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Old Jun 13, 2007, 12:21 PM // 12:21   #261
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Lol, why do I get the feeling you're a CS player? Not a bad thing. Just an observation.

A lot of your suggestions are used in FPS's. You're entitled to your ideas, I just don't think that it's really the direction GW2 is going to go.
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Old Jun 13, 2007, 02:52 PM // 14:52   #262
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Quote:
Originally Posted by Bazompora
  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).
  1. first of all, I suggested to have a teleportation network instead, where only outposts without key-role would be isolated.
  1. 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.
I think you have a lot of good ideas, but don't take it personally, many of those good ideas I feel should be left for another game. I like the fact that I can log in, teleport somewhere, do something, and have accomplished something in my 15-30 min gaming session.

While I agree with many of your arguments, the opposite arguments can and often are also valid. Fear of death is nice, but if it gets in the way of having fun, then it no longer is. DP is good enough, Survivor title is a nice touch, but I'd prefer no afterlife. Skill hunter titles would be hell without map travel. It's easier to find a Guild that you fit in personality-wise if you can travel. It's easier to match up and do something together even if you have characters all over the place...

/signed for quick commands, especially if AI takes them into account (i.e. henchs and heroes, or companions).
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Old Jun 13, 2007, 05:29 PM // 17:29   #263
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1) Make most green "Customized on Pick-Up" so they won't
affect "Gold weapon" market.

2) Unique craftable weapon would be great. (instead of blue)

3) Epic weapon should be included but "Customized on Pick-Up".

4) My favourite class in WoW should be included...
Rogue : Stealth, backstab and ambush.

5) End content that need less player. (some mission with 4
instead of 8). More solo/dual content (no heroes, no bots in
those place).

6) Talent trees that can be reseted at will.

7) Auction house or COD mail box (in Xunlai Storage) or personal
store.

8) World events. (Demons attacking a town at random, etc...)
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Old Jun 13, 2007, 07:39 PM // 19:39   #264
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Exclamation GW1.5 or GW1+1x ?

Quote:
Originally Posted by pamelf
Lol, why do I get the feeling you're a CS player? Not a bad thing. Just an observation.
If I were a CS player, wouldn't I rather be for immediate respawns without DP?

Quote:
Originally Posted by Alaris
Fear of death is nice, but if it gets in the way of having fun, then it no longer is.
My suggestion was more varied than afterlife for each death:
Quote:
Originally Posted by Bazompora
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
Thus, only areas without Resurrection Shrines could cause you to go to afterlife, provided that no one else resurrects you. Players should receive a warning when they're entering such area.

For the record, my suggestions are aimed to provide everyone with a set of areas in his/her preferred gameplay;
Some people would rather see GW2 be some kind of GW1.5, because they fear:
GW2 =/= GW1 thus GW2 >< GW1
but their fear is wrong: GW2 formula will rather be in the nature of:
GW1 + (new elements)1 = GW2
and that's where I hope the devs won't give in to the neophobia that rules on the fora.

Right now, GW1's gameplay elements only caters to casual gamers:
explorable areas
instanced, no PvP allowed
death
immediate respawn
outposts
instant transportation to and from

My suggestions for GW2 are aimed towards a model that provides satisfaction towards both types of gamers depending of the area:
explorable areas
instanced, no PvP allowed (= instanced areas)
persistent, no PvP allowed (= casual areas)
persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line
death
immediate respawn (casual areas & instanced areas)
sent to afterlife (hardcore areas)
outposts
instant transportation to and from (storyline outposts)
no instant transportation to and from (outposts in hardcore areas)

The devs know the current GW1 pleases only one half of the MMORPG player types ... let GW2 be GW2=GW1+(new gameplay)1 and not GW1.5 .

Last edited by Bazompora; Jun 13, 2007 at 08:18 PM // 20:18.. Reason: added emoticons
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Old Jun 15, 2007, 04:33 AM // 04:33   #265
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Ok I didn't know which thread to post this in, BUT, I think the following idea- if not already posted, would give Guild Wars 2 a Very unique and Nice feel to it.

