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Old May 12, 2008, 07:46 PM // 19:46   #1161
Pre-Searing Cadet
 
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1. Auction House - There has to be an auction house, almost everyone i spoke to agrees. I cannot stand sitting in towns and outposts spamming the trade chat to sell something. While i could put it in an auction house and sell it there. While the item is in the aution house i could be farming, completing quests, do missions...etc while waiting to sell this item.

2. Traveling - I think they should take out map travel all together, i agree with one of the previous post. It's good for anybody that is lazy. I like to explore and stuff while running to the next town. I think they should introduce mounts or skills that help travel from town to town. Like for instance for a spellcaster you can make yourself float and fly to the next town or outpost. Oh and while a friend of mine is doing this i could target him and cast a spell to knock him out of the air :P....j/k but that would be fun tho.

3. I also read that it was suppose to be more interactive. You know what would be cool if i was set as a ice ele i could maybe freeze a nearby river or lake to create a bridge going across. Thats prolly going to far but i was just wondering how much more interactive will it be.

4. I love the idea that the level cap is increased but i dont think it should no cap at all. To me, if there is a level cap of say 100 i am more likely to play to reach that cap, but if there isnt a level im prolly gonna stop trying to gain levels somewhere in between.

5. This one is prolly gonna happen cause i thought i remember reading something about it, but just to make sure, instead of each of having our own map, everyone should be able to share the same map. Like if i cant find anybody to help to do a quest i can just run the where i need to be and i happen to see someone doing the same quest i could get help from that person. And also i hope the good the game isnt short, i hope it will be huge.

6. I know this is similar to WOW or prolly any other MMORPG but i think they should add other professions like Skinning, Blacksmithing, Tailoring....ect. for different ways to make money. It Makes the game much more enjoyable IMO.
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Old May 12, 2008, 08:15 PM // 20:15   #1162
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xephus you and me agree in every single one of those things lol.
lets hope these things will happen in gw2
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Old May 12, 2008, 11:04 PM // 23:04   #1163
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Dear lord if they take out map travel please let them look into the mount category. I dont want to have to run to every city expecially further into the game. And also if they make mounts available let them be cool mounts like in AoC they have an armored rhino. I mean who wouldnt want an armored rhino hahaha. So great idea Xephus.
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Old May 13, 2008, 12:10 AM // 00:10   #1164
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Simple suggestion for hoods/helmets:

When "taking off" a hood, such as for the dervish, it should be pushed back as if it was just taken off the head.

As for "taking off" a helmet, it should be held under the arm. Obviously, a warrior could not hold a shield and do this at the same time
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Old May 13, 2008, 03:56 AM // 03:56   #1165
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Default New Guild Roster System

What I propose this time is a new guild roster system for GW2. Here is my layout:
Guild Leader(s)
Max: 5

Once promoted cannot be kicked, must leave voluntarily, can demote/kick all lower ranks, host Rated PvP matches, send guest invites.

Guild Generals
Max: 10

Can only be demoted/kicked by Leaders, can recruit, host Rated PvP Matches, send guest invites, demote/kick Lieutenants and Members.

Guild Captains
Max: 25

Can be demoted/kicked by Leaders, can recruit, send guest invites, kick Members.

Guild Lieutenants
Max: 60

Can be demoted/kicked by Leaders and Generals, send guest invites,.

Guild Members
Max: 100

Can be kicked by all other ranks, no special privileges.

Guild Total Max: 200
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Old May 13, 2008, 01:12 PM // 13:12   #1166
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Guild: Knights Of Reliance
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Default Levels, attributes, experiences and teaching

Had a few ideas about how Guild Wars 2 could deal with experience, levels, attributes and level cap; mostly accumulated from other games I’ve played, including MUDs.

Experience would be accumulated and spent on acquiring individual attributes when the player wished by either teaching themselves or approaching a profession trainer. Experience is gained for each separate attribute when you use those skills in battle. So if you wanted to gain axe mastery you need to use your axe mastery skills. Experience gained from quests/missions can go into a universal pool and can be spent on any attribute but only through a third party such as a profession trainer or a higher level player (see later). Profession trainers would only teach up to their own level, although cost of experience would be much cheaper then the cost of teaching yourself. Perhaps gold cost could also be required for learning from profession trainers particularly at higher levels. You’ll still need a level based on how many attribute points you have overall so that other players can judge your ability for parties.

