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Old Dec 02, 2007, 01:16 AM // 01:16   #681
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The only two reasons the 'training area' of Prophesies is so popular is that one, once you leave that character cannot go back, and two, it looks pretty and post doesn't.

I'd say don't even have a pre-searing in GW2. Just jump right in, and have the starter quests be more tutorial like.

I'm also strongly for a low level cap, and believe the vast majority of the world should be at max level. Like the second two chapters of GW1 - once off the island it was all level 20 content. I'd say that as soon as you're done with early tutorial content, you should be in the max level play zones at max level - have the game be about skill rather than leveling all the way through.


I'm also for an auction house. It is a massive waste of time to try and trade through chat, and leaves for no pricing consistency.

Next, I really like crafting skills - WoW's tailoring, alchemy, blacksmithing, and so on... They add a great element to those games.

And finally, I love having Heroes and Henchmen, but I think they have really hurt the social game. I don't want an online game to be a solo game. That's for offline play. Limit or remove them from GW2. Much as I love the customization, I would rather have stronger more skilled PUGs and a social environment if given a choice.
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Old Dec 02, 2007, 01:30 PM // 13:30   #682
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Being able to enter the guild hall and put furniture in, make it a place where guildies can come together instead of just plain waiting to enter guild battle.

Huge guild battles, make guild WARS earn the right to use that name.
8 vs 8 is like a small bar fight, common.

Houses if possible.

Pve guild battle, defend or attack a castle whilst being attacked by npc armies.

Beautiful graphics^^
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Old Dec 04, 2007, 09:13 AM // 09:13   #683
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I think the most important thing the devs need to do about GW2 is to save the max dmg armor and weapons - the player's skills > player's gear .
I dont want to see ppl with overpowered items, tons of health and energy, dealing thousands of dmg and whether they have or havent any skill they can be pwn at the PvP ( in PvE i can accept it)
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Old Dec 04, 2007, 12:18 PM // 12:18   #684
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I think that titles should be implemented, but not artificially, as in at the bottom of their name

Titles should be implemented for doing certain, difficult things, and should come before or after your name. (like, Castellan Puuba).


Not like the grindfest that has been added into GW1.
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Old Dec 04, 2007, 03:31 PM // 15:31   #685
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Well, one thing I'd really love to see is new classes. Or, if not new classes, they should at least expand the variety of abilities you can have. The more abilities, the better the game. Also, rather than maxing out the characters level at 20, they should make it alot higher. Just a couple basic things, but at least it's something to base a new set-up around.
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Old Dec 04, 2007, 05:09 PM // 17:09   #686
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I'd like a tangible connection to GW1. When we get out HoM rewards we could get them from a Ghostly version of our most beloved character. That would be so awesome. Heck...there could be loads of quests you could get from your Ghostly. People who didn't get EoTN would be able to get the quests...just from a generic Ghostly. Ghostly Koss maybe? *lol* His afro is too cool to leave in GW1.
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Old Dec 05, 2007, 12:43 AM // 00:43   #687
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Quote:
Originally Posted by Vergilius
they are making their own engine... so you can only hope they will make something like that. but besides, it is MMO, making bombastic graphics means less customers, because not everyone has boosted computers that could run the game
True...

