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Old Dec 09, 2007, 03:24 PM // 15:24   #701
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Originally Posted by TedTheShred
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.
I'm guessing there had been a limit to what A-Net's financial resources could bare--GW2 will likely have a much larger bankroll. It seems that many features that were not well received back "then", are actually much more fully featured "now"--A Net now having had time to add-to and unravel/rebuild non-functional game mechanics. As well, Factions could only extend as far as it's own campaign; in GW2, different factions will likely encompass the entire game universe. Expansions will simply add to the World, rather than creating a completely new one.

I completely agree with "Many risky and innovative ideas that GW brings to the table are only explored to a superficial level." As I had discussed in a previous post regarding Instance Layering. Arena Net has already "touched" upon this concept to some degree, but the potential of this sort of World Structure is limitless. How to save resources, while fully developing an Idea? As a professional who uses CAD I know what it takes to build even the simplest 3D model. Re-skinning and the use of modular elements is the only way this genre can function, WoW has mastered redundant content, creating the illusion of "new content". But consider how often A-Net reuses one of the most difficult to construct, important, beautiful element in GWs -- Levels/Maps/Instances. An instance gets reused maybe once, twice at most. All that hard work building beautiful environments only to have players run right through to the next outpost. . .

With a Persistent World comprising of seamless Zones/areas, there is the potential to create instances of these Zones then re-tool with global events, entirely different set of objectives, entirely different creature set; different in every way: day/night, winter/summer, past/present, player-character/NPC . . .

A beautifully constructed Persistent World with zones/areas can use these zones/areas for dozens and dozens of instanced layers, (various reflections of the same, persistent area) that keep reaching deeper and deeper into lore; Instanced Layers that add new, deeper meaning, behold new even larger instances (leading to Persistent World Unlocks). All of this could give re-usability a whole new meaning. Many of these Layered Areas could be set up dynamically, to provide a completely different random experience for players. They could also be used as a Base Canvas for User Created Content.

If A Net gets the Technology and World design right, there is absolutely no reason a GW2 player should ever see a loading screen between these instances; Zoning-in could be virtually "Seamless". A simple example: Enter a house and accept a quest from an NPC, and as you leave the house and pass through the door, the world outside has completely changed, presto--the five seconds you were descending the flight of stairs and walking through the kitchen to the back door the new Instance elements replace the old ones (unobserved by you). If you are in a party and accept a quest that requires seamless zoning, but your party members are spread over the zone .. . again many many ways to handle seamless zoning: require the party to meet at quest giver, or just have one instance fade to another. For those standing in the Persistent Zone entering the new instance--critters, non-party players fade-out, new critters and conditions fade in . . .. etc. etc. Just work with/explore a simple program such as Flash for endless ideas on instance and layer dynamics.

The Evolution of Instancing is intuitively obvious, lets just hope the resources are there to make it happen, and not just "Touched upon superficially".

Arena Net has only hinted at many new, inovative ideas . Lets all hope they get a chance to fully explore them with GW2.

Last edited by Balan Makki; Dec 10, 2007 at 09:57 PM // 21:57..
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Old Dec 12, 2007, 03:34 PM // 15:34   #702
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How about item specific skills only available to the wielder of a particular weapon? This would be for high end weapons only, but it would give a reason to want to acquire the weapon beyond just the skin. So say I have like a rare dead sword and it grants me the skill to use 'dead man's noose' or whatever skill. Only the person holding this type of weapon can use that skill. This might have to be a PVE only option to keep it fair.
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Old Dec 14, 2007, 06:16 PM // 18:16   #703
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Another concept, idea regarding Instancing, Pseudo Instancing and Layered Instancing. (See my previous posts in this thread discussing instancing.)

World Events should/could crossover into various instance layers. If a player decides to enter a private instance of a persistent area, they would still see and witness World Events as described in pseudo instancing. If they choose to participate in the event, they'd simply phase back into the persistent world. Where dozens of players are participating in the challenge. Phasing is virtually (or simply) seamless zoning.