There would be no level cap as such, but once you reach a mid level; where all missions/quests/missions are possible to tackle with enough help (henchmen/heroes/other players) the requirements for consecutive levels would make a steep incline. Profession trainers above this mid level that would be able to teach up higher levels would be sparse and in difficult to reach areas. The only other way would be to teach yourself, which would cost an increased percentage of experience based on your level or learn from a higher level player of the same profession. The benefit for players to teach would be the ability to gain experience points attained from teaching to other players. Making numbers up, say player one wishes to learn axe mastery from 10 attribute points up to 11. The base cost would be that of a level 20 profession trainer, say 20,000 experience points and 500 gold. To teach themselves it would cost 200% of the base cost but without the gold. To learn from another player who has 15 axe mastery the experience cost would be -50%, with or without a gold cost. The player trainer earns something like 10% of the experience spent by the learner. Percentages would change depending on the difference in both players’ levels.

For players at levels beyond that of all profession trainers the only options for learning would be to teach themselves, which would be costly or learn from higher level players. This slows the possibility for extremely high levels, as players can only easily level up when at some point another player has gone through the struggle of teaching themselves and is also willing to teach. Like anything etiquette would be needed when dealing with asking to be taught, although I would think most players would be happy to teach another player for the cheap experience gain and some may spend some of their time freely offering their services as a teacher at outposts/places of rest.

To tackle players farming loot or experience too easily when they reach higher levels, either by taking on more help then the quest/mission/dungeon requires or playing with other higher level players, the experience gain and value of loot would decline based on the accumulated levels of the party. To reap the benefits higher level players would need to take on less help to increase their experience and loot gain. This might also have the added benefit of higher level players being more willing to take on players of lower level on parties. Levels would be much harder to gain past the mid point so I wouldn’t imagine players being able to solo later quests/missions/areas on their own for a long while, but it might mean that they need to take on one less henchman. Like Guild Wars, most players would reach the mid point, where they could achieve all of the missions with the right amount of skill and help, quite early in the game. For those that are not concerned with level but simply enjoying the story they would be able to do so. For those that like to spend more time questing and fighting in between missions to level up, the missions will be that little bit easier. As the overall player base level increases harder missions/quests/areas can be added in expansions, meanwhile those players that have farmed up their levels beyond reason can take pride in that fact that they can slay most creatures with ease and can either choose to help out lower levels or spend their time looting, teaching, knitting sweaters.

I think that’s all I had in mind; discussion would be good if you think I’ve missed anything out, got anything completely wrong or none of it made sense and so forth.
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Old May 13, 2008, 08:33 PM // 20:33   #1167
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Default 2 Random Ideas: Snowboard Mounts and Survivor Title Modification

First off I have to apologize for not having time to search through this thread to see if these suggestions have been mentioned before, that said, here goes a couple random and unrelated ideas...

1. Snowboard Mounts
I think it'd be a lot of fun if there was a persistent area or two that had temporary mounts that simulated snowboarding/sledding down a mountain. This idea is, of course, very similar to rollerbeetle racing with the proposed differences being:
  • Some snow mounts could be for speed racing (in controlled instanced areas) while others could be for casaul fun/practice or performing tricks (in persistent areas)
  • Greater velocity, greater course size
  • Snow!

2. Survivor Title Modification
This is likely to have been mentioned before, but I think if the Survivor title exists in GW2 then only XP from missions and non-repeatable quests should count toward it. In it's present form it's usually mostly just evidence that the character has done a lot of Eye of the North farming.
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Old May 14, 2008, 12:39 AM // 00:39   #1168
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Default Suggestions from a Rayvn

Greetings!

Personally one of the main things that draws me into a game is storyline. While I have found the storyline entertaining, I never really found it having that gripping emotional connection that has my heart pounding and soul aching wondering what is going to happen next.

I think GW totally ROCKS in action and skill system! But, I'm sorry to say that I have found the story to be mediocre. I want it to grab you by the heart as well as the throat! I remember back in the day playing a 2D RPG on the Genesis and getting all choked up because a character I fought alongside for half the game and getting to know their history, emotional quirks, family, strengths and weaknesses, suddenly gets sick and dies. Even after all these years I still remember it! And of course, there was the undertone of a love story which added to the mix.