still... it wou;d be nice
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Old Dec 05, 2007, 12:43 PM // 12:43   #688
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I just have to say that I hope it will still be Guild Wars. Sure I hope for some non-combat stuff like fishing, sitting down for an ale and so on. But it should still be GW: skill > time. With a cap for levels, damage of weapons and armor. It is great fun to find a way to beat a challenge by finding the correct build and way to play instead of just farming for a better weapon.
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Old Dec 05, 2007, 08:37 PM // 20:37   #689
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I've too some suggestion for upcoming GW2. And ofcourse I wanna share them with you (or the ppl who can really do something to get these things to GW2 =D).
Ok, well here we go. At first i've say i really do like GW storyline thing. So theres always (atleast when completing primary quests and mission) some purpose, and the thing that you get lvl when getting further.
About the lvl, i would like if the lvl cap is a littlebit higher. No, not capless. But if it would be something like 50-70 I think. You would get the lvl when getting further the campaign, as now. No grinding, no such thing, yak. And also about the 8-skill skillbar system. It's a good idea to have only limited amount of skills to use, but i think 8 is littlebit too less. I usually play as a ele, and most of the playing is just take attunement, res, one or two glyph and dmg spells. I would like if there is something like 12-16 skills in the bar. There would be a lot more different builds and combinations.
The new races, sounds like cool, dunno what it will be then... I would say its good that there GWs own races in the game, nothing like elves and dwarves (as a playable race i mean). I hope theres some difference between these races, so all of them dont have same stats. And the professions, i do hope that there would be atleast these, which you have now, maybe some new too. But plz, not the same skills, make them all different. Also it should not be that warrior always tanks and ele deals dmg and so on. Make some more different skills to professions. About the attribute system, I really do like, so at outpost you can change them as much as you like (for free...) but in explorable area you cant.
Then some new suggestions =). The auction house... I know its kinda WoW thing but however. I think GW2 is too good game to let ppl to shout in the market place and spam their selling information...
And about the graphics. I like these, but i would like to get the game more colourful. Aswell the armors and weapons, they're all kinda lame. It should look like more fantasy game, a lot of different looking (some with futuristic look) armors and weapons. And the other graphics too, i would like to see the leafs shining in the sun light. But ofcourse i too want some dark and mystic areas.
Something about guilds too, it would be cool if there would be some "limit" to the guilds. Atm i think almost everyone is in guild, anyone can do guild and theres kinda too many of these "noob" builds around...
All of this was about the PvE. I dont care about PvP, but plz dont mix it with the PvE. Atm anet is balancing skills in PvP and the quality of PvE is going down...
Well, there you go =). Btw im sorry about my horrible english...
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Old Dec 06, 2007, 09:01 PM // 21:01   #690
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I'd like customizable tattoos for our characters...
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Old Dec 06, 2007, 11:04 PM // 23:04   #691
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More thoughts, concepts and suggestions for GW2

The Evolution of Instancing from PvE to PvP to PvPvE -- how to help players have fun and find their way together. GW1 has done this quite well, by creating an “Unlocking System” for skills and areas and equipment. How would (could) instancing evolve from here? How could Arena Net create an entire Persistent World and still maintain the advantages, ease and comfort that instancing provides and GW fans have come to enjoy? How would this work for PvP?

Content Access -- It seems Arena Net has already touched upon the solution with GW1. What if GW2 used a similar system for unlocking the Persistent World? If players were first required to play through instanced areas/segments slowly unlocking the Persistent World. Achieving specific goal, quests, titles, and ranks would eventually allow a player to pass through to the next area. Once a player vanquishes/completes an area it becomes part of that players greater Persistent GW2 World. Once an area becomes unlocked (persistent), players can choose to re-enter the unlocked area as persistent, or jump into an instance of the area to fight through old/new content, uncover new quests. Unlocked areas could have multiple instancing layers that create an almost unlimited number of instance variations, instanced states. The dynamics are limitless. The forward edge, or portal from the persistent world to the next locked area could simply be guards standing in a narrow pass, gates or mounds of ruble blocking the way (only a locked out player would see), a “leap of faith” from a very high waterfall into the unknown; instadeath for players with too little faith – again endless possibilities.

No need for Levels -- GW2 would not need a level-based system for this style of Unlocking Environment. The entire world could be void of levels. Levels would not make Content obsolete. Level differences would not create differences among players, would not segregate players.

PvE to PvP -- consider another important quality of reusable content and areas – Familiarity. If players play through these areas as a PvE instance, then can traveled through them as the unlocked (shared) Persistent World, then find they can battle other Alliances (servers) within these very same, very familiar, areas in a PvP Pseudo Instance (Info Link), then much of the learning curve for PvP and the local battle has already been dealt with. See Char Mission: “Assault on the Stronghold”. By Unlocking an area, the player has already played through the PvE tutorial of various battles – PvE missions would become sophisticated tutorials for many contestable areas. Players playing PvE would know exactly what to do. The entire GW2 World could be at War, and PvE players could completely avoid any contact with PvP, through the Layering of Instances. See link: Pseudo Instancing Suggestion Layered Instancing may be the next big thing for this type of game.

PvP to PvPvE – So little is known about GW2 the Mists, but having played and watched the slow and sad demise of WoW’s Epic Alterac Valley, as content and features are slowly dumbed-down or completely removed (for Honor farmers) there are some obvious lessons to be learned:

First lesson – Never underestimate the stupidity of the player. Players will always follow the path of least resistance, and ultimately complain when their stupidity is in question. Spell it out for players in the Mists with tutorial missions, NPC support and directions. Simply adding an NPC Commander barking orders over chat or on screen would add loads of info and personality to the various battles. Use NPCs to help players figure out where to go, by using Scouting Reports, player Enemy Sightings etc. Click on a report and you get an arrow pointing the way . . . Scouts can be a battlefield upgrade etc.