Imagine if all of Elona were a persistent world, a shared place. And dozens of players where in various personal instances of Marga Coast, not in the Persistent Instance, but a personal instance/layer. Then a world event commences in the Persistent World in Marga Coast. Players in personal instances could see and then participate in the shared event through the use Pseudo or Layered instance phasing. Players would either leave their personal instance, or temporarily phase into the event area, and when the event ends, or players leaves the event proximity, returns to their private instance.

Bending reality is kinda weird, just take the Timespace concept and remove or take control of a variable, Time by itself, or even Space. Then consider relativity--relative to the observer--each one of us being a separate and independent instance. With this you could even create a heaven in GW2, or a hell. Of course suspended disbelief has to be maintained all the while.
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Old Dec 14, 2007, 06:37 PM // 18:37   #704
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A command aura for paragons, anyone who stays within the shoutrange of a paragon get +1 health regen/etc .... That way people would actually stay within the shouting circle (hooray !!)

A new 2 handed weapon for paragons: the flag (linked to leadership).

A better (and clearer) proffesion overlapping. Make paragon buffing/ monk protting and rit healing/ monk healing better overlapping
with other words each proffesion listed can prot/heal as good as the other one but just in a different way. (ok I rly have to find a clearer way to say this)
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Old Dec 14, 2007, 08:14 PM // 20:14   #705
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A couple class ideas for GW2 here - trying to be different from what we already have:

ALCHEMIST: A class that uses chemicals and salves for their skills. Combinations of chemicals can have explosive effects, conditional effects, etc. Mixing some could even be in succession chaining like many of the assasins attacks. The alchemist could also use salves for healing or protection skills - maybe even armor buffs for short durations.

DRUID: I hate using a name of a class I've seen tons of other places, but it really fits for basically being a magic weilder of "life." We have necros for death, why not life? This would be very different from eles, what the eles use is the foundation for life, but a life magic using druid could be easily done and expanded on. Druids could have several types of res spells, obviously some healing - like maybe some "direct" healing such as the types monks have more of, not just the slower buff type rits use. In addition, druids could create plants and maybe even animals for various uses. I mean heck, we have undead and spirits, why not do some things that are alive.

That's is, just a couple thoughts of classes that could be vastly different then the 10 we have - and in many ways, very original (if maybe we could figure out a diff name for the "druid", lol)
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Old Dec 14, 2007, 08:37 PM // 20:37   #706
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I ask for one thing and only one thing for GW2. NON COMBAT SKILLS.

Think about it. To do anything in Guild Wars, you fight, with four basic attributes.

To make money- You Fight
To advance in the storyline- You Fight
To get through any area- You Fight
To capture elite skills- You Fight
To PvP- You Fight
To PvE- You Fight
In all of Guild Wars in no exceptions- YOU FIGHT.

Good god, enough already. It gets so incredibly repetative. I'd like to see a lot more attributes/skills based on non combat crafts that could come in handy in making money and advancing in the game. IE, armor crafting, weapon crafting, alchemy, ETC. If anyone as ever played Oblivion, or Runescape, they know what I'm talking about. YES, the latter was a bad game, but it still stands as an example.
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Old Dec 15, 2007, 05:13 AM // 05:13   #707
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Bring back Jeremy Soule; if not at least give me Jesper Kyd. I love their masterpiece.
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Old Dec 15, 2007, 04:54 PM // 16:54   #708
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One of the things I would like to see introduced into Guild Wars 2 is the idea of non-combat classes. What I mean by this is some class that, rather than wielding a weapon/offhand, is designed to wield two offhand, etc. My example would be an Engineer; they would have no innate attack, but they could "build" defensive and offensive fortifications, etc., to make up for this fact. You could also maybe construct one time use items, like bombs or dynamite, all using energy and with an appropriate cool down.