With the aspect of an MMO, their is the challenge of how one can do this when it is of this genre. This being said, I know it can be done. Create a character with a rich personality that makes you want to get to know them more, or their history of why they are the way they are.

When I've encountered hero's such as Acolyte Jin, talk about your attitude in that first cinematic. But, I want to know more, not just a blurb about her history. I want to delve into it.

Take any hero, for example, and allow for the storyline to be able to reach back into learning about their personal life. If not with the main story, at least allow for the exploration of a hero's background through side quests, where you learn that they once had a brother who died in a fire, and that is why in the midst of battle they start having flashbacks if they get blasted by a fire spell. Perhaps you have to help them overcome their fears, thereby making them stronger as a member of your team.

Or maybe you find out one of your heroes is afraid of heights and won't cross a bridge, and you have to make the choice of leaving them behind, or chase after someone on the other side. If you choose to leave them behind, the bridge collapses after you cross in your pursuit Then you have to go through a series of struggles if you want to find them again. When you do, you find they don't trust you and you have to earn their trust back if they are going to help you get farther.

Hey! Just brainstorming here! But, the point is, create more emotional connection in the storyline. Allow for finding out personal quirks, and histories of the characters. Add heart breaks, loss, betrayal, tears, broken friendships, undercurrents of a love story, if not with the main story, at least side stories. Make it personal.

Just some suggestions from a Rayvn.

*bowing*

-Rayvn Silverwind


P.S. And what's a great storyline without MOOD music to go with it! I'd really like to HEAR the music more than just a hint in the background. Music can pull you in as well. Even at full notch under sound options, I find it rather unnoticeable.

Last edited by Rayvn Silverwind; May 14, 2008 at 12:47 AM // 00:47..
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Old May 14, 2008, 05:02 PM // 17:02   #1169
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So many pages.

I did a search, but it this didn't come up (I'm probably using the wrong parameters).

Left-handedness

It'd be nice to be able to make a left-handed character, just for the aesthetic purposes. It won't work in Guild Wars 1 because of how foci and shields are applied, and armour styles (Elite Glads).

Very small suggestion, but little things can make a big difference
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Old May 15, 2008, 07:41 PM // 19:41   #1170
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i think it would be cool to have all the proffesions still in there especially sin ^_^ ( its my favorite) and alot more professions as well, and more races ( im happy dwarves are dead their so annoying lol) but some ppl tell me that sins cant go in GW2 since that Cantha has locked its gates or w\e. This isnt true, hence the hero Anton. Anton is an assassin, he is also an assassin from Ascalon, i think Ascalonian Assassins Paragons Derv And rits would be cool especially since its been 200 yrs or so and im sure other places would have adapted and got more profesions aka Paras in Cantha Sins in Elona
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Old May 15, 2008, 07:47 PM // 19:47   #1171
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Quote:
Originally Posted by Rayvn Silverwind
P.S. And what's a great storyline without MOOD music to go with it! I'd really like to HEAR the music more than just a hint in the background. Music can pull you in as well. Even at full notch under sound options, I find it rather unnoticeable.
We need some metal. Face it, nobody likes classical music...
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Old May 17, 2008, 07:17 PM // 19:17   #1172
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Ok maybe we should make a new section for gw2 suggestions cause 60 pages is just a f lot. But I wanted to mention something about GW2 aswell

First of all: Don't change the way of traveling. I see some people wanna change it but don't. Some people like to see it the way it is in WoW. Guys we play GW not wow. Stick to your game please. The traveling system is just one of the reasons I hate wow.

Then I had some idea, maybe it is mentioned before (didnt read all the posts before it where to much )
But my idea was:
Left hand and Right Hand system.
So when you create a new char you can choose if its left handed or righthanded. Then the chosen hand gives you a 10% profit or so. This way you can choose, for example on warriors, if you are more defensive (shield in you prime-hand) or aggressive (weapon in prime hand)

Also on warriors I would love to see that they could equip 2 weapons. Like 2 swords or 2 axes. Then there could be more combined skills and you could deal more dmg. Maybe it would be to overpowered, but Anet would be able to fix something ^^.


Oh and @ Nighermares Hammers
Not everyone likes metal. I like dance music and it chears me up. It makes me more enthousiast.
So I guess you need to face it, not everybody has your music taste, nor mine.
Therefor they took such music. Anet just keep it !!

