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Old Mar 31, 2008, 01:40 PM // 13:40   #1001
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also do you think we can have pvp like in voyage century where u make a ship and whatnot and you can sail far far to free pvp areas and have battles with other players and you can loot there blown up ship.
thats a really fun pvp aspect in voyage century and pretty addicting.
i thought this would be possible because when i read "the movement of the world a guild wars 2 history lesson" it does mention alot about ships and boats corsairs.

yay 1000th post.

Last edited by warcrap; Mar 31, 2008 at 01:43 PM // 13:43..
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Old Mar 31, 2008, 04:56 PM // 16:56   #1002
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Default Suggestion

1) There Should Be A Sex Changer That Cost 5k To Change Your Sex
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Old Mar 31, 2008, 08:05 PM // 20:05   #1003
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Quote:
Originally Posted by ooo silent monk ooo
1) There Should Be A Sex Changer That Cost 5k To Change Your Sex
uhhhhh, no, that would ruin April Fools then.

If anything becomes changable from the character creation, it should be name and hair. And should cost more then 5k.
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Old Mar 31, 2008, 10:16 PM // 22:16   #1004
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NO to heroes.
Why?

There will be persistent areas. Probably linked to the city itself, making the issue even worse.
Imagine all these people running about with "Dwarven Healer"s with Ogden's model as companions.

However. The *MUST HAVE* is physics. Read on, because it's not the physics you probably had in mind.

Problem is, playing Guild Wars feels rather unnatural.
The most of the problem, as I see it, lies in the utterly robotic movement of the characters. And by that I mean the following:
  • No acceleration when moving!
You press W to move forward. Your character instantly moves, and stops in the exact location where you depressed W. Pressing ADADADADAD looks terrible, the walk animation doesn't even kick in and you rubberband left right like you're suffering from chronical lagspike-itis.

What should happen is that movement has acceleration and deceleration, so that the game feels less like doing level design in 3Dmax, and more like controlling a character.
Every FPS, TPS, etc has it these days, and I don't see why GW2 should choose otherwise.
  • Clip-O-Combat
By that, I am reffering to the 2 generic attack animations that clip thru models or don't touch them at all, no block animations, no evasion animations, and completely visually uninteresting combat. It wouldn't feel any different if you removed character models and placed a marker on the floor displaying the player's current location, instead of the model.
2 circles come in contact. Numbers fly over, and skillbars get loaded. Whoopie.

What it should look like is more immersive.
I don't expect some soul calibur like combat, because it is impossible to do something like that with the current state of networks.
What IS possible, is adding better client-side animations.

This is what goes through the network:
  1. player a is in melee range of player b. (model focuses on targeted player, perhaps even pan the camera making it more immersive)
  2. player a uses "knee cutter" on player b. (play an animation of swinging an axe at the opponents knees, not the generic attack animation)
  3. player b blocks "knee cutter" (player b either moves out of the way, or parries the weapon with a sword, or blocks with a shield)
It's exactly the same data which is being transferred now, only now, the client interprets it better and plays the animations accordingly.

Now, another issue:
Remove 4 weapon slots, or atleast make them situational.
Why? Because of the equipped weapons being displayed on the model ofcourse!

You are a warrior with a bastard sword. Let's say you have it binded on F1.
You get a nice scabbard on your side/back (depends), allowing your e-peen to grow while in cities. Also looks slick too.
The other items are there aswell. But not the following:
F1 -> shield and spear
F2 -> 2handed hammer
F3 -> staff
F4 -> Longbow + quiver

This is not UT. I hate the current PvP system when someone switches to a staff of enchanting 2 times in combat, just to place an attunement.

I say limit it to 2 or max 3, and not of the same kind / holding space.
Meaning, you cannot have a claymore, longbow, and staff in your weapon slots, however you can have a bow, sword, and wand+focus. (for instance)

Anyway this is it from me for now.
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Old Apr 02, 2008, 01:52 PM // 13:52   #1005
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I want armor and weapons that make sense:

1. Each weapon or suit of armor should carry a motif that assists it in belonging to a specific culture or concept group in such a way that themed appearances are possible.

2. Weapon and armor crafters belonging to a certain culture should make weapons and armor that display the motifs of that culture.

