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Old Nov 17, 2008, 09:08 PM // 21:08   #1361
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Originally Posted by Owik Gall View Post
Wouldn't it be nice if we can use Great Swords in that game? I'm talking about big swords that require two hands. Hell, why not a two handed Big Axe while we are at it? They'd have the same stats as a hammer, only difference is damage type (both being slash anyways). By the way, I think we have hammers like maces deal pierce damage, right? Well, just in case we should have that for GW2 also. Maces! With spikes on them! Makes perfect since that they deal piercing damage. Although this does bring a question: If axes and swords can be made like hammers, what skills do we use them in contrast to the skills originally for one handed variants? Well, to put it plainly there can still be skills for the appropriate attribute. It's just that for some they can only be for the one handed versions. Like for example Executioners Strike for a one handed axe, ONLY. If you have a two handed axe right on hand then you can't use that skill with that big thing. So what of it, guys? Does anyone want to see those weapons come to form in GW2?
I suggest that the attack speed of the 2 handed swords is a little more than the 2 handed axe and hammer, it should do a little less damage too though. Otherwise I would love having a 2 handed Fellblade it would just look so awesome
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Old Nov 18, 2008, 06:46 AM // 06:46   #1362
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I've suggested before and I'd like to bring it up again. I would like to see the character development be more flexible. No classes, just choose 8 attributes at any time in the game. put experience points on each attribute as way of building up the character.

Only limits would be the weapons and armor in which would correlate to the attributes your character is currently using. Another words you can't wear Flameforged sword and elemental armor unless your character has the fire attribute, as well as the right amount of points in the attribute as well.

One other cool idea I just thought about, How about having our characters physically age, as in Grey hair and wrinkles depending on how long (experience) they been playing. I would set the aging really high so that the sight of an old character is a rare thing.

I would also restrict character creation of old characters, just limit the quantity of how much they can make their characters look old.
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Old Nov 18, 2008, 06:07 PM // 18:07   #1363
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Originally Posted by Craywulf View Post
I've suggested before and I'd like to bring it up again. I would like to see the character development be more flexible. No classes, just choose 8 attributes at any time in the game. put experience points on each attribute as way of building up the character.

Only limits would be the weapons and armor in which would correlate to the attributes your character is currently using. Another words you can't wear Flameforged sword and elemental armor unless your character has the fire attribute, as well as the right amount of points in the attribute as well.

One other cool idea I just thought about, How about having our characters physically age, as in Grey hair and wrinkles depending on how long (experience) they been playing. I would set the aging really high so that the sight of an old character is a rare thing.

I would also restrict character creation of old characters, just limit the quantity of how much they can make their characters look old.
Dunno if you've played this but Oblivion (as well as the previous elder scrolls games) have a similar system in which you pick skills and attributes and those define what you're good at.

This system would not work well in an MMO environment because in the elