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Old Jan 30, 2008, 08:16 AM // 08:16   #841
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Quote:
Originally Posted by HerrHildebrand
In summary, let's think of the tank as being more a blocker or damage shifter than an aggro machine.
You know, that could end up both cool and ridiculously obvious.

When you say blocker tank, I think body blocking, with is hard to do unless you have 5 or 6 wel coordinated tanks(every well coordinated player in GW says SY > 5 tanks)

To make them body block better, lets make tanks bigger, not by default but lets give them skills that increase them in size and max health.
that way 1 tank could block multiple mobs, when positioned right they'd make real difference now instead of the really hard to utilize advantage body blocking offers now.
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Old Jan 30, 2008, 09:35 AM // 09:35   #842
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Quote:
Originally Posted by HerrHildebrand
*snip*
To be honest that still doesnt change the fact you know where most of the damage is going.

How it gets there doesnt matter, if they take dmg for an ally or stop them being able to reach an ally they still end the ones taking the damage.
I much prefer a system where there is simply no control, apart from positioning, kiting, teamwork etc.

Ive never been a fan of the whole tank concept, really for this very reason. It dumbs down combat, be it a taunt or a way to send all damage to your tank or whatever.
Suddenly reactions and skill doesnt matter. You can spend most of the time as the healer just focused on 1 char. Most of the time that is reduced to just spamming skills since thats all thats required.

You can see some of what its like in the team builds for the higher end areas already. Most will use a tank and a whole bunch of damage dealers. Because there is no need for anything else.

The tank in combination with the monks is buffed up to the point they really cant be beaten and then everyone else just goes about poking stuff till it dies.

At no point do the monks even need to bother thinking about the other chars, because if the tank somehow screws up then it doesnt matter, everyone is dead anyways by the nature of the build.


Now thats under a system with practically no way to manage aggro, add in taunts and other aggro systems and it just gets even easier and brainless.

Compare that however to a system where you have no control.
You cant just take a tank, damage dealers and monks. You suddenly need support. You monks suddenly need to wake up and actually pay attention. Pre protting becomes important, chosing who you cast spell x on becomes very important.
You also need off monk ways of migating damage, your team needs to know how to react to different situations, you cant just sit back and let the AI be stupid and attack the one char they cant beat.


It just adds so much more in terms of combat and tactics. Rather than sitting back and repeating the exact same thing over and over you are required to actually actively interact with the game and make decisions and actions as you are forced to react.
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Old Jan 31, 2008, 07:31 AM // 07:31   #843
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Quote:
Originally Posted by Isileth
...you cant just sit back and let the AI be stupid and attack the one char they cant beat.
Perhaps you misunderstand, what I propose isn't making the AI be stupid and attack someone they cannot beat, it's forcing the AI to attack someone they can't beat. This is a tactical proposal.
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Old Jan 31, 2008, 11:25 AM // 11:25   #844
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Quote:
Originally Posted by HerrHildebrand
Perhaps you misunderstand, what I propose isn't making the AI be stupid and attack someone they cannot beat, it's forcing the AI to attack someone they can't beat. This is a tactical proposal.
How they end up doing it doesnt matter all that much.

The fact is once they do focus on one char the game suddenly dumbs down very quickly and thats something I hope they avoid.
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Old Feb 03, 2008, 03:58 PM // 15:58   #845
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Guild Wars 2 Goes Green. as well, a suggestion on How You can Improve Chat. Oh and a question--Does Arena Net even read these threads?

As a casual player I find one of the great things about GW1 is you can just walk away from the keyboard when real-life calls, even if you are in the middle of a difficult dungeon or instance.

Now with Green computers, motherboards, power supplies etc. . . . And Windows Vista allowing users to just sleep their computer instantly . . .