Picture this- Your creating your first character in GW 2, you notice that you can change the height of your character, the face, the chubby-ness etc, etc. All this is not new to any RPG. But what if the size of your character had an impact on real game play. Like maybe if you designed your tank to be a bigger character so that its more difficult for mobs to rush past him/her to the casters. Maybe your assassin is a bit skinnier so that you can rush thru the opposing party to a caster. The height of your character might also have an impact on gameplay. Your shouts might carry further, but you might have a bigger aggro range. Smaller chars could have smaller aggro range and less of a target for mobs, but maybe their spells aren't as powerful. I'm not totaly sure but i think it's a decent idea because everyone's characters can be unique... very unique.

Take it into consideration atleast.

Also on a sidenote- my main GW char right now... I'm tired of his crappy hair, I decided to make a really ugly char so i could get some laughs out of it... but now its my main char lol. Maybe if we could change our haircolor with dyes.. or change expressions once a month or something to that extent it would be nice. (not necessarily implemented in GW1 but it would be nice in GW2)
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Old Jun 15, 2007, 08:50 AM // 08:50   #266
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-Better character creation with in game barber shops. Also a refresh for older characters. Maybe after a year instead of just giving out minipets you can also allow them to change appearance and name a few times and unlock new character theme appearances.
-Better movements and actions like swimming and jumping. Have these actions be related to games and titles during weekend events.
-add more synergy to magical skills and combinations to melee and range skills.
-Better weapon and armor virtualization. For instance making weapons and armor appear different with different upgrades. Having certain upgrades on high end armors actually transforms the appearance. Instead of the static appearance weapons have now.
-I always wanted to kill the good guys once in awhile. Maybe make it possible to force attack guards in city and outposts or by shrines in some instances.Maybe giving way to alternative storylines and endings.
-Having some sort of combo system added, sort of like Diablo 2 runes. Where white items can be crafted to have some unique appearance or glow and random mods.
-Alternative ways of trading besides auction house. You can add in mod sellers or just have better cash transaction. Right now it is gold + ectos for high end items. Maybe make it more concrete with platinum and diamonds.
- Better scalability for early arena battles and armor types. Some people want to make a low end pvper. This will give rise to more marketable low level items. You have stated that the lvl cap will go higher so req. should be changed and maybe those who seek to low lvl pvp would have a greater chance of getting items they need for there level. Right now if the item is not max it is unwanted and has no value whatsoever.
-add in durability to items and armor. this will affect price of items and instead of having a certain requirement players will seek high durability items. It will also get rid of excess gold. Making the value of gold increase.
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Old Jun 15, 2007, 09:14 AM // 09:14   #267
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Good pvp and a auction house.
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Old Jun 16, 2007, 03:43 PM // 15:43   #268
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I seriously think that Guild Wars 2 should let players who have Guild Wars bring there characters over maybe add something like after u beat the game you are able to bring back your character back to life from the past or add something is the campaign like being able to choose to make a new character or to ressurect your old from the past or maybe later in the campaingn have something like there force's are to strong and witty lets brg back your fallon hero from the past as a hero that would be sweet ^^
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Old Jun 16, 2007, 11:03 PM // 23:03   #269
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This suggestion is not based on the current game but based on MMORPG in general.

Newer MMORPG are offering life time memberships and yearly rates that are very competitive with your current strategy of free subscription with optional buy expansions.

In the future if your game cannot compete with the current MMO then more players will go with the pay one time or yearly rate.

Right now if GW2 is anything like GW1 with very little skill combos and traits, practically no movement like jumping, running, swimming, very small skill synergy( not many 3 stage spell combos or melee combos), low level cap, stagnant starting and max level attributes, only basic recognition and talent system with no rewards, no mounts,completely instanced, no job system, and very little item customization and moding, I feel that it will lose many players.

