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Old Jun 06, 2008, 02:56 AM // 02:56   #1201
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I would like there to be secrets.

Right now there are GW2 lorehunters scouring the gameworld for clues about the future of Tyria. But although I'd love to get in on the action, I have the nagging feeling that there's nothing there. No secrets to find. No clues to uncover. Just, as someone said earlier in this thread, the "beautiful railroad."

I would love for GW2 to be like the real world--I would love for there to be secrets within the software, riddles and clues embedded into the framework of the game itself. I want to know that there are places in the game which no one has ever discovered before: places a player only get to through observation, logic and experimentation.

Most MMOs are extrapolations of card games like Magic. There's nothing wrong with that. The Guild Wars development team has been astoundingly innovative, but if they could take advantage of their medium they could go ever so much further.

Imagine a GW2 that looked its players in the eye and said, "Yes. I know more than you. I know something you don't--lots of somethings. Try and break me. See if you're smart enough. I dare you."

As for what you'd find... who knows? Lore, weapons. Maybe even skills. Graft real-world possibilities into the game's structure. That's up to the Devs to decide. But the concept of a living gameworld--one with real secrets that actually can be discovered--is something I've never seen before. I'd love to see it in the new game.
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Old Jun 06, 2008, 04:14 PM // 16:14   #1202
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That would be so much fun to play, Rico. I must admit, though, I can't it working just because people are going to put up wiki pages giving all the secrets away.
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Old Jun 07, 2008, 09:56 AM // 09:56   #1203
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Quote:
Originally Posted by Rico the Spirited
I would like there to be secrets.

Right now there are GW2 lorehunters scouring the gameworld for clues about the future of Tyria. But although I'd love to get in on the action, I have the nagging feeling that there's nothing there. No secrets to find. No clues to uncover. Just, as someone said earlier in this thread, the "beautiful railroad."

I would love for GW2 to be like the real world--I would love for there to be secrets within the software, riddles and clues embedded into the framework of the game itself. I want to know that there are places in the game which no one has ever discovered before: places a player only get to through observation, logic and experimentation.

Most MMOs are extrapolations of card games like Magic. There's nothing wrong with that. The Guild Wars development team has been astoundingly innovative, but if they could take advantage of their medium they could go ever so much further.

Imagine a GW2 that looked its players in the eye and said, "Yes. I know more than you. I know something you don't--lots of somethings. Try and break me. See if you're smart enough. I dare you."

As for what you'd find... who knows? Lore, weapons. Maybe even skills. Graft real-world possibilities into the game's structure. That's up to the Devs to decide. But the concept of a living gameworld--one with real secrets that actually can be discovered--is something I've never seen before. I'd love to see it in the new game.
Absolutely.

This has been on my mind since the first game. Prophecies was released in that rather large expanse of time between the first and second Halo. Like any good Halo fan, I was eager to sop up any information I could about the upcoming release. Fortunately, I stumbled across a web page comprised of a group of story hunters.

I was shocked at how much nuance the first halo game contained and embarrassed that I caught none of it my first time through. Every line of text dripped with further meaning. Environments screamed for interpretation throwing clues in your face. Even the descriptions, sounds, and layouts found in multiplayer maps were keys to a robust universe, all you had to do was notice.

I 'know' far more about the Halo universe than is explicitly stated in the games without ever having read their books, all I had to do was dig a little deeper. People who accuse the story of the Halo games of having simple stories are correct only to a degree. What is explicitly told is simple, allowing anyone to experience a cohesive epic without convoluted and unnecessarily complicated story structures. Instead, depending on the player, they could search below the surface for a breadth of implied facts with which they could argue with the community.

I know that I have spent a lot of words talking about Halo, but it really helps me illustrate the point that I think Rico was trying to make. I love the Halo story. Not because of what was explicitly told through the games, but what I wasn't told. What was kept secret by the story-tellers, what I had to deduce for myself and with the community. The developers weren't spoon feeding me anything, they didn't assume I was an idiot, or twelve; They gave me the benefit of the doubt and the story was better for it.

I went into Guild Wars with the same expectations. It was somewhat confusing to me why a game with such terrific art design (the art design in this game is possibly my favorite anywhere), such a robust cast of beasts lifted from various cultures, and a truly original Fantasy background so unlike the mire of Tolkien and Warcraft wannabes could not give the story told the same degree of concentration given to the world the story occurs in.