Second lesson – Never underestimate the ignorance of the player. Players will always do the wrong thing; it is part of the learning process. NPCs are the instruction manual for the battlefield. Provide a buffer for this player ineptitude with small simple tasks, let the player follow a small NPC force moving forward through a complex battlefield. Give simple tasks and quests for players. Allow ignorance to payoff by providing random appearance of items and events. Even though a player is only on a simple collection mission, he may find the random key that opens Pandora’s Box. Almost always provide multiple ways to solve a problem, or overcome a battlefield objective, making the path to victory a non-linear path, allowing dumb-luck and chance to win small victories.

Third Lesson – The player is always right. We’re always right. The sooner Arena Net learns this the sooner we’ll all get our “I Win” button.

Final lesson – Contrary to all the Alterac Valley changes, designing layered objectives do work, especially in the presence of the ever-vigilant NPC guards, letting players handle all these layers of defense is a mistake – see lessons one and two. The majority of players prefer the “conquest and domination” role. Let players do the bulk of the assaulting, and NPCs provide the bulk of the defenses . . . Not that NPC assault-forces would not be welcome. Players should only be defending at the forward edge of the primary battle, NPCs should be guarding all else.

Remember, stupid and ignorant players are always right, if nothing else we are right by shear majority.

Last edited by Balan Makki; Dec 24, 2007 at 10:16 PM // 22:16..
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Old Dec 06, 2007, 11:53 PM // 23:53   #692
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Quote:
Originally Posted by Shadow Spirit
I'd like customizable tattoos for our characters...
And 90% of the population would be Death Eaters. Am I right?
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Old Dec 07, 2007, 12:52 PM // 12:52   #693
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1) GW needs to get rid of its genericness. It's contents and customization looks way too generic. It needs some amount of highly customizable items and great looking spells.
2) The skill system shouldn't be changed, however there should be less nerfing. Because each nerf kills a little bit of fun.
3) I would love if a reward for a highly dangerous quest or mission would be a spell.
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Old Dec 07, 2007, 01:35 PM // 13:35   #694
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Improved RP Value: This could be a huge draw for the GW universe. Develop a end user Story Editor. Allow players the ability to create quests, quest chains, dramatic events, tell stories all within the instanced environments of GW2. Much like the Bonus Mission Pack. No rewards only a chance to tell a story, about their character, clan, guild, alliance, etc.

This would qualify as an alternate form content for players not as interested in constantly fighting, but wishing to create some user content. This feature would have a life of it's own, and a potential "pair of legs" to outlast, out-preform even Dev created content.

Players could simply use existing instances, place Story NPCs, give them dialogue and link events, etc. Obviously this has one more solid benefit: In-house development of content would be dramatically simplified with such an editor.

All content, items etc. remain in the Story Instance, players leave with nothing but a fun, unique experience. These stories could be found in the Halls of Knowledge or some sort of In Game Library.

Last edited by Balan Makki; Dec 07, 2007 at 08:31 PM // 20:31..
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Old Dec 07, 2007, 01:51 PM // 13:51   #695
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Quote:
Originally Posted by Sithicus
1) GW needs to get rid of its genericness. It's contents and customization looks way too generic. It needs some amount of highly customizable items and great looking spells.
Whatever GW is, it's NOT generic.
Quote:
Originally Posted by Sithicus
2) The skill system shouldn't be changed, however there should be less nerfing. Because each nerf kills a little bit of fun.
Do you even know why nerfs exist?

If something is incredibly unbalanced than you have to nerf it.

Quality of nerfing is a different thing altogether...
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Old Dec 07, 2007, 06:06 PM // 18:06   #696
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Quote:
Originally Posted by Onarik Amrak
Whatever GW is, it's NOT generic.

Do you even know why nerfs exist?

If something is incredibly unbalanced than you have to nerf it.

Quality of nerfing is a different thing altogether...
Gameplay, story and characters are more or less unique.

I was referring to items. There isn't an item (to my knowledge) that can't be replicated for an certain amount by anyone. All skills feel more or less the same. When you cast conjure nightmare it looks same as conjure phantasm. Flame burst is same as Inferno...
Plus most GW elites go wham when they should go WHAAAM!

It exists because some people discover a combo/exploit that ANet didn't and abuses it. So ANet nerfs those skills and people stop using them; seeing no one uses them ANet buffs them again... If they consider skill to be overpowered, make it an elite or something, don't nerf it.
They could make skills even be silver and allow only two silver skills and one elite in build, and voila most problems solved.