3. Characters that want to specialize in a certain theme ought to be able to express that theme in their armor and weapons:
  • Ranger/Necro ought to have blood, death, or curse themed elements available for say Deadwood Armor and Weapons.
  • Mesmer/monk ought to be able to have heal, prot, or smite themed elements for say Gossamer Armor and Weapons.
  • Paragon/Assassin ought to be able to have crit, shade, dagger, or deadly arts themed elements for say Lambent Armor and Weapons.
4. A gold sink could be established that would allow players to change the motif on their armor or weapons as a form of customization.
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Old Apr 03, 2008, 08:20 AM // 08:20   #1006
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more weapons like 2-handed swords and axes, 1-handed hammers, dual wearing is also cool, etc.
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Old Apr 04, 2008, 01:18 PM // 13:18   #1007
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I would want Secondary Guilds, such as an RP guild next to your normal guild.
EX: Being someone who loves RPing, but doesnt really want to abandon friends in his current guild, could join an RP guild, as someting a bit higher ranked than a guest (being able to check the rooster, and read the chat), but not being a complete member (available for promotion to a higher level in the guild) on the side. This, for me, doesnt seem to have any cons so far, but any thoughts and/or ideas are welcome
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Old Apr 04, 2008, 02:51 PM // 14:51   #1008
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Default No more monks !

In order to provide a better game experience, I'll make that suggestion (i know, that sounds weird) : no more monks. No "specialized healers".
Monking can be fun, but may be boring. As a result : "6/8 glf monks !".

We should all be able to be healers.
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Old Apr 04, 2008, 03:58 PM // 15:58   #1009
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when i said i wanted crossbows for rangers i meant that really!
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Old Apr 06, 2008, 05:31 AM // 05:31   #1010
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More benefits/opportunities for 'intelligent gameplay.
It's been a while since I played, but I recall one Alliance arena having castle walls you could shoot from, and since rangers get a bonus for height (if I recall correctly) it was pretty fun doing massive damage in that way. Plus it through me into the whole 'castle defender' mindset, so was more fun because it seemed to draw me more into the fantasy by allowing me to do something you read about in fantasy novels.

What I'm suggesting is to give benefits (nothing huge) in the terrain for certain classes. Rangers get an advantage from height, perhaps Necros/ritualists could get benefits from fighting on an ancient battlefield or grave yard. Maybe monks could get bonus healing from holy ground. And it doesn't necessarily have to be a good thing. What if being in the Volcano regions of the Fire Islands made Water Magic more difficult and Fire Magic less effective (because everyone's used to the heat)?

Even if it's just simple terrain abilities, like holding the high ground or having a 'defensible' position giving a bonus to a warrior's hits, it would be nice to have these classic elements of real combat worked into the game in some small way.

But that's just my two cents
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Old Apr 06, 2008, 10:32 AM // 10:32   #1011
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i think there must be a new character like a destroyer with spells wo do enormous damage but causes burning 5 seconds.. like these things would be very nice
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Old Apr 06, 2008, 07:42 PM // 19:42   #1012
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Quote:
Originally Posted by oempaloempaxd
i think there must be a new character like a destroyer with spells wo do enormous damage but causes burning 5 seconds.. like these things would be very nice
Overpowered much?
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Old Apr 07, 2008, 01:26 PM // 13:26   #1013
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Quote:
Originally Posted by Azazel The Assassin
Quote:
Originally Posted by oempaloempaxd
i think there must be a new character like a destroyer with spells wo do enormous damage but causes burning 5 seconds.. like these things would be very nice
Overpowered much?
Might as well just implement the "/win" command...

O wait...they did that with Ursan Blessing in the current Guild Wars...

Ok, so maybe it's not entirely out of the window.
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Old Apr 07, 2008, 02:08 PM // 14:08   #1014
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Hello.

My ideas for GW2:

1. Support of hungarian characters too. (ö ü ó ő ú é á ű ) We have a lot of communication problem becouse the missing letters. Some char is working, but some not. If i press the misssing chars in GW1 nothing happens.

2. In-Game wedding. In temples for example. :P I and my real-life girlfriend play the gw1 too, and we want this. :P

3. Icons for commands. (Typing is not confortable)

4. Fully customizable graphical user interface. (Not only positions)

5. Translation of the skills, items, attributes etc to lots of languages. (I mean not full game translation, just the translation of important things.) For example: two option. One for game (primary) language and one (secondary) for gui, skills, and item features. A little interface, for quick language change. (Like the codepage changer in Windows OS) It will be great for a beginner who want learn english.

I think this last is hard to make good, but i think it's not a bad thing.

If somebody wrote the same before me, sorry.
Ahh, and sorry my english...
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Old Apr 07, 2008, 07:21 PM // 19:21   #1015
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I would like to state that I have not really paid much attention to this thread so I don’t know what has been mentioned in the past 51 pages. I apologize if I’m repeating what others have said, though I’m of the mind that any idea that is repeated is probably worth repeating.

