution of D2, we were hard players in Bnet. We love map-travel, we love instantation, we dont think that fishing, mining and all this Ultima online stuff is important, and many other characteristics that GW have inherited from Diablo-kind of games.

Sorry, for this post. But, I'd like to enjoy with GW2 as much as I'm doing and have done with Gw.
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Old Jun 11, 2007, 06:10 PM // 18:10   #251
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Quote:
Originally Posted by ReiNaruto
I feel that all the things that have been showed from the next GW2 are oriented only to players that have left GW and for other MMORPG Wow-like games.

A lot of us, is in GW as an evolution of D2, we were hard players in Bnet. We love map-travel, we love instantation, we dont think that fishing, mining and all this Ultima online stuff is important, and many other characteristics that GW have inherited from Diablo-kind of games.
I think that ANet's position so far was to make changes to improve GW2 by adding things that people want. They are very away that their customers are their bread and butter, but even loyal customers like me look forward to some changes.

For example, I've bought every GW out there (incl. GW:EN when it comes out) and I have spent a total of 0$ in other MMO's (if you don't count D2, DS, and DS2, which are not MMO's anyway).

But I would like to see persistent areas that you can explore solo (as long as you still have instanced missions and instanced quests you can solo using henchs and heroes), Z-axis movement, and unlimited levelling (as long as higher levels are mostly cosmetic). But my impression is that the solo areas, persistent areas, and persistent PvP will be added to GW, rather than replace it.

Moreover, GW2 will also most likely be written with casual players in mind. If mining and fishing are implemented, for example, it would not be necessary but rather added as something RPG'ers can do to get into their roles. I predict that map travel and compass will never be removed - those who don't want to use it can do just that.

But all these things are changed made to the requests of GW fans, as ways to improve their experience, and otherwise to keep as much as possible from what made GW such a success.
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Old Jun 11, 2007, 07:52 PM // 19:52   #252
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I hope you are true.

I'm just wondering because, what everybody is talking about is persistences, new actions, etc... I want that the game is still GW, not just a wow-clone. If all the new stuff is just an extension of the original GW concepts, that will be great! I also would like a more big an chaotic pvp mode, like a huge AB. Something like an ethernal figth that you can join at any moment. But, if all this stuff is just a replace for my loved GW, they can burn in hell :P

I really, really hope that you are rigth.
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Old Jun 11, 2007, 08:33 PM // 20:33   #253
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Default Mods/inscriptions idea...morph the look of the weapon..

Seeing how there will most likely be mods and inscriptions in GW2 (at least some fair facsimile), how about the mods/inscrip can affect the visual look of the weapon.

Example:

Take a basic sword:

blade, hilt, handle.

Add one mod..like vampiric...the sword would "become" what the mod/inscription alters it into.
Some ideas:
1. Blade could becomes notched with cerated teeth
2. Hilt could take a more claw/wing look
3. Handle (since vampiric mod steals life from the wielder) could look like it is wrapped in thorns.
The mod may not have to affect every single aspect of the weapon, but if you add one a different general look/color/or even glowing effect could be a signal of what mod you are using.
The idea behind this is to make general weapons more desired since one could alter a weapon to fit what they need and with some randomization on what changes when a mod/inscirp is added, a player has a different (ie more possibly unique) weapon.
This could even create an ingame business for players to make money by "crafting" together a weapon with mods/inscrips to sell a unique looking weapon.

PS. This is not to replace green uniques in any way.
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Old Jun 12, 2007, 01:22 AM // 01:22   #254
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Quote:
Originally Posted by Hyper.nl
Very annoying to be backstabbed by PvPer while PvEing.
Instances will still be there too, in GW2, so PvP can be avoided 100% by playing in "instanced mode". But some people might like the possibilty of being attacked by PlayerKillers, which creates a sentient threat that can be countered with amusing strategic PvP measures (Player Policeing, group protection, wanted lists, ...), so why deprive them of that?


Quote:
Originally Posted by Hyper.nl
[Afterlife] takes playtime away from the real game that you have to invest in these afterlife quests. Maybe fun for once, but very annoying in the long term.
Quote:
Originally Posted by Alaris
Afterlife quests will quickly get too tedious.
The point of afterlife is to give a solid reason not to die.
With death only being a respawn, as it is now in GW1, there's not much excitement around it, and people just rush through the game without caring.


Quote:
Originally Posted by Hyper.nl
Robbing is not a good idea for a mmo. (And not for rl as well)
If some people don't mind the risk of robbery, in exchange for extras, who's gonna be really hurt by this? If one does not want to be able to be robbed, one just doesn't expand into extendable extras that can be robbed (Portable Storage = extendable & "robbable" optional asset).
Hitting someone with a Fiery Gladius is not a good idea in RL either.