Suggestion: Allow players to camp their characters, while in the middle of instances; saving the progress for another time, or another day. If a player needs to log-off, let them without penalty, instead of leaving their computer on for hours at a time while AFK--something which many players do. This would encourage players to stay a bit more connected to Real Life, and encourage a much needed energy savings--among other global issues. This feature could work within Windows Sleep feature, I'd suspect.

There can be many bonuses to Camping your Character, death-penalty reductions over time, attribute buffs for rested time(exclusive to Instance), energy savings, conducive to real life. Allow players to camp even when grouped with other players, by either switching that players character to AI (See my previous suggestions in this thread for Player/Guildy Heroes.), or groups could invite a new player(s) into the instance once another player(s) have camped and logged off. This also dramatically frees up Instance Level design, allowing the development of Instances that could last many days of questing and journey.

This feature could work in the Mists as well, and should be considered especially if the Mists is a very large area. In the mists it would be considered Bivouacking, where your character, and companions would patrol the area as part of the AI controlled battle field. There could even be very unique bonuses to Bivouacking properly, if your character achieves any results in the persistent battle field.

Chat Suggestion: Make chat three dimensional. Remember how George Lucas put dead Anakin and Obiwan into Luke's head? No. Well, he used ghost like images that added tangible, viewable people. Allow players to see a Mists-Like images (see my suggestions on pseudo/layered instancing) of Players who are engaged in chat, with accompanying chat Bubbles. Allow players to choose who they wish to see, who they do not. There could even be real-time animation updates. Allow players to target these chat Avatars, and right click for context menus, Invite, Whisper, Ignore, Trade etc. . . . . These chat avatars would be exclusive to each player, and thus not viewable to anyone else unless other players are in the same channel, with the same player avatars enabled.

Last edited by Balan Makki; Feb 03, 2008 at 04:36 PM // 16:36..
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Old Feb 04, 2008, 09:12 PM // 21:12   #846
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make it possible to make max level pve chars.
not many ppl enjoy levelling.(not even ppl who play wow do not enjoy rerolling a char)
rumours say gw2 will have 100 levels.....that would mean me and other ppl who hate levellin won't play it.
this weekend i wanted to play a derv but couldn't be bothered to go through the 10+ hours of levellin and skill aqcuiring.....it's boring.
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Old Feb 04, 2008, 11:10 PM // 23:10   #847
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Dudes:

One problem of GW is the nerfed skills. When they are nerfed for being overpowered in PvE/PvP, then people star crying because that skill was useful for PvP/PvE. So, here is my idea: Make the same skill list, and make two copies: one for PvE, and another one for PvP,

EXAMPLE: You would have [skill]flare[/skill] for PvE , but each time you go to PvP you must change the skill list and pick [skill]flare[/skill] from PvP skill list.

WOULD YOU HAVE TO UNLOCK THE SKILL TWICE?
No. Unlocking skill system would be the same as Guild Wars.

With this metod I hope to stop double-edged nerfs. For example, Izzy nerfs flare because it is overpowered in PvP, but the nerf only affect the PvP skill. In PvE, it would stay without changes.

Maybe I was not good ( Im not a native english speaker). Well, skim the text and get my idea.
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Old Feb 05, 2008, 12:05 AM // 00:05   #848
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Simplify the rune system. Keep the rune concept, but get rid of physical runes taking space in storage and inventory. I don't know how the rune system is going to look like in GW2, but if I could redo the GW1 rune system, I'd favor this one:

For each character, each piece of armor still has 2 "enhancement slots" (prefix/suffix) or whatever you may call it. Replace each of the current Rune traders with "Rune trainers", and add a couple of additional trainers, to a total of maybe up to 3 per region (Kourna/Kaineng/Kryta etc.).

A Rune trainer has the ability to change which enhancement is placed in each slot for each character/hero, for a small fee. So basically when the player talks to a trainer, that player would choose himself or one of his Heroes that are in the party/ in the hero pool. For each armor piece of the selected character, there would be a dropdown menu that contains all legal runes/inscriptions for the respective character class, and after all changes have been made, the player clicks OK to let the changes take effect and deduct a fee from the player's gold pool.