I think it is time for you to "up your game" and be more mainstreamed. I have spent $200 so far in your current game with just 3 expansions + additional character slots.

The next one I buy will put it at $250ish.

I only been playing for a year and a half and this amount of cash I have payed for very basic game content is now unacceptable.

More game developers are offering lifetime or yearly memberships for about the same price.

The current games offer much much more now.

I want more fun, more options. Less instance and more everyday waste of time abilities like fishing and cooking to mean something.

I want ownerships and territory that is recognizable and conquerable.

I want marriage and kids etc.

I want kingship and to own castles.

I want Very Intense PVP servers like WOW or LOTRO where you can choose to play as monsters.

I expect a job system and talent system where character can grow from there skills and unlock more skills.

I expect variation in health and an extremely developed character profiling and development system(weight/eye color etc.)

I expect that over time these character get a chance to also refresh there look.

I also expect you to maintain your advance and unique graphics.

By far I think that your modeling and armor is one of the most extraordinary aspects of your game and if it is not represented in guildwar 2 then it would be a sham.

Please make the game less instance based so players can meet in the world and party instead. Now, basically the only player interaction is in towns with trade spam or through your alliance and guild.

I expect an auction house. If this isnt in the game then you WILL lose out on at least 10-15% of your current gamers.

WE want more random PVP battles where we dont have to wait 3-10 mins just for 1 game that may last 2mins.

I expect a lot.

The industry is growing and what your game offers now besides awesome graphics is very basic compared to that which is out in the market in the future.

Last edited by red13xx; Jun 16, 2007 at 11:06 PM // 23:06..
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Old Jun 16, 2007, 11:13 PM // 23:13   #270
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Join Date: Jun 2007
Default Just a few sugestions....

Ok here are a few "simple" suggestions....

1. stalls, we could have some stalls to sell some of our items or weapons. some requirements could be as follows: lvl 5, the license for the stall(costs about 10k), maby a quest to acquire the license, or some other requirements (please post your ideas).

2. Offline access, The next version of the game should not require the internet to play. at the beginning of the game we could have a choice to play online/offline. then we could play the game whenever we have access to our computers but without internet access.


~Derv Drix


P()sT S0me 0f y0ur suggestions...please!!
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Old Jun 17, 2007, 11:57 PM // 23:57   #271
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Quote:
Originally Posted by Bazompora
Thus, only areas without Resurrection Shrines could cause you to go to afterlife, provided that no one else resurrects you. Players should receive a warning when they're entering such area.

For the record, my suggestions are aimed to provide everyone with a set of areas in his/her preferred gameplay;
Some people would rather see GW2 be some kind of GW1.5, because they fear:
GW2 =/= GW1 thus GW2 >< GW1
but their fear is wrong: GW2 formula will rather be in the nature of:
GW1 + (new elements)1 = GW2
and that's where I hope the devs won't give in to the neophobia that rules on the fora.

Right now, GW1's gameplay elements only caters to casual gamers:
explorable areas
instanced, no PvP allowed
death
immediate respawn
outposts
instant transportation to and from

My suggestions for GW2 are aimed towards a model that provides satisfaction towards both types of gamers depending of the area:
explorable areas
instanced, no PvP allowed (= instanced areas)
persistent, no PvP allowed (= casual areas)
persistent, unsolicited PvP allowed (= hardcore areas) -> never part of story line
death
immediate respawn (casual areas & instanced areas)
sent to afterlife (hardcore areas)
outposts
instant transportation to and from (storyline outposts)
no instant transportation to and from (outposts in hardcore areas)

The devs know the current GW1 pleases only one half of the MMORPG player types ... let GW2 be GW2=GW1+(new gameplay)1 and not GW1.5 .
Nice ideas, I think Gaile and the Devs should read your post, and a lot of other people's too.