Quote:
Originally Posted by Hyper.nl
[No Map Travel] means players will lose valuable play time just by traveling over and over again. I love the current "discover-once-warp-many" system.
Well, if Map Travel is replaced by a teleportation network between the storyline outposts, almost nothing would change for casual players;
but by leaving out non-storyline outposts out of the teleportation network, adventurous players will find naturally secluded havens, around which "local" communities will rise.
By the way, with GW2 being an MMORPG, that will not add a continent every 6 months, playtime-amputators like GW1's Map Travel are only gonna reduce the fun-time for everyone in the long run (remember how many had done everything many times and were bored in GW, before Factions came out).


Quote:
Originally Posted by Hyper.nl
No hide-and-seek in PvP.
Why not? I'm sure many other people would like to see some guerilla-like PvP to be an option:
Quote:
Originally Posted by Alaris
/signed for stealth units that don't show on the compass, and need to be located visually. Also signed for some skills to make you disappear from compass.

Quote:
Originally Posted by Hyper.nl
Besides, the compass is useful for giving orders to team members.
That's why the compass should only be kept in non-roleplay "business-style" PvP, such as RA, TA, HA and GvG.
But, in PvE and world PvP, it would be a limitation to the depth-experience of the game, where descriptive orders in chat would do a better job.
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Old Jun 12, 2007, 02:39 AM // 02:39   #255
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Quote:
Originally Posted by Bazompora

The point of afterlife is to give a solid reason not to die.
With death only being a respawn, as it is now in GW1, there's not much excitement around it, and people just rush through the game without caring.
15% DP is enough of a solid reason for me. It's a pain in the ass, and an afterlife would, as said, be an almost tripled pain! Who wants to play a game that gets frustrating?

Quote:
Originally Posted by Bazompora

Well, if Map Travel is replaced by a teleportation network between the storyline outposts, almost nothing would change for casual players;
but by leaving out non-storyline outposts out of the teleportation network, adventurous players will find naturally secluded havens, around which "local" communities will rise.


By the way, with GW2 being an MMORPG, that will not add a continent every 6 months, playtime-amputators like GW1's Map Travel are only gonna reduce the fun-time for everyone in the long run (remember how many had done everything many times and were bored in GW, before Factions came out).
This would get so insanely annoying after a while. Just running through the same territory over again is what made things boring. There's areas where there are no outposts; shiverpeaks for example, but it's nice being able to go to somewhere close and start playing from there. Besides, how is it going to be possible to meet up with teams and guildees if you can't map travel to a certain area and change districts? Map travel is one of the most important parts of the game.


Quote:
Originally Posted by Bazompora

That's why the compass should only be kept in non-roleplay "business-style" PvP, such as RA, TA, HA and GvG.
But, in PvE and world PvP, it would be a limitation to the depth-experience of the game, where descriptive orders in chat would do a better job.
I'd like to see you try and give descriptive orders in chat with 7 or 8 oni wailing on your ass. Sorry man, that's just unrealistic, especially since there's only a certain amount of characters allowed in the chat area to stop spam. There is nothing wrong with the compass. How else am I meant to know what direction I'm traveling? I'm just meant to instinctively know I'm traveling NS? Sorry dude, this really needs to stay.
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Old Jun 12, 2007, 09:48 AM // 09:48   #256
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Guys, you miss one vital point Jeff Strain made...

THERE WILL BE NO PVP OUTSIDE OF THE MISTS! TO PVP YOU NEED TO GO TO THE MISTS AND THUS THERE CAN BE NO GANKING OR BOSS CAMPING!
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Old Jun 12, 2007, 02:11 PM // 14:11   #257
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Quote:
Originally Posted by ReiNaruto
I'm just wondering because, what everybody is talking about is persistences, new actions, etc... I want that the game is still GW, not just a wow-clone. If all the new stuff is just an extension of the original GW concepts, that will be great! I also would like a more big an chaotic pvp mode, like a huge AB. Something like an ethernal figth that you can join at any moment. But, if all this stuff is just a replace for my loved GW, they can burn in hell :P
I just read again the article in PC Gamer, and it is clear again to me that they don't want to replace what has made GW popular. They just want to add to it. And people usually talk about what changes, not what stays the same

Some pseudo-quotes I remember:

There will be a casual PvP using a large persistent world, where you can join up anytime and leave anytime. Basically, you being there is better than you not being there. You can tackle small tasks, like take out a tower, or join a group to tackle a large task, like take over a castle.

ANet figured out that instancing worked great to deal with issues of camping, kill stealing, and basically any other form of people not playing well with each other. However, it also takes away from the joys of repeatedly bumping into each other, and chance encounters. So instancing will stay, but they'll also add persistent areas. Both instances and persistent areas will have quests, will lead to missions, but persistent areas will have event chains, where the reaction of players to an event may alter the world itself. For example, if a dragon appears and players fail to fight it off, it may destroy a bridge. Players then can choose to protect the NPCs repairing the bridge.