The price of the change should be determined by the sort of rune that gets put in. Prices should be low enough to not significantly hinder experimentation even for players short on money, but high enough to make it a minor gold sink. Removing a rune would be free. It would then cost, for example, 20 gold for adding a minor rune or inscription, 50 for a major, and 100 gold for a superior rune. Adjusting prices due to demand is an option, but should be avoided to not let the prices of the most popular modifications skyrocket.
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Old Feb 05, 2008, 12:11 AM // 00:11   #849
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If they do split PvP and PvE skills I hope they realise PvE still needs balancing.

However im sure people will argue the same way they do over UB. You dont have to use it.

There still needs to be balance in PvE. It should not be a cakewalk with the option of being slightly difficult if you choose not to take the most powerful skills.
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Old Feb 05, 2008, 12:36 AM // 00:36   #850
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I don't think they would or even should split pve and pvp skills. After all, they would have twice the balancing work and twice the bug potential. Also, while PvE is not exactly a good preparation for PvP and vice versa, there is a certain training effect to be had from using the exact same skills in both modes.
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Old Feb 05, 2008, 03:38 AM // 03:38   #851
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Quote:
Originally Posted by Balan Makki
Suggestion: Allow players to camp their characters, while in the middle of instances; saving the progress for another time, or another day.
I second the idea of a camping feature. I never had an issue until the dungeons in Eye of the North. Some of them take a long concentrated effort of a single sitting. While much of this can be solved by planning dates and times for the dungeon crawl, it still doesn't help for unexpected situations. Also as Balan Makki stated, the idea of there being extended missions or dungeons that can't take long time periods.

Now if I may, I would like to expand on this idea. This may actually sound a little silly to many players, but here goes. What if there were "things" that could be done during camp time? Things like cooking over a camp fire or playing an instrument for amusement? Perhaps being able to perform these actions can improve morale or provide temporary bonus to attributes. An example of this would be in the RPG video game Legaia 2. In the game, you had locations to set up camp. The characters were capable of learning to cook a variety of dishes and you had to have the ingredients to cook these meals. The net effect was that for a short duration the whole party received a variety of benefits and sometimes negatives depending on the type of meal prepared. Additionally, characters can learn to play instruments. Instead of playing the air guitar, perhaps could learn to play a real guitar (or lute to be more matching to presented theme). The effect could be to further help a party relax and recover at a camp, perhaps even gain morale boost depending on the skill of the character playing the instrument.

However, as mentioned, this may seem quite silly to many players and I add it as a suggestion for those who maybe would like to be known as more than just a combatant.

As an afterthought to the conclusion, there could be added title tracks for players to become renowned cooks or minstrels.
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Old Feb 05, 2008, 04:22 PM // 16:22   #852
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Quote:
Originally Posted by HerrHildebrand
I second the idea of a camping feature. I never had an issue until the dungeons in Eye of the North. Some of them take a long concentrated effort of a single sitting. While much of this can be solved by planning dates and times for the dungeon crawl, it still doesn't help for unexpected situations. Also as Balan Makki stated, the idea of there being extended missions or dungeons that can't take long time periods.
My suggestion would be that there be "temporary" outposts in longer dungeons. For example, a player might work their way to the mid-point outpost in a long linear dungeon like Frostmaws. Once you had access, you could warp back to that point at any time, join a group there, or continue from that point on with henches. In a "wheel-spoke" dungeon like Slavers, the camp would be located at a central staging area.