And now my own suggestion:

http://www.guildwarsguru.com/forum/s...9&page=1&pp=20

Something I thought up of for GW 2. It was probably mentioned a dozen times here and over the forums, but nonetheless I want to give it even more attnetion.
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Old Jun 19, 2007, 02:20 PM // 14:20   #272
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Offline activities

Most of you have heard of afk-titles, e.g. gambling. What if some professions like fishing or mining can be done while you're afk. Here's how it goes:

1) You /fish
2) You quit the game, close the computer. You don't need to waste electricity, computer use, or internet connection to take advantage of this.
3) While not logged in, a few characters stay there as part of the life in GW, while the rest disappear to reduce strain on servers.
4) Later, you log back in to play, you find your character where it left off, fishing. You get a few fishes depending on how long the character was left fishing. You get a few points towards the fisherman profession.

Just like gambling, your ability to fish or mine would depend on some investment, such as tickets (gambling), tools (mining), or worms (fishing). Overall, you could set it such that it would be more money spent than gained, but you could get a few interesting items this way as reward.

PS: I also spend about 200% in GW universe

Like that guy who posted above.

1000+ skills, 3 campaigns, lots of quests, 10 professions, heroes & henchs, lots of pets, huge customizability of characters (in terms of builds), flexibility...

Totally worth it.
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Old Jun 21, 2007, 02:52 PM // 14:52   #273
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Im not sure how Anet is planning the storytelling in GW2, from what i understand they will no longer have a sequence of missions as in GW, but rather like most other mmorpg's, several quests that lead in certain directions.
However something i believe was lacking in GW was that the story felt to centered upon yourself. You go from nothing to superhero without any explanation.
Looking to offline RPG's like baldurs gate, icewind dale or Knights of the old Republic, there always seem to be someone else more powerful than you that you never meet, you only hear about them.
Obviously you cant compare and online hack'nd'slash game with a story based rpg, but i believe that anet should try to incorporate more storys about other heroes, so that you get something to measure your own character against.
This would also affect things such as green weapons. Right now they have names from bosses, but the bosses are anonymous monsters standing around at random, no story, nothing else than the stats on the weapon.
I remember spending hours just reading the stories about the weapons in baldurs gate.
While i dont think that GW 2 should have a long story about each weapon in the description i believe that greens should have some back story easily accessible.
Now i havent played WoW more then a couple of hours, so i cant really say all that much about the game, but i know the story well having played a lot of warcraft.
What i propose is present in WoW as well, all the raids have a background story, the weapons dropped have a background story, there are tales of other characters that are way more powerful than you will ever be etc.
This gives a better depth to the game and also makes the story more credible.
Like i said i dont know how GW 2 storytelling will work but i believe that what i propose can be implemented regardless since all that is needed is some kind of a mentioning.
Also since GW 2 will be several hundred years after GW, the tales of the heroes in GW could be used in this manner.
To conclude, add some epic personalities to the story, they dont ever need to appear in the game. Just look at Elminster in BG, Illidan in Warcraft, a bunch of sith lords in KOTOR etc.
All great stories have epic characters, what i ask is that some are added to GW2.
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Old Jun 21, 2007, 09:18 PM // 21:18   #274
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First off, I want to say that I've tried to make this string of thoughts as coherent as possible. Thanks!

* * *

Anyway, I would like to see an implentation of a player vs. player system that greatly expands on Faction's Alliance Battles and seamlessly integrates itself into PvE gameplay. Basically, every character chooses a faction from the very start relating to their race. So Charr characters would start off in Charr outposts and so forth.

I've heard that NPC's and quests will react differently to our actions towards them, so perhaps by creating a system where players altered the landscape, you could create a truly epic feeling within the plot itself. Quests special to the certain faction and PvP battles raging across the game world would result in outposts being captured, alliances would be forged depending on which guild created a pact with whom, and it would radically alter the landscape of the game. Imagine two powerful yet lone guilds from two different factions forming an alliance and then converting a town into a Human/Charr settlement, so that now the single raced factions considered them enemies, which would also in turn create an alliance, if only for that particular battle!