Largely, I think this has to do with layering. Stories in games need to deal with both the implicit and the explicit. So much of the Guild Wars lore is told straight to us. This happened, then this happened. Even when there is a secret, it is often answered directly in the next chapter. On paper, this sounds legitimate, but once the mystery is solved, it is surprisingly hollow. What people want is to have a good idea of what is happening, backed by information they themselves have gathered to the point of almost certainty. They love that eureka moment, they love running through the streets in the nude screaming "I know the answer! I have the proof! Look at me! I'm smart!" When the story teller relays the proper information we who have deduced the answers either feel condescension for facts we have already determined, or for stealing from us the joy of solving these puzzles. This is not to say that stories need be abstract, interpretable differently and equally correct by each individual. Facts are facts, truths are absolute, secrecy does not change this; it is the evidence that is interpretable. It is the development team that holds these facts beyond our view, giving us the clues that they deem reasonable.

Layering stories in an open world could even grant a higher level of immersion than in a progressive series of levels like those found in Halo. Quests could give us clues, hints about the past the present and future of the world around us, while missions propel us through changes in that landscape.

Yes, the internet has destroyed secrecy to a point. No, you won't be able to find areas and skills nobody else has. What you can do is extrapolate that area's significance in the world, in it's history, in it's future. It is not in the code that you will find these secrets, but the implicit evidence of all your experiences in this world.

These are the reasons I so very much disliked the recent bonus mission pack. The biggest mystery to players thus far, far beyond any world shaping revelations, was the fate of poor Gwen. It was nice to see the character's re-emergence, to know that she had survived the Charr attack and to be aware of her current state of affairs and state of mind. What I did not appreciate was the step by step description of how she got where she was. Essentially, a huge topic of discussion was squelched. No ambiguity, no secrets, no possibility of further exploration into the matter. No string of clues, no furious arguments over which direction the Charr war party took when they hit the mountain range. Whether or not her bones rest in the mass grave outside the recently conquered Charr outpost will never be discussed. No speculative ponderings as to why she refuses to follow you into a certain valley, what happened to her there? What evidence in this valley can we find to fill in the gaps of her past? Where do these clues lead?

Wow, that became a rant fast. Apologies, it's been a while since I've posted on any board. However, I do feel that this is a valid argument for the story structure of the upcoming game.

Thanks Rico.

Last edited by TedTheShred; Jun 07, 2008 at 10:54 AM // 10:54..
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Old Jun 07, 2008, 09:59 PM // 21:59   #1204
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I would like to see...
-Buyback (WTB Back - Black Dye 1g)
-Character travel (reset their level armor, etc.. I d c, I want to play my ORIGINAL CHARACTER!)
-An Economy (no having "achieve everything, money means nothing" policy)
-Skill>Time (Basically the exact opposite of Ursan)

That's it for now.
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Old Jun 07, 2008, 11:50 PM // 23:50   #1205
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Two things from AoC:

1. Fatalities with the blood splattering. I still enjoy seeing them after playing for nearly 2 weeks.
2. Sweet nudity.
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Old Jun 08, 2008, 12:54 AM // 00:54   #1206
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Quote:
Originally Posted by Colink265
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
By "easy" do you actually mean "convenient"? Sorry, but I don't like the idea of slogging through monsters for two hours just to get to an early area so I can help out a friend who created a new character. Hypothetically, if ANet decided to take map travel out of GW1 in the next update, I would stop playing immediately; I'd have better things to do with my free time than spend most of it trying to get to where the fun is. I like the fact that I'm able to meet one of my friends in any outpost in the game in less than a minute. While I agree that map travel is definitely not immersive, I'm more than willing to sacrifice immersion for the ability to have fun wherever I want in just a few moments.

Of course, my point may become moot if the world design in GW2 is drastically changed from GW1 in order to facilitate a no-map-travel game; but from the information we have so far, it doesn't seem like ANet is doing any drastic changes with the world design.

Last edited by Stilts; Jun 08, 2008 at 12:58 AM // 00:58..
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Old Jun 12, 2008, 07:35 PM // 19:35   #1207
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Hi guys !
This is my first post, so please be nice with me...
First of all, I apologise now for 2 reasons... I explain myself :
- English is not my mother's tongue so I may make some mistakes
- I'm maby lazy but I didn't read the 60 previous pages, so I may tell things that had already been told...

Well, let's talk about GW2 now !

These ideas are from me and some members of my guild also, because we talk a lot about GW2 and the possibilities of changing...

1-> The environment of GW is already beautiful, amazing, but I thaught of more realism for GW2, that is to say, changing in seasons, step by step (not just and update that fixes the landscape, and turn autumn in winter in one day you see...). Well, I mean that the environment would evolve with the time, maybe trees (etc..) could grow. Of course, I thaught of the changing between day and night, and here too, step by step, as normal as if you look a landscape from 4PM to 9PM you know...