Once you had completed the dungeon, however, you would lose access to that camp until you worked your way up to it again. It would basically just provide at least one "save point" (more than one, if there were even longer dungeons) so players could resume playing another day or at a later time if they needed to.
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Old Feb 05, 2008, 04:56 PM // 16:56   #853
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Quote:
Originally Posted by RiKio
Dudes:

One problem of GW is the nerfed skills. When they are nerfed for being overpowered in PvE/PvP, then people star crying because that skill was useful for PvP/PvE. .
then people have to stop crying.

if you want balanced skills then the only way to do that is to confront them against each other.(pvp)

there is no other way.

ppl who cry about nerf skills in pve do not like balanced skills but that's their problem.
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Old Feb 05, 2008, 05:59 PM // 17:59   #854
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Firstly, i'm highly impressed by Alex the Noble's idea for Guild controlled towns like Factions that are assaultable. This would be a great element to add. Except there would have to be some basis for control in that American guilds can't take European towns, etc. because of time differentials. The game would get very monotonous if everytime you logged on with your guild all you did was re-assault the town you had control of last night. Contrastingly, however, it would be a great way to promote inter-continent guilds that have people from different nations on guard duty.

I think it would be hella cool for this to be implemented, especially with the emergency warp function. It would be such a blast to be strolling through the woods or whatever and then have to warp or charge back to town to defend your home. Similarly, this would REALLY put an emphasis on the role of alliances. Furthermore, when under attack, a call could go out to everyone on your friends list for aid, but they couldn't auto warp to your hall...maybe find some way to get you within the proximity or on the continent (i.e. get you to Ascalon if your currently chilling in Cantha). As I've said in my previous posts, how AWESOME would it be to have your friends charging in from the horizon to help fight, or have a semi-cavalry charge roaring through town to turn the tide?

This could create further instances where Alliances have to choose allegiances to certain factions..for example in Elona you either swear your allegiance to Joko, or join the Sunspear Rebellion. Furthermore, your prior standing with the Sunspears could alter how people speak to you. If you're a Legendary Spearmarshall then you should have a greater influence and some sort of buff when defending a town or assaulting Joko's forces.
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Old Feb 06, 2008, 01:59 AM // 01:59   #855
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Do we have our own GW2 section yet?
No?

Darn, because I would like to discuss the concepts of persistent alliance territories, as per Cloudstriker's recent post, and layered instancing as not only a technology but as a plot device, as per Balan Makki's posts, in a mutually exclusive setting, so as not to overshadow either.

Oh well.

Philosophical fans of the franchise, Rock Paper Shotgun, have another piece pondering the financial future of persistent games with the release of Guild Wars 2.

http://www.rockpapershotgun.com/?p=1056

Last edited by TedTheShred; Feb 06, 2008 at 02:12 AM // 02:12..
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Old Feb 06, 2008, 09:14 AM // 09:14   #856
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Quote:
Originally Posted by Cloudstriker
I think it would be hella cool for this to be implemented, especially with the emergency warp function. It would be such a blast to be strolling through the woods or whatever and then have to warp or charge back to town to defend your home.
My only complaint with an emergency warp would be warping away from difficult to return to areas, such as floor 5 of a dungeon while battling the final boss. That could become quite frustrating. So please clarify, did you imply the warp is mandatory or optional?
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Old Feb 06, 2008, 05:03 PM // 17:03   #857
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Quote:
Originally Posted by HerrHildebrand
My only complaint with an emergency warp would be warping away from difficult to return to areas, such as floor 5 of a dungeon while battling the final boss. That could become quite frustrating. So please clarify, did you imply the warp is mandatory or optional?
No, it would be an optional function. If it were indeed implemented, there would have to be some sort of function that allowed you to return to where you were previously. This might be imbalanced from the viewpoint of you get to the last boss in a dungeon, ragequit your group, and then warp back with a group of your guildies to defeat the dude.

I would assume that we would have to create some sort of camp point at the beginning of each dungeon level (it was originally suggested by someone else) or even halfway to prevent this from being exploited.