And I'm not talking about a couple of Luxon troops in Kurzick outposts when I say outposts will be captured, but literally razed or damaged, where each specially marked town would have factors of damage done to it and players would need to fix it, defend it against siege, etc. through a series of repeatable quests.

This, I think, would be especially a fine addition for players who have beaten Guild Wars 2. If a few of these special towns could be placed, it'd be like an extremely advanced version of the things that go on in Fort Aspenwood and the Alliance Battle maps. It would also contrast nicely with the supposed massive PvP battles where players of any level can come and go at anytime as the fight rages on.

As for the basics, I'm certain ArenaNet has it covered. We're sure to see great weapons and interesting armor, new twists on old professions, and new professions with many opportunities.

Last edited by Government Flu; Jun 21, 2007 at 09:22 PM // 21:22..
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Old Jun 22, 2007, 04:00 AM // 04:00   #275
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Quote:
Originally Posted by Zaxxon
-I've read that henchmen and heroes are going away, replaced by 'solo-friendly' areas and one sidekick/player. Please reconsider, if this is the case. Solo-friendly doesn't just mean 'you can venture out on your own and survive'. The ability to be the only human, yet have a full group, is key. Especially the Hero system--this allows those who play at oddball hours, or who just prefer playing alone, to feel as though they're in a real party. I understand that this may not be feasible due to the other changes taking place for GW2 (persistence, etc), but just understand that you're making a fundamental change which is bound to tee a lot of players off.
I strongly agree, the ai hero/henchman system is a primary reason that I play gw. I love the versatility in being able to equip and spec my heroes, and have them campaign with me. I would not buy gw2 if there was no ai ally support, and I think that arenanet should not overlook this feature as being a primary innovation gw has over other games.
I would argue that the ai ally system should be expanded, I would love to have the option to customize hero formation. Imagine a little diagram with draggable points for your heroes to stand in relation to you. This would add some strategy to the PvE.
Bottom line: the more variety and versatility included with this game the better. Keep soloing fun and interesting. I play gw because I can respec my character and party on the fly, without cost, and play by myself or with friends with equal ease.
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Old Jun 23, 2007, 07:20 PM // 19:20   #276
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Since it's going to oblivion i'll link it here

My ideas on how skills should work on GW2
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Old Jun 24, 2007, 09:27 AM // 09:27   #277
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I have a 2 sugestions for the skill system in GW2. I'm sorry if this has been discused already in this thread.

1. I would like GW2 to have 2 sets of skills: PVP and PVE. This way balance shouldn't be a problem because changing a skill in PVP would not affect PVE. The only problem would be the time and resources required to create all those skills.

2. If the above is not possible then just make every skill to have 2 versions: PVP and PVE so that when skill is changed for PvP, the PvE it will remain unchanged.
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Old Jun 24, 2007, 04:09 PM // 16:09   #278
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Default Vote on your suggestions!

The following is a list of common ideas I continue to see re-appear in this thread. Go vote on them! =)

These are just a few of the ideas you can vote on so far - search for more or post your own if you can't find it!
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Old Jun 24, 2007, 08:49 PM // 20:49   #279
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My 2 cents:
  • No bind-on-pickup weapons. Trading of high-end items is good. If someone gets a high-end weapon, they should have the choice to keep it or trade it imo. Don't touch current situation plz.
  • And keep map travel. It works just fine, I feel not any need to change it.
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Old Jun 25, 2007, 03:39 AM // 03:39   #280
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Some time ago I heard of an idea with auction house where the player imployes an agent/NPC where you leave your wears in a locked but viewable storage box with price tags on stuff you want to sell. The person cannot get the item they want until pay the price or proceed with the second option to leave an offer for the seller to get back to you if they accept the offer. Personally I like the idea because you get to see what is on offer. There may even be a detailed way to input the weapon type, skin, req, and colour so you can narrow down the search if you are looking for a specific item/weapon. Much as the same way guru auctions works.

For all this to work Anet would need to present us with a healthy in-game economy, this would mean repairing all the drop rates, and farming business so people both pros and newbies can make money.
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