Another thing I would like to see, with the addition of new races, are racial abilities. Needing the proper balance of course, every race could have a set of their own abilities that every class/profession has access to. Nothing too game breaking, or pigeonholing people to play certain race/profession combos, just something to differentiate between different races and offer more variety.

A good example of a non game-breaking racial skill would be to make a bird-like race (Tengu, etc.) have a slower fall speed than something that would logically have a faster fall speed (like a Charr). I think that, if done right, racial abilities/traits would be a very sweet addition to the game
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Old Dec 15, 2007, 05:07 PM // 17:07   #709
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Quote:
Originally Posted by You can't see me
I ask for one thing and only one thing for GW2. NON COMBAT SKILLS.

Think about it. To do anything in Guild Wars, you fight, with four basic attributes.

To make money- You Fight
To advance in the storyline- You Fight
To get through any area- You Fight
To capture elite skills- You Fight
To PvP- You Fight
To PvE- You Fight
In all of Guild Wars in no exceptions- YOU FIGHT.

Good god, enough already. It gets so incredibly repetative. I'd like to see a lot more attributes/skills based on non combat crafts that could come in handy in making money and advancing in the game. IE, armor crafting, weapon crafting, alchemy, ETC. If anyone as ever played Oblivion, or Runescape, they know what I'm talking about. YES, the latter was a bad game, but it still stands as an example.
You realize that it is titled "Guild Wars" right? Where the Guilds of Tyria where/are at War with each other. War often means to fight in some way, shape or form and most likely being combatant.
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Old Dec 15, 2007, 07:37 PM // 19:37   #710
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Quote:
Originally Posted by Neriandal Freit
You realize that it is titled "Guild Wars" right? Where the Guilds of Tyria where/are at War with each other. War often means to fight in some way, shape or form and most likely being combatant.
Of course its mainly fighting, but why you have to fight every quest/mission in game. It could be more tactical, like Tihark Orchard. And the thing that if you go to any area in the game, you always have some enemies in the mini-map. And they also always attack on you.

Suggestion:

-As we probably and hopefully have higher lvl cap, there should be higher health and energy cap also, hundreds, maybe thousands. And the critical hits would realle be crit...

Last edited by Limu Tolkki; Dec 15, 2007 at 08:37 PM // 20:37..
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Old Dec 16, 2007, 02:22 AM // 02:22   #711
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No gameplay suggestion this time. I just want to suggest that the Wizard's Tower in Kessex Peak be used in some way. Its taunted me every since I did Villainy the first time. We never learn what wizard lives there or even what goes on there. Verata hangs around there and so maybe the wizard who lived there died and has a library of Necromancy texts. *shrug* I just think its a cool place that could turn into something.
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Old Dec 16, 2007, 02:39 AM // 02:39   #712
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Quote:
Originally Posted by Limu Tolkki
Of course its mainly fighting, but why you have to fight every quest/mission in game. It could be more tactical, like Tihark Orchard. And the thing that if you go to any area in the game, you always have some enemies in the mini-map. And they also always attack on you.

Suggestion:

-As we probably and hopefully have higher lvl cap, there should be higher health and energy cap also, hundreds, maybe thousands. And the critical hits would realle be crit...
The last point is something that always annoys me; whether you do 10 points of damage and have 100hp, or 100 points of damage and 1000hp makes no difference. Whether the max level is 20 or 200 also makes no difference. It's what you can or cannot do in the course of the game, how much stuff there is to do, and how interesting that stuff is, that matters.

I would prefer a game w/ only 10 levels but loads of content over one w/ 1000 levels but all grind or boring stuff...