However, the emergency warp function could or should only be active when the alarm comes up from your town being under attack. Sure, right now we have the ability to warp to our guild hall whenever we want, but that was a mechanic of how Guild Wars worked. With the premise of Guild Wars 2 being a more WoW style, i'm going to assume that free-movement is going to be more of a staple (i.e. running somewhere/riding/hiring a ride somehow). I think they'll be items like scrolls of town portal a la Diablo style, but I'm not entirely sure that map travel will be so common. Maybe to major cities, but they won't be ownable, only outposts and towns. I still stand by the whole warp to major city, get thy trusty steed and charge into battle.

Furthermore, I've mentioned it before in another thread, but I believe there should be a third profession function (i know, it sounds complex, but let me explain). My main character is a monk. He was born in Ascalon, fought the Lich, freed Cantha, destroyed Abaddon AND the Great Destroyer. I've done nearly every quest the world offers. I'm a Legendary Spearmarshall, Legendary Delver, and Slayer of All. In short, I've had quite the travels. Don't you think it's time that anyone thats played this long (because MANY of us have been playing GW since it's initial release) graduated to Priest or some other elite profession? Here are a few examples of what could be elite professions:
Warrior - Knight
Ranger - Wildsman/lady (this is a weak one I know)
Elementalist - Sorcerer
Necromancer - Warlock/Witch?
Mesmer - Illusionist
Monk - Priest
Assassin - Bladehand
Ritualist - Shaman
Dervish - Reaper
Paragon - Commander?

Now these won't come without a price. This is HIGH level stuff. If you become a priest you need to dedicate yourself to a certain path or something like that (i.e. base yourself in Healing, or Protection and get a bonus) or choose a buff that allows for greater healing, longer enchantments, or damage reduction or something along those lines. Furthermore, this could open further quest paths and affect the way that certain NPCs talk to you, the same way that when you're a delver that dwarves say different things.

Furthermore, there should be an option for realism where your armor bears dents and scratches from your travels that can be displayed in your hall of monuments when you upgrade your armor or change it. Also, allow embleming and secondary colouring on armour.

Last edited by Cloudstriker; Feb 06, 2008 at 05:34 PM // 17:34..
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Old Feb 07, 2008, 10:52 PM // 22:52   #858
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What I am hoping plays a minor role in Guild Wars 2 is required grind. Grind has been progressively becoming a much larger thing in Guild Wars, and I really do not like it. Looking back on the history of Guild Wars so far, the future for Guild Wars 2 seems bleak if they do not change some things in their game play model.

When Guild Wars originally came out, the amount of grind in it was certainly minimal. But with time, required titles came into existence. Now, this can look good on paper. Do things for these people, and you get points towards them. Do enough things and get enough points and you can move on. Sounds good, right? Wrong. When introduced to the game it did not go so smoothly. It required grind to move on. That was not all, they added they titles such as Lightbringer which added benefits in game to those who could get a higher title. Where did their motto of player skill being more important that time played go. They were slowly the establishing the exact opposite.

After Guild Wars Nightfall I thought for sure they would not repeat the same mistake of implementing required grind. I was sadly proven wrong. Along came Guild Wars: Eye of the North in which grind was now required for even simple things such as armor. Now, there will many out there who will say, "Well, you do not need to get the armor. It is optional." That is true, but when playing a game it should not feel like work or a chore to be able to access its content. If I wanted to get Eye of the North armor for each of my characters I would have to kill so many enemies to the extent where it becomes so pointless and repetitive I could care less.

From such mistakes, the Guild Wars team can learn. In Guild Wars 2 do not continue to follow down the path of adding more and more grind with each new addition to this game series. I (And certainly many others feel the same way) really enjoy this game because their is so little grind in relation to the other games out there. Please, make Guild Wars 2 a game meant for fun and not a second job.

Finally, if grind must be added, make it enjoyable. Do not let it be kill 3,000 of enemy X to move on. Be creative.