So! Off I go.

Day/Night, Seasons, and Weather in general.
It seems like the game could do with about a six hour day and night cycle. It would add a nice element of realism to the game. And if this happens, perhaps make it an interesting night’s sky with unique constellations.

And the seasons are already established with Wintersday and other lore. It would be nice if during the spring, everything would be nice and green with little flowers, during summers everything would kind of get … summery (Not sure how to describe it, but I bet you know what I mean; faded colors, more sunlight…). In autumn, the leaf textures for the deciduous areas would change to a nice Pre-Sear Ascalonian orange, gold, and red, and during winter the leaves would go away. It seems all that would be required would be new textures loaded up every 3 months or so for various leaves and ground debris.

And Weather. Please add rain and snow depending on altitude and seasons.

Expand the map, and make it more real.


Another issue I wanted to touch on were the landscapes. It would be nice if you could have huge open grassy plains that stretch as far as the eye can see, like in this picture, or epic mountain passes, like this. Right now, the GW world seems more like a FPS shoot box than a role playing type of area. It would be nice to have forests, plains, jungles, deserts, mountains, lakes, any other geographical features that stretch on as far as the eye can see, and you can just kind of wander around in them.

And have the transitional areas in between more realistic. Right now, the definition between the different biome areas is a very thin line; usually just an abrupt change in snowy textures to a beach or something. Just spread this transition area out to the space of an entire instance right now. GW:EN did address this, but it simply needs to be done on a larger scale.

City life

Housing! Please! The system could work sort of like the Guild Halls where you have seven or so different houses to choose from, with three or so different prices, and you can buy them with a realty sigil. Make it so that players can own up to three houses in different areas of the map, and make it so that all towns, big or small, have housing lots on the outskirts. I would like to have a cottage outside of Divinities Reach and a summer home in Beacons Perch if possible.

And in the towns, add small cafés and other areas to sit down. A lot of the time when I log into GW, my friends and I use it as a nice graphical chat room more than anything else. It would be very nice to take a break from questing or farming by just going into the nearest town, clicking on a chair, and sitting at a table for ten or fifteen minutes so we can just chat.

Make the cities a realistic size (Boy, I’m saying that a lot aren’t I?), have small parks and general buildings that serve no purpose, and planned road ways. The new Krytan capital strikes me as a purpose built city; it would be nice if it had a four by four grid of major streets with large buildings that serve no purpose (or apartments perhaps? ) but they make the city neat to be in. Then have suburbs and rural areas branching off of it with amenities as I mentioned before. Around the towns, add farming areas like in Panjiang Peninsula. I was spending a lot of time on Shing Jea this past weekend, and it was really neat having that sort of realistic feature that didn’t really do anything, but made the world more immersive nonetheless.

And finally, an auction house; I don’t think this necessity needs to be expanded on anymore than it has in the past three years.

Travel and Monsters

Please keep map travel in some form or another. Though, one way to tweak it that might be fun would be to make it so that map travel will only take you to the general area (A major town or outpost) but if you want to go to the more obscure towns and locations you have to walk or run there (and if the more realistic approach is taken, it might be kind of fun to have to take a 25-40 minute long run to get some place remote).

If that’s the case, make safe roads in between them. Right now, a lot of the walking paths are extremely annoying because if you want to walk some place, you have to stop every twenty five seconds and kill another mob of something. Make it so that the roads in between towns are enchanted (or something) so that minor monsters in the area won’t go within aggro range of the road.

Or, make it so that if you are an appropriate level for a given area, they ignore you unless you attack them. For instance, right now the system is set up so that you can’t gain experience from killing anything five levels or more below you. This makes sense, otherwise you could sit there and fight all day while taking no damage from low level enemies and farm experience very easily (albeit so boringly that you would rather do ANYTHING else). Just make it so that if you’re of a level where you won’t get any experience killing the local fauna because it’s too easy, make the local fauna realize that so they don’t attack you and waste your time and their lives.

Characters

I think we can all agree that no matter what, there will never be a sufficient amount of customization in any game to keep us satisfied. However, that’s no reason not to give it our best shot.

Face and body structure; it would be nice to be able to customize this to some degree. I’m not suggesting ’The Movies’ style of character self modeling (though it would be nice). However, it would be nice if we could customize our characters to a greater degree than we can now. Though, I would be happy if we had the same system as now, just with 20 (Or simply many, many more) different choices for hair and face.