Last edited by Tommy's; May 17, 2008 at 07:19 PM // 19:19..
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Old May 17, 2008, 11:13 PM // 23:13   #1173
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i guess it would be nice if the ranger or we class with pets can charm monsters (wich will reset to appropiate level and loose all skills, unless there are pet specific skills.)

offcourse not yust all monsters but the animal like ones not like hulking stone elementals and such
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Old May 17, 2008, 11:37 PM // 23:37   #1174
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Quote:
Originally Posted by Elena
i guess it would be nice if the ranger or we class with pets can charm monsters (wich will reset to appropiate level and loose all skills, unless there are pet specific skills.)

offcourse not yust all monsters but the animal like ones not like hulking stone elementals and such
How about a better suggestion:

ELEMENTALISTS have the ability to summon hulking stone/ice/fire/air elementals.

Rangers are in tune with nature, where as attunement to the elements themselves is reserved for eles, no>?

Then, on the flipside, while only eles can summon, we could make dervs have Earth Prayers/Wind Prayers elemental forms
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Old May 17, 2008, 11:51 PM // 23:51   #1175
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i'm okay with ele's summoning elementals ^^
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Old May 18, 2008, 01:56 PM // 13:56   #1176
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i dunno if this has been mentioned before but i would like to see resistances to certain status changes and elements, possibly even absorb elements and also weapons that inflict status changes
also general stats referring to strength, speed (that changes how fast your char moves) etc

Last edited by high priestess anya; May 18, 2008 at 04:14 PM // 16:14..
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Old May 18, 2008, 09:03 PM // 21:03   #1177
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Quote:
Originally Posted by high priestess anya
i dunno if this has been mentioned before but i would like to see resistances to certain status changes and elements, possibly even absorb elements and also weapons that inflict status changes
also general stats referring to strength, speed (that changes how fast your char moves) etc
please elaborate? there are insignias to reduce the time of status effects, and insignias for rangers for +armor vs elemental damage.

Weapons that inherently afflict a status problem would be hard to balance (and yes, there still will be balance in gw2) and we have enchants/forms/stances to enhance speed and attack power. What are you talking about?
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Old May 18, 2008, 10:42 PM // 22:42   #1178
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In Order for GW2 to be fair and to be a seamless world It seems that the map travel option should be removed. It only makes the game easier. And I'm not trying to say "Oh, lets be like WoW" I'm just saying the map travel option makes the game so much more easy.

I want my character to feel more apart of the game, rather than apart of my account. The map travel option brings me up above the game; it's not putting me in the game.

Plus, with a map travel option, it would make mounts completely obsolete
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Old May 19, 2008, 10:56 PM // 22:56   #1179
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Default Good or evil

Just a quick one. Appropriated from Fable. This is without knowing how powerful the character creation for Guild Wars 2 will be. So I'm going to assume it will be capable of handling it.

Instead of having character faces that look inherently good (young, boyish features) or evil (cracked skin, sunken cheeks) right off the bat it could change based on how good or evil you are in the game; in terms of what quests you do and how you act. Same goes for variation in skin colour depending on how much time you spend outside or in dungeons, body weight depending on how much you exercise (fight) or indulge (eat cake?). The character creation would still have all the usual functions for general face and body structure as well as initial choices such as whether your character has a beard or not.

As an example, say in character creation you create a young, boyish looking character with a dark tan and a beard. You complete quests through mostly evil means and as a result your skin starts to crack, your eyes cloud over, your expression turns into a cold, heartless stare. You have a shave removing your beard and you spend all your time in dungeons so your skin turns ghostly white. There would obviously be limitations based on your initial creation.

To bring this good/evil quality to the characters many of the quests would need to be completable by either good or evil means. This would also add another dimension to the game as well as the look of your character.
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Old May 20, 2008, 01:38 AM // 01:38   #1180
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One other random idea i have in the game is to increases ways you can create a storyline behind your character. Something that gives your character that distinguisedness without having to spend a morbid number of hours. I'm not entirely sure how that would work quite yet

And i no buy game and give it bad review on website i mod on if you replace the music with metal :[

Oh and another thing (yes, they have this in wow. quiet) is i wish you could see your weapons on your characters when not in use. As you're walking around in an outpost to have your shield on your back/swrod at your waist, daggers at your waist, etc.)

Last edited by Colink265; May 20, 2008 at 01:50 AM // 01:50..
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