2-> Do something for the guild halls (or the thing that will replace it) to make it more funny, more usefull. I mean, you know, halls aren't really used, 'cause they're neither usefull nor interesting. There are some NPCs and that's all. Now, think about a hall that could be "interactive", you lunch by a button similar to GvG a specific thing : the attack on your hall. That is to say, for example, halls with a beach could be attacked by ships of corsairs, one other with a river would be attacked by some frogs... It would be more funny! You would be able to enjoy yourself even there! Because, honestly, who spends time in his hall ?
I see, some would say "there's already a lot of things to do outside..." I would just answer "yes, but how about INSIDE the Hall? What is meant to do there?"

-> Now let's talk about the characters by themselves. Are we eternally young like them ? of course not! are we always with the same length of hair? again, no! do we know, from the beginning of our life what job do we wanna do? no !
Why would it change in GW2? I mean, won't you like to see your character evolve? for example you begin with a character who's about 20 and you see him evolve until around 40 or 50. This changing in age would depend on the time past since his creation, but not on the campain... it may change their characteristics, for example reduce damages for an old warrior who would be used to fight, but decrease his health due to these fights he lead... and as they grow up, their hair is getting longer and longer -> why can't we change their hair, by "cutting" it or something like that?
As far as the profession is concerned, I think that we should start without any profession. It would be more realistic you see, like a beginner into an academy, and we already know that, due to the race you choose, you will have some bonuses (norn -> turn into ursan and maybe other things...) so by starting without profession you would be able to think and test the different profession and see how the bonuses of such or such race can be used so as to be more powerfull, and take all benefits from these bonuses... Of course it wouldn't be compulsory to test every profession, if you are sure it would be pretty fast...

That's all (for the moment ;D ) I hope you'll enjoy these ideas
Thank you for reading me.
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Old Jun 16, 2008, 10:43 AM // 10:43   #1208
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don't know if this have bin mentiond befour, but don't u think that it would be boring if the only "boost" for ex. norn will get is for hp and attack? what i'm trying to say is that if all races will have the same boost what ever proff they are, u will (allmost) never see a suporter norn becouse the don't need attack boosts (sure more hp is great but not necerey). for ex. u will only see norn worriors (meels) asura elementalist (proff with need of nrg) charr ranger (more meels?) and silvara may be suport? (don't know what silvari does yet :P) NOT FUN ANET! i hope they give different boost for deiferent proff and race. may be hard to do, i don't don't know, but hell! i whnat my norn monk XD

i'm fighting for my norn monk so here's my ideas about that :P

there is 6 animal spirits in the norn "religion" why not have i for each proff (on for more proff if derv and more proff will still be in gw2)

bear spirit: transform to a bear and get a hp and attack boost

wolf spirit transform(?) to a wolf to give you an speed bost in attack and speed. if u have a pet maby the wolf spirit can soround the pet to give u and the pet the boost.

raven spirit: (not transform XD) have a raven spirit over u/on your sholder/ some thing els to give u some condition boost, longer durutation on conditions, deal a random condition on hit or maby deal a specified condition (blind?)

ox spirit: transform to an ox(?) more armor and dmg reduction(?)

owl spirit: (same as raven, have it beside u or some thing) boost to casters, faster casting, more nrg, faster skill recharge(?)

and worm spirit: hm... this is the hardest :P some thing for casters maby?

give me my owl i whant to be a norn monk so i don't whant to do this for asuras (but i hope they do some thing for asura worrior :P) and the rest of the races.

for the ones who havent seen this picture of norn forms, here u go, wolf is kind of cool :P

(its after livia and the gods)

http://www.conceptart.org/forums/sho...=108591&page=7

Last edited by orgeron; Jun 16, 2008 at 10:45 AM // 10:45..
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Old Jun 17, 2008, 05:50 AM // 05:50   #1209
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first of all, this should really be made a separate forum. throwing all these ideas into a single thread is sloppy and makes it very hard to respond to specific post in the thread without cluttering it up even more.

now, on to my idea.

I mostly play PvE. A problem I see with PvE is that a majority of the rewards and benefits earned in PvE are in the form of titles. Now, two players can go through the game, do the exact same missions and quests, spend the exact same amount of time farming or doing challenge missions or whatever, but the player who spends all of his time on one character will have a good number of titles and rewards to show for it. The player who spreads his time across multiple characters has next to nothing to show for it, title-wise, despite doing the exact same thing. In my eyes, a player should not be penalized in this way for playing multiple characters.