In addition, many other requests come to mind:
  • Leveling
From what I read, the level cap will be either very high or non-existent in Guild Wars 2, and I am all for this granted they stop ability growth at a certain point. Higher levels could have access to new things. The one thing I am worried about, though, is that casual gamers will be pushed aside when players who have more time to access the game and have a higher level come. Do not make the benefits of having a insane level character that important. Allow casual gamers and hardcore gamers to be on equal ground. Make skill more important than time spent.
  • Auction House
Please add an auction house. This is truly a remarkable and useful feature and helps do away with much of the "WTS/WTB" spam.
  • Increased Interactivity
Quote:
Originally Posted by Guild Wars 2 Wiki
The control system is going to be significantly changed (in particular mouse movement in the form "click to move" will be removed from the game), however target locking will still function. Guild Wars 2 will introduce a Z-axis to the game which will allow characters to jump over obstacles. Actions which have characters interacting with the environment, such as sliding, climbing trees and swimming will also be introduced.
I am really looking forward to this new control system and how players will become much more interactive with Guild Wars universe, but in addition to controls, I would like to see some other aspects of interactivity. Possible things include: Fishing, Farming, Mining, Harvesting, etc. Things like this can give players something to do when they get bored of fighting enemies.

Another feature I would like to see implemented is emotes. These are always a great feature to online role playing games, and are great for both those who like to role play and those who do not. Emotes gives players the greater ability to show emotions in the Guild Wars universe and it would be really great to see them implemented.

Also, perhaps the ability to affect the environment around you could be added. A ranger pulls out his bow and shoots an explosive barrel. A warrior lifts a rock and throws it at his foe. An elementalist makes and ice bridge across a river.Things like this would be quite cool to see.
  • Greater Customization
Character Creation/Appearance
Really, I would like to see greater custom-ability all around. When choosing a profession, players appearance should not be chosen as well. This would add a lot of diversity into the game. Along the same lines, more options should be available when making a character; hair colors, skin colors, body sizes, facial hair, eye color, hair types, face types, age, etc.

In addition, the ability to change choices once a character is made. As many people have asked for before, NPCs like hair stylists would be great additions to the game.

Weapons/Armor/Guild Emblems/Other Equipment
In addition to character models, I think it would be nice to see some greater custom-ability in game. Like stated before, perhaps have the ability to put guild logos on armor and weapons, or for that matter the ability to create custom guild logos. Or perhaps there could be the ability to create custom weapons and armor (The armor/weapons could be made for characters beside your own, as well.)

Also, professions should be able to choose from more weapons. Rangers could have short knifes/swords, whips, throwing knifes, etc in addition to bows. Warriors could have two handed swords/axes, etc in addition to what they have now. Perhaps spell casters would be able to use a two handed focus like a book which they read from and their spells gain more power. Also, some characters should have the ability to dual wield. For example, a warrior could have a sword in each hand. (Not dual wielding like assassins. Each weapon could be chosen by the player.)

Other accessories for characters. Perhaps hats that could go over top existing head piece. Also, there could be things like earrings, bracelets, rings, glasses, etc.

Guild Halls
As for guild halls, the ability to add each guilds own unique flavor to it would be nice. Such as ability to change colors, add certain items (Pool Party?), etc.
  • Mail System
I always like this feature in games. It is nice to be able to send friends and other players notes and items in a different way than the traditional private message or trade. Also, this function can be used when another player is offline.
  • Solo-ability
Another thing I would like to see in Guild Wars 2 is the ability to solo. There are many people who either prefer to solo than to be with groups, or just like a change of pace and want to fight by themselves. For this reason, I believe the Guild Wars team should stop trying to make it impossible to fight and do things alone. Granted, players will be able to do much more with a party, but keep the option of soloing open.
  • Treasure Chests
Remove the need for a key, and possibly have treasure chests spawn in hard to get to places or be hidden throughout the map.
  • Speech Program
Have an inbuilt program in which guild and friends could talk to each other.
  • Larger Storage
Give players enough storage so they don't run into problems.