As for what I would like to see - I would like to be able to create, say, 8 characters and actually play as them all on 1 team, or use other character I have created as heroes. I'd also like to see our characters be more central to the plot, as opposed to mere players/spectators in the larger plot...
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Old Dec 16, 2007, 06:20 PM // 18:20   #713
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Hi m8s,
i really like guild wars because it's hard and depends how much you think not play, but the thing is that it's missing freedom. I would really like to see in guild wars 2 some professions like these in Morrowind (really nice game too) as well as WOW ( really stupid game with some good ideas) Making your own armor mixing potions lock picking locks and some of those cool stuff will fresh up the game, the other cool thing is the pressistant world(the other big need). I will be real glad if its really pressistant not like in the other MMO's which the only thing that's changed are your items. The biggest thing that i want to see is the "unique heroes" to be one of a kind with the items with the look, i mean people to know you .
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Old Dec 16, 2007, 06:40 PM // 18:40   #714
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Quote:
Originally Posted by ValaOfTheFens
No gameplay suggestion this time. I just want to suggest that the Wizard's Tower in Kessex Peak be used in some way. Its taunted me every since I did Villainy the first time. We never learn what wizard lives there or even what goes on there. Verata hangs around there and so maybe the wizard who lived there died and has a library of Necromancy texts. *shrug* I just think its a cool place that could turn into something.
Cheers to this suggestion!

I'd like to know if the chains that hold it continued to hold it after the rise of the Orr Dragon and others in the area, or if they broke and the castle is flying high up in the sky once more.
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Old Dec 17, 2007, 01:23 AM // 01:23   #715
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Theres alot of wierd stuff like that in gw. ><
Be nice to know what affect the destroyer whould have next.

Example:
They can be tunernd into minions, so they got flesh. That means that should be a race. RIght?
Idk ><
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Old Dec 17, 2007, 09:20 PM // 21:20   #716
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Default Some changes I want to see in Guild Wars 2

Let me start off by saying I like Guild Wars before the addition of Deldrimor War Camp and the new Factions, Nightfall, and Eye of the North campaigns. What I liked about Guild Wars before which I would also like to see in Guild Wars 2 is:

-No green items. They take the value of harder to get gold items down and they are very easy to farm for the most part.

-Make gold items rare. No Locked Chests. Make high-end chests like Obsidian Chests nearly impossible to run, very expensive, and difficult to find.

-No Inscriptions. What is the fun of getting a new item unidentified to know that it is automatically having the characteristics of a perfect item for the 5k it costs to buy a 15^50 mod (Which takes a very small amount of time to farm)

-15% unconditional mods. I loved these mods and they were unbelievably rare. I think the drop rate should be even less than they were before being removed from the game.

-Energy +5 swords rare. Kind of like the above^^

-Titles. I'm sure they will be in GW2 and I fully support that. Just make sure they are all difficult to get. (Maybe throw out some titles or not have them count on the "People Know Me" title track.)

-Less Grind in farming. This means don't make 99.9% of the game COMPLETELY POINTLESS AFTER FINISHING THE GAME!! Outside of vanquishing about 85% of the zones are completely pointless once the game has been complete.

-No more solo. Yes, drop self enchantments like Protective Spirits or don't make it so you can constantly be self-enchanted with them and give soem mobs random enchant removal or interrupts...Then there will not be a need for "Loot-Scaling."

Added:
-No more potential high-end skins that are sold for 5k from collectors.