What I propose is to have all of your characters on an account part of a party. With the introduction of heroes and the Nightfall theme of "a hero to lead them", the idea of a party of heroes traveling together, even though they are not all active at the same time, has been introduced. This idea should be expanded to include our own player characters. When I brought my warrior to Nightfall, instead of making a brand spanking new Dervish starting from square one, I could of been recruiting a new Dervish into my warrior's party. The Dervish would of still had to go through the tutorial section and what not, but after that, the Dervish would be part of the team, and have access to the same areas and same maps and same achievements my warrior had, because they were partied together. You could even expand this to have player character's usable as heroes, if desired.

This would remove the penalty on playing multiple characters through different parts of the game, allowing them to access the same achievements as people who focus only on a single character. With the advent of Hard Mode and other vanquisher titles and other stuff, there is already enough of a replayability factor to cause most players to go back through early areas again with their new characters, if that is a concern with characters created late in the game. I really can't see any downside to this idea, and would really create a sense of unity between the different characters of a player.

I don't know if anyone is still reading this thread, but feedback is welcome. Anyone from A-net read this?
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Old Jun 17, 2008, 08:58 AM // 08:58   #1210
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Quote:
Originally Posted by orgeron
there is 6 animal spirits in the norn "religion" why not have i for each proff (on for more proff if derv and more proff will still be in gw2)
There're actually more than only 6 Animal Spirits. Norns are based on the norse mythology, which in itself is an ancient partwise germanic legend.

The norse Animal Spirits are also in the norse mythology the Zodiac Signs.
So that means it gives exactly 12 Animal Spirits for the Norn.

- Bear - based on the the mythological Bears, that helped creating the Gleipnir to stop the Fenris Wolf
- Wolf - based on most famous Wolf - the Fenris Wolf, also known as Fenrir
- Raven - based on Odins famous 2 Ravens
- Horse - based on Odins famous Death Horse Sleipnir - the Horse with 8 Legs
- Warthog - based on the famous warthog Gullinbursti
- Deer - based on History of the Origin - Yggdrassill
- Ox - based on some Symbolizations
- Eagle - based on the History of the Origin - Yggdrasill
- Snake - based on the most famous Snake - the Midgard Snake Jörmungand
- Fish - based on the mythological Fishs, that helped creating the Gleipnir to stop the Fenris Wolf
- Dragon - based on the History of the Origin - Yggdrasill
- Squirrel - based on the History of the Origin - Yggdrasill

Theoreticaly the norse mythology has more important Animals/Beasts, that are to mention, but those ones here are the 12 , which have the biggest meanings in that mythology, partly based on the History of the Origin from the norse mythology, or based on famous mystical creatures. Others have important personal characteristics, which the norse persons estimate and symbolized these values with various animals.

3 Forms of the Shapeshift for the Norns we know: Bear, Wolf and Warthog can we see on the Concepts. Hopefully they get stocked up to these 12, so that Norns, when they become then GW2's Wannabe Druids at least, will be interestign to play and are then more versatile, than GW's wannabe gods, the Devish, which were limited only onto their 5 avatars. These 12 could be Elite for the Norn, but there could be beside those 12 more Animal Forms for the Norn, because, like I said, the norse mythology has more Animals, that are important to that mythology, than 12.

There are also animals to mention, like the:

Owl, Fox, Falcon, Ram, Worm, Bat, Elk, Cow, Goat and some other I can't remember, therefore it are too much, because in the norse mythology lots of anmals had attached to them symbolizations for personal characteristics, like Strength ,Wisdom, Courage, Proud ect. Each animal stood for something different.
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Old Jun 17, 2008, 04:28 PM // 16:28   #1211
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I want there to be guilds.

Guilds that go to war.

Sort of like, Guild Wars.

Enough pissant lore and ridiculous WoW-lite, I want GvG in Gw2.
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Old Jun 17, 2008, 04:31 PM // 16:31   #1212
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Quote:
Originally Posted by Snow Bunny
I want there to be guilds.

Guilds that go to war.

Sort of like, Guild Wars.

Enough pissant lore and ridiculous WoW-lite, I want GvG in Gw2.


that wud be gud
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Old Jun 17, 2008, 08:21 PM // 20:21   #1213
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Multi guild battles.
3 or 4 at a time, and multiple modes...
The current CTF/kill the Guild Lord is fun, but IMO there needs to be an all out deathmatch with some sort of vehicular combat...
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Old Jun 17, 2008, 08:25 PM // 20:25   #1214
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Limited Map Travel, get rid of compass/minimap in PvE.