Other Possibilities
  • Player Housing
Players could purchase houses (Each in their own instance similar to Guild Halls), and could customize them and invite other players to their houses.
  • Player Shops/Merchant Districts
A nice thing to see would be the ability for players to set up their own shops. I can see how this could become messy though. Plays could litter the towns streets with their shops. To solve this problem, in towns their could be merchant districts which contain designated areas upon which players could set up their shops.

Merchant Districts could also contain all the other forms of trade in the town. Including NPC merchants, auction houses, etc.
  • Mounts
While not necessarily needed, mounts can be a very fun aspect to a game.
  • Pet Stable
Pet stables could hold a certain number of a players pets and mounts, enabling them to get more than one.
  • Guild Storage
A rather simple feature that would allow guild mates to be able to share money, gold, items, etc.
  • Dueling/Gladiator Arena
This is something that I really wish to see added. It is always fun to be able to fight someone 1v1, and I was really sad that they avoided this in the first Guild Wars. I would be fine with the ability to challenge someone to a duel, but what I think would be really cool is something like a Gladiator Arena. Players could enter a tournament of 1v1 matches and at the end the winner gets a prize. In addition, there could be spectators watching the match and maybe even betting on the victor.

Also, there could be other modes of play than just tournaments in the Gladiator Arena. There could be challenge matches where you could challenge another character to a match in the arena. There could be Boss fights where either you alone or with a party go in and challenge a difficult enemy. There could also be other forms of tournaments such as team battles, player vs monster tournaments, and free for all battle royals.

There are countless things they could do with a Gladiator Arena and it would be amazing to see, and both PvPers and PvEers alike could enjoy it.
  • New Professions?
Guild Wars 2 could also have new professions for a new game. A lot of possibilities here, and I would like to see a couple more than the standard six added. Possibly some race specific professions granted that it doesn't imbalance the game.
  • More Dungeons
It would be great to see some more D&D style dungeons. I really enjoyed the ones in Eye of the North. I would love to see some dungeons including traps, hidden passages, treasure chests, and of course bosses in Guild Wars 2.
  • Weather and Night/Day System
I think the game would be a lot of fun if they added a night/day system along with changing weather. It would be quite amazing to see. If they wanted to they could add environmental effects as well. Such as if it is raining, people move a little slower due to mud, but water based skills and weapons could deal more damage along with fire does less. If it is windy projectiles have a chance to miss, but also move faster in the direction the wind is going and deal more damage. Along with the night/day feature they could implement enemy habits such as being diurnal, crepuscular, or nocturnal.
  • Control of Towns
Guilds could be capable of capturing towns. Controlling guilds could have some control over placement of objects and npcs in towns. How which guild is chosen to control the town is decided through battles, elections, or possibly other methods.
  • Other Methods of Travel
New methods of travel would be nice to see. Instead of just being able to walk or map travel, players could potentially use mounts to travel, ride in a wagon with other players, take a boat, etc.
  • Mini-games
Mini-games are always a fun thing to do when you get bored. Having some games players could play with each other in Guild Wars would be pretty cool. Possibly Guild Wars themed versions of games like chess, checkers, card games, etc. could be added.
  • More Combat Options
Players could have more options in combat. Like a ranger could choose where to shoot his bow or an elementalist could choose where his area of effect spell will be cast. Casual gamers could stick with the current method of fighting and casting spells while players who want more control over what their character does would have this option.
  • Cut Scenes
Seeing our characters in cut scenes was great and all, but I think there should be some without our characters allowing for the cut scene to be more detailed and have better graphics.

In Closing
I'm sure there is more I could write, but this is everything that comes to my mind right now. All I have to say is that I hope the Guild Wars team is listening because there are some great ideas in this thread.

Last edited by The Last Windseeker; Feb 07, 2008 at 11:02 PM // 23:02..
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Old Feb 08, 2008, 10:01 PM // 22:01   #859
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Last Windseeker, you do have some great ideas about the game.

I would like to make some brief comment on instances. I truly miss being able to go on a quest on my own and find somebody doing that same quest, party with him, do the quest and split ways. That is, as if there were no instances. But I also know that instances are hooks of this game for most people. Well, and I love it anyway. My suggestion then is something that probably would be hard to implement. Instead of loading the instance everytime you enter/leave it, the transitions could be smoother (as in non-existant). For example, town exits would still have a "cloud" in it to show the instance boundaries, but when you went through this cloud the next instance would be automatically created. That is, the map itself would be already loaded and the instance characters (mobs and NPCs) locations would simply be loaded through a network update. So when you went through the portals there would be no loading screens, nothing. It would simply be the whole world outside created for you and your party without you noticing it. The players in the city, then, would obviously see these other players disappear on portals.

I really, really like the Alliance Battles on Factions. A lot of players playing on the same map at the same time. It would be nice to have areas and bosses in the game where you had to organize a huge party (or your whole alliance) to play toghether. I would really, really like to be on huge battles with a lot of players. Please! Add this to the game and increase the number of party members!

There is one other thing I miss on this game: character stats. For example, you are wearing an armor 50, armor +20 and a shield armor 10. Well, I could simply sum these numbers easily, but I think it would be faster and easier for the player if there was an area (either on the Hero window or on the inventory window itself) showing the total stats considering all armor, itens, runes, insignias, enchantments, etc. So, the total damage I can yield considering everything I have/am wearing. The total armor I have (per body parts). And so on.

Just one more simple thing. It would be nice if armors and items where more different from one or another. All elite armors for warriors, for example, are 80 +20. The difference between them is simply the looks. The Obsidian Armor is so cool. But it is so hard to get (considering all the griding to get the materials and money to craft it) and it gives me absolutely nothing compared to an armor I can craft on Droknar's Forge "area". I mean, the look can be such a frustrating reward for so much hard work. These armors could have something special, an exclusive characteristic, that would serve as a better reward for the hard work (like a stacking attribute point).

Oh, just one more thing. I like so much the all human characters. It would be really sad to me if suddenly there were orcs, trolls and strange creatures to play with. But it looks like it will be helpless. So the only thing I ask the producers concerning this issue is to, please, allow players to choose the race of a profession to be human (and not tie Necromancers with strange monsters only, for example).

Gee, I said too much, it wasn't my intention.

Last edited by Rash; Feb 08, 2008 at 10:34 PM // 22:34..
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Old Feb 09, 2008, 07:10 PM // 19:10   #860
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Crafting for Guild Wars:

In GW we have a lot of things like Dyes, Inscriptions, Runes, Armors, Weapons, Materials. ArenaNet could totally remove all related NPCs and let players to make everything, adding crafting abilities to game.

Not exactly as World of Warcraft (or similar games), but with the same spirit of letting players to do something interesting instead of just level-up, make titles or farming.

With the introduction of a Trade (or Auction) House will make things even more interesting.

The crafting skills could be implemented in an individual way, with one different experience bar for every crafting skill, for example:

Runes Crafting: You have a rune crafting XP bar, you start at zero, and can craft low level runes, and you can level up that crafting skill making runes (for you or for sell), with the enough level you can start to craft medium level runes, and at the end you will be able to craft perfect runes not available anywhere in the game. Rune crafting should use materials created with the Material Crafting ability.

All crafting abilities:

- Runes Crafting
- Materials Crafting
- Inscriptions Crafting
- Insignias Crafting
- Dyes Crafting
- Consumables Crafting
- Armor Crafting
- Weapons Crafting
- Weapon Upgrades Crafting


Notes:

- It's possible to merge for example Inscriptions, Insignias and Weapon Upgrades Crafting in one single crafting skill; And/or Dyes Crafting and Consumables Crafting into one; Simplifying the crafting skills tree.

- Basic weapon/armor seller NPCs could still exist (with the ugliest skin and basic armor/weapon stats)

- Drops will only include basic materials and everything needed for crafting, and gold.

- Really special weapons and armors could still exist in game as Boss or Chest drop.
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