Other words, their nerf quality is poor.
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Old Dec 07, 2007, 06:52 PM // 18:52   #697
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Quote:
Originally Posted by Sithicus
Gameplay, story and characters are more or less unique.

I was referring to items. There isn't an item (to my knowledge) that can't be replicated for an certain amount by anyone. All skills feel more or less the same. When you cast conjure nightmare it looks same as conjure phantasm. Flame burst is same as Inferno...
Plus most GW elites go wham when they should go WHAAAM!
Ah, I understand. Yep, I agree with that. More diverse skill animations and the like.
Quote:
Originally Posted by Sithicus
It exists because some people discover a combo/exploit that ANet didn't and abuses it. So ANet nerfs those skills and people stop using them; seeing no one uses them ANet buffs them again... If they consider skill to be overpowered, make it an elite or something, don't nerf it.
They could make skills even be silver and allow only two silver skills and one elite in build, and voila most problems solved.

Other words, their nerf quality is poor.
Agreed. Anet tends to be heavy handed with blanket nerfs.

They need some subtlety and finesse...
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Old Dec 07, 2007, 08:01 PM // 20:01   #698
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This is more of a request than a suggestion.

Please do not bind our Hall of Monuments goodies to character names in GW2. Bind them to the account instead, if that's possible.

I'm sure there's a ton of people who regret naming their oldest and most favorite character what they had first picked. I plan on giving a couple of my characters names that differ from my GW1 names, actually...

Edit: Just wondering, does Anet actually read this thread?
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Old Dec 07, 2007, 09:52 PM // 21:52   #699
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Quote:
Originally Posted by Taurucis
Edit: Just wondering, does Anet actually read this thread?
I do have a feeling no But you can never now, plz post us a reply if you do, so we actually know there is a point posting to this thread

I've to add some more suggestions:

-Professions like crafting, mining/smithing, enchanting, herblore etc.

-Mounts or pets or whatever you want to call them, riding is always cool

-As other ppl have said, map travelling isnt realistic enough, some teleport/portal skill sounds good

You could make a skill bar called "secondary skill bar", or something like that, to use these secondary skills and abilities. And like i've already said, more skill slots. I like the idea you've only a limited amount of skills, but 8 is just too less. Previous i said 12-16 but i think it can go even upto 20. However i dont say that unlimited is bad thing, i would like that also.

And as a last and most important suggestion. Really make it look like more fantasy game. More colourful, more futuristic weapons, armors, towns, plants ect.. Everything!

Edit. All new professions to GW2. Also would be cool if the professions is more common to fantasy games. Like ritualist --> druid etc.. (Ok i know ritualist is not excatly same than druid, but close...)

Last edited by Limu Tolkki; Dec 08, 2007 at 09:40 AM // 09:40..
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Old Dec 09, 2007, 11:14 AM // 11:14   #700
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Quote:
Originally Posted by Balan Makki
Improved RP Value: This could be a huge draw for the GW universe. Develop a end user Story Editor. Allow players the ability to create quests, quest chains, dramatic events, tell stories all within the instanced environments of GW2. Much like the Bonus Mission Pack. No rewards only a chance to tell a story, about their character, clan, guild, alliance, etc.

This would qualify as an alternate form content for players not as interested in constantly fighting, but wishing to create some user content. This feature would have a life of it's own, and a potential "pair of legs" to outlast, out-preform even Dev created content.

Players could simply use existing instances, place Story NPCs, give them dialogue and link events, etc. Obviously this has one more solid benefit: In-house development of content would be dramatically simplified with such an editor.

All content, items etc. remain in the Story Instance, players leave with nothing but a fun, unique experience. These stories could be found in the Halls of Knowledge or some sort of In Game Library.
I REALLY like the idea of user generated content. However, that's an idea you really have to take the risk and let it run a lot more free than in the condition you were suggesting.

A lot of what holds back G-Dub from being truly innovative and all that it can be is the depth of which ideas like yours are explored. If user generated content were something to be touched on, it would need to be all out. Limiting the ability to personally build upon the world to simple stories and mission-packs would do more harm than good.

Look at Factions. The idea of Alliances was, though a central part of the game, only really explored to a minimal level. There were no real consequences or gains from the system. The world did not change in any significant way. As a result, the system felt thoroughly lacking and the chapter was considered considerably weaker in comparison by the community.

This is and has been the fundamental flaw of G-Dub in my mind. Many risky and innovative ideas that GW brings to the table are only explored to a superficial level. It puzzles me that the company responsible for a subscription-free MMO in a sea of companies wanting to cash in like WOW would lack either the courage or ability to throw themselves fully into the bold ideas they themselves have discussed.
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