They want to continue making GW, only better. They don't want to make a WoW-killer.
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Old Jun 12, 2007, 08:55 PM // 20:55   #258
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Hmmm, perhaps you may think that this thread is more productive than a Wiki that cataloges and seperates concepts effectively. But this is a running discussion, not a suggestion topic. The majority of these ideas are repeated, inconsistent, inaccurate, and undeveloped because they are jumbled together into a long stream of concepts with no organization.

You may imagine that a large namestay site has more impact on the developers, but it really doesn't matter how popular it is if the ideas are a mesh of undeveloped and unorganized concepts. Though the developers will definetly direct someone to read through it out of a sense of obligation, I highly doubt they will get anything useful out of it.

If you want to develop your ideas in a professional manner than NikiWiki is way more effective, and if players collaborate to develop it better than it will be noticed. Though I have little doubt that Anet would check out my concepts based simply on my reputation if they realized I offered some ideas.

Here's just a sample.
http://www.nikiwiki.com/Gw2/index.ph...le_Guard_Gauge

If you honestly think deliberating about well known and shared concepts from exsisting games is enlightening the developers than your wacked. There's really only 2 effective ways to help the developers, come up with original ideas and concepts for them to use, or support known or new ideas which they recognize.

As for me, I woln't be writing my concepts on this forum anymore because the moderators excersise some gross mistreatment, bias and double standards against my work, which they do not apply to their own concepts. And these administrators would openly support ideas clearly unreasonable and ultimately rejected by Anet as I predicted, wile undercutting developed concepts which are actually eligable for consideration. You can't convince me that Anet will get anything useful from a site like this when the administrators abuse and reject accomplished work wile uplifting broken work and unorganized content.

Last edited by BahamutKaiser; Jun 12, 2007 at 09:00 PM // 21:00..
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Old Jun 13, 2007, 05:37 AM // 05:37   #259
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Easy.

1. Auction House
2. Greater Customization of your characters
3. Alot of end game content
4. More armor
5. Rewards for being a "Hardcore" player. ex - special weapons, armor, outfits, mini's, skills, ect. I want to play for 1000 hours and have better stuff than the person who plays only 80 hours.
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Old Jun 13, 2007, 09:33 AM // 09:33   #260
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Quote:
Originally Posted by pamelf
15% DP is enough of a solid reason for me. It's a pain in the ass, and an afterlife would, as said, be an almost tripled pain! Who wants to play a game that gets frustrating?
  1. DP, that resets when entering an outpost, has proven to be rather a bad joke than a solid reason to avoid death (hence the many suicidal builds that exist). The point is that, in GW1's formula, death is not significantly enough in contrast to life, which is why many dissociate from the game.
  2. An afterlife instead would add more variation, which would add interesting additional aspects if there would be 3 different afterlife realms: the Hall of Heroes for heroes, the Realm of Torment for villains, and the Underworld for those who belong to none of the previous 2. Just like the Mortal Realm, these places should offer similar gameplay possibilties (farming, questing, PvP) for those who decide to stay longer.

Quote:
Originally Posted by pamelf
[No Map Travel] would get so insanely annoying after a while. Just running through the same territory over again is what made things boring. There's areas where there are no outposts; shiverpeaks for example, but it's nice being able to go to somewhere close and start playing from there. Besides, how is it going to be possible to meet up with teams and guildees if you can't map travel to a certain area and change districts? Map travel is one of the most important parts of the game.
  1. first of all, I suggested to have a teleportation network instead, where only outposts without key-role would be isolated.
  2. As for the arguement to be able to warp close to every farm location ... GW2's PvE will have to be less about farming only or it'll become as boring as GW1 anyway.
  3. When it comes down to guilds, I believe a limitation in transportation will prove beneficial; for the way it is now in GW1, almost all the recruiting guilds compete with each other in every city; with outposts being isolated, less competitive environments are provided where "local" guilds can settle.
  4. A final arguement from my side is that in the current way, GW feels more like a virtual subway network than a virtual world: there are no real virtual towns that are separated from the hyper-transit world and nobody stays on the same location for long ... something that needs to be changed for GW2.

Quote:
Originally Posted by pamelf
I'd like to see you try and give descriptive orders in chat with 7 or 8 oni wailing on your ass. Sorry man, that's just unrealistic, especially since there's only a certain amount of characters allowed in the chat area to stop spam. There is nothing wrong with the compass. How else am I meant to know what direction I'm traveling? I'm just meant to instinctively know I'm traveling NS? Sorry dude, this really needs to stay.
  1. I'd like to see you draw a maneuvre on your Compass while thos Oni are wailing on you. But you are right that a swift system is needed; there fore I suggest Quick Commands; a set of short command buttons instead of the Compass, such as: "Attack!", "Retreat!", "Cover me", "Incoming!", "Follow me", "Stay where you are", "I will lure the enemy", "Spread formation!", "Watch out!" and "Need help here!".
  2. You can also see what direction you're going in by looking on your (Campaign) Map or Mission Map (which is the case right now in GW) ... dude.
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