Jewelry; on my dervish, my favorite set of armor is the Asuran set because it has a nice necklace on it (she’s a female character by the way). It would be nice to be able to customize characters more in this way; purchasable necklaces, rings, eye patches, glasses, and anything else. Some superfluous items that look nice, but give no bonus to the character whatsoever.

A hairstylist, I don’t think I need to say anything else.

Another idea I had that might be incredibly annoying would be to have weather specific gear requirements. For instance, if you’re wandering around the shiverpeaks and you’re not wearing a jacket (A superfluous item you can get at any foothills trading post), you experience -1 energy regeneration, or a loss of 5 energy. And if you’re wandering around in the desert with the same jacket on, it gives you -1 energy regeneration or a loss of 5 energy.
-
That’s it for now. I like the game play as it is in GW1, and they way they make it sound in GW2. I don’t really have any suggestions for it that they haven’t already addressed in one form or another, so I’m leaving that alone.
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Old Apr 07, 2008, 07:33 PM // 19:33   #1016
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Those Dragons would terrorize random town/city once/twice/three times a week and players try to defend town. I think they said that this is going to happen, but who knows.

Also a large PvP area would be cool (Like Wilderness in RS, im so sorry) where players hunt each other. There would be ranking list and with each kill you will rise up your rating, if you die, your ratings go down. I hope ye understood this idea :/
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Old Apr 07, 2008, 08:12 PM // 20:12   #1017
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I have a suggestion for this thread, seeing how it is so long. Delete all the nonsense posts *which, if done, includes this post, as the suggestion would be taken care of*. I say this because of two things.

1)51 pages is annoying to read
2)People are now starting to restate ideas already mentioned
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Old Apr 08, 2008, 10:50 AM // 10:50   #1018
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I say you should bind the UI language to the district you are in (making International an english district). Now, it is near impossible to communicate with, say, french players about their build, because they do not know what skill you are talking about
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Old Apr 09, 2008, 09:44 PM // 21:44   #1019
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Profession options

I don't know how do I begin exposing my opinion on this. Let me try.

I agree that having this many profession choices is great. I am kinda new to Factions and Nightfall and every day I find amazing things about the new professions, really. What I am asking here (I know there is zero chance to be heard by ANet, though) is to ANet allow all classes to be available right in the first campaign of Guild Wars 2. I understand there will be races in GW2, so having new races on the new campaigns would be awesome, but please, please no new professions.

Guild Wars is a much more tactics based MMORPG than any other available. Balance, team work, strategy are key to the game. When you add new professions to the equation you may ruin all that balance. I know players can improve over time, but I find it amazing how easier it is for me to walk around Southern Shiverpeaks with professions and skills from the new campaigns. Probably because they didn't exist when that area was created.

I don't think ANet needs new professions to raise interest and sell new campaings. Honestly speaking, did Eye of The North fail on sales? I believe there are other things that could help selling new campaigns (skills! skills! skills!) such as new areas, new items, new "attractions" (missions, hardcore areas, AB and Hero Arena like PvPs, and others), new skills (skills! skills! skills! both for the existing professions and title-related skills), new titles, of course and many more.

I hate to compare Guild Wars with other MMOs because I like to think it is different. But take Lineage 2 and WoW, for example. None of them added new professions (or classes) to their respective expansions and they still sold pretty well.

As I said, I don't think having 10 (more or less) professions right from the start would hurt Guild Wars. Much on the contrary, it would help since people will get the feeling they have many choices to play with. It may also help spread profession distribution (for example, if I want to play melee damage I will have three professions to choose from, if I want to play ranged damage I have another three options, if I want to play support I have another three different options and so on).

Well, I don't know if this is a good idea. Maybe most people here don't agree with me. But I felt like sharing with you. Thank you.

Last edited by Rash; Apr 09, 2008 at 09:46 PM // 21:46..
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Old Apr 09, 2008, 11:06 PM // 23:06   #1020
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I have a simple Idea.
We all know the level cap in guild wars, but not guild wars 2.
And many people that I know of don't want Guild Wars 2 to have a very high level cap that is similar to WoW's, or Runescape, or the "No level cap at all" Idea.
I think that a game is idiotic if you have to spend so much time leveling instead of just playing the game.
The level 20 level cap right now is perfect as it is, for it allows you to get the max level in a short amount of times so you can actually play and enjoy the game, instead of worrying about how long it's going to take to get to then next level.
That's why I think that the level cap in GW2 should stay at 20, or at least go up to 25 or 30.
I really hope they don't make it at some ridiculously high level.
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