Last edited by noneedforclevernames; Dec 17, 2007 at 09:23 PM // 21:23..
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Old Dec 17, 2007, 11:09 PM // 23:09   #717
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TLDR but make it so that ur character "inheritance" from gw EOTN be from a single character. wut i mean is that allow all ur new chars in GW2 to recieve benefits off one char u had in gw1, rather than make it class based (like if ur war has lvl 4 koabd, only the next war u make in gw2 will recieve those benefits). many ppl have complained that the HoM is only character based, and this will make it so that character based HoM will not suck. besides, after we learned that hom is cahracter based, most ppl went on one man char to grind titles.
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Old Dec 19, 2007, 01:31 AM // 01:31   #718
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As for multiple races in GW2, I want to hypothesize/suggest several and how they should work.
I would like there to be core classes available to all races, much like the way it is with campaigns now. However, I would like each race to have one or two unique professions that kind-of "show off" the race's strengths. So for instance,
Core Professions
Warrior , Monk , Elementalist , Necromancer , Mesmer , Ranger
Unique Professions
Humans - Paragon (Represent the Human ideal of leadership)
Asura - Golemancer (either have a "pet" Golem or actually ride/control a Golem)
Norn - Form Master (able to switch between Bear, Wolf and Raven forms and use special abilities within those forms)
Charr - Crysmancer (would be able to use the crystal they used in the Searing in various ways against foes)
Slyvari - Druid ("life"-mancer like others have suggested, able to spawn plants/animals from corpses, healing etc.)

Now I would like to suggest some races and their unique professions:

Mist Spawn - As the Realm of Torment fell, many souls that were trapped by Abbadon there, along with much energy from the Mists, created several entities known as "Mist Spawn". Razah, for instance, is such a being, created from raw energy from the Mists. Although these beings are summoned as fully grown in human terms, the Mist Spawn act much in the manner of a robot and have to learn emotion and other human characteristics. Although there numbers are few, they are immortal to age and have finally begun to understand how to control the Mists to create more Spawn and to use it for whatever purpose they deem necessary. They are particularly neutral in this time of upheaval and chaos and have based themselves in the First City on Istan due to the strong connection there with the Mists created by Abbadon on the eve of Nightfall.
Unique Profession -Chronomancer (Because the Mists are often associated with time, these Mist Spawn ought to be able to control it! Would have party buffs and enemy debuffs associated with time)

Forgotten - These creatures are not new to Tyria. They have been here for almost 3 millenia at the time when Glint was first place as the guardian of the world. While their numbers have considerably dwindled, they also faced bad fortune as the "Desert Dragon" (as it is so-called) rose in the Crystal Desert, the home to many of the Forgotten. This caused many of the Forgotten to move north and west to the last remaining Ascalonian city of Ebonhawke to the Tarnished Coast. They have sided with the Order of Whispers in spreading the news about the Ancient Dragons and their terrible power.
Unique Profession - Savant (would summon forms of the Six Gods to help in battle, provide party buffs through prayer)

Mursaat- The Mursaat are an ancient powerful race that reside predominantly west of Kryta. While all the Mursaat are spellcasters, they have constructs that do their bidding physically. They have several magnificent cities that few have laid eyes upon until recently as the humans fled north and west from the floodwaters of Orr and as the Slyvari grow to the north as well. Their origin is unknown, and their purpose is unknown, but they are finally beginning to make contact with the other races and have peaceful relationships. They are the most technologically advanced of the races, having advances in explosives and alchemy far beyond even the Asura.
NOTE: Because the Mursaat are all spellcasters, they cannot be Warriors or Rangers. However, all Mursaat would gain some race-wide buff to compensate (Spectral Agony, maybe?)
Unique Profession: Alchemist (uses "guns" to fire grenades/charges with various negative effects)

Thats all I can think of right now. Although there should be more, I say 10 races max due to the amount of professions that would be in place.

Last edited by MarlinBackna; Dec 19, 2007 at 02:07 AM // 02:07..
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Old Dec 19, 2007, 01:40 AM // 01:40   #719
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i suggest the gw2 devs go play lotro and voyage century also kal online for a while to see what guild wars is missing.
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Old Dec 19, 2007, 01:48 AM // 01:48   #720
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Quote:
i suggest the gw2 devs go play lotro and voyage century also kal online for a while to see what guild wars is missing.
Let's keep the criticism constructive. If you really cared about GW2 and those games, you would take elements from those games you mentioned and explain why GW2 should have them. Otherwise, you are being a fanboy-troll who deserves not to play any game in fear of not being better than "your" game.
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