-Map travel ruins immersion, I can go from one place to another on the other side of the world in seconds. No explanation for it...
-Compass keeps your eye off the land and on that little circle in the corner of the screen. Have a discrete breadcrumb system integrated into the map for quests. Something more immersive. PvP you could keep the compass, its not as much about immersion there as it is in PvE.
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Old Jun 17, 2008, 08:29 PM // 20:29   #1215
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Epic Side Quests:
Quests that span multiple regions and continents that act as side-stories.

Full voice acting, lip syncing etc.


Have PvP and PvE more integrated. Have some structured PvP in arenas and battleground CONNECTED to the PvE world. I felt like there was no motivation for the disconnected PvP.
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Old Jun 17, 2008, 10:20 PM // 22:20   #1216
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1)I always find the best type of quests are "important" quest chains. That is, quest chains that provide a fun lore background, such as the Titan Quests.

2) Another thing that might be fun, we can join NPC guilds and get their caps [how to join would be talking to a NPC recruiter and paying 100g, or whatever the price will be in GW2, everyone would act as members there except for a few who fulfill "requirements" such as titles or quest chains (and are very hard to do, in order to prevent too many officers)]

3) Raids on random towns/outposts at times, this of course means that you can bring weapons into towns. Something that can be fun to go with that would be duels. Have a "Norn Tournament" situation in the main towns where players can fight 1v1.

4) As mentioned time and time again, limited map travel. Only map travel to a small amount of towns/trading posts. By use of Asura Gates of course.

5) Also... MOUNTS! Enemies can ride Drakes and yaks, why can't we? It would help with the idea of limited map travel, don't want to go to a major town? Rent a Moa (or something) to ride to your destination! Would love to go into battle riding a Drake though.

I really hope ANet looks at least partially through this (and would love if some old joke posts can be deleted to make the thread smaller ).
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Old Jun 18, 2008, 11:40 AM // 11:40   #1217
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Yes another GW2 suggestion. Basically swords are probably the most popular weapons in the game, with the high end skins going for excess of 400k and I was thinking to myself of a way anet could make them more interesting;They could introduce a newtype of sword system such as Rapiers,Broadswords, Longswords and maybe 2-handed-swords(been suggested before i know);also maybe that weapon mods effect the appearance of your sword.

Ok going into greater detail starting with sword types;
.With the Rapier maybe and extra 1% attack speed for each point in sword mastery, also dealing piercing damage instead of slashing
.For Broadswords 1% extra base damage for each point in sword mastery(ignores bonus damage from skills),deals slashing
.For Longswords maybe they could attack from further away, deals slashing
.For 2-handers 1%armour penetration for each point in sword mastery, deals slashing

This could all be applicable for other sorts of weapons but swords would probably be the easiest and most fun to introduce to, and with these unique properties would inspire weapon set changing for warriors too.

On to the weapon mod idea as this would apply to other weapons; with zealous and vampiric mods you get a small animation at the moment, I was thinking that with a zealous mod your weapon could glow purple and vampiric it could glow red, maybe asking a bit much graphically but it would be awesome, also there could be an option to hide these animations to prevent the people going 'OMG their sword glowed purple,he's usin zealous what a nub'. For more conventional mods such as sundering i'm not sure though, suggestions please?
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Old Jun 18, 2008, 11:51 AM // 11:51   #1218
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Oh god, if they start doing this I will cry.

New weapons = good, and will happen anyway.

Inherent mods available to certain weapons of a certain weapon type only = BAD.

What's going to happen is, there will mostly likely be one weapon skin with a better advantage than the other weapons of the same type (e.g swords) and that will force people to play with a sword they possibly don't like. Basically what you're doing is severly hampering peoples abilities to customize their characters looks.

What made Guild Wars great was the balance around everything, it didn't matter how cool or bad your weapon looked, they would all have the same stats, or had the option to have the same stats, Ideas like this will take alot of that away.

Quote:
Originally Posted by Xsiriss

This could all be applicable for other sorts of weapons but swords would probably be the easiest and most fun to introduce to, and with these unique properties would inspire weapon set changing for warriors too.
Also if you didn't know, warriors weapon switch ALOT anyway, between blind shields, cripple shields, vamp, sundering, ebon mods for beating on other warriors etc etc.

Last edited by Eddie Frenzy Spam; Jun 18, 2008 at 11:56 AM // 11:56..
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Old Jun 18, 2008, 12:20 PM // 12:20   #1219
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Everything you said sounds like a nice rip of WoW.
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Old Jun 18, 2008, 03:15 PM // 15:15   #1220
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To me it sounds just like the variation between bow types in GW1, what's wrong with that? Does anyone complain about them?

/signed
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Guild wars 2 same characters? Charqus Questions & Answers 11 Dec 21, 2005 12:45 AM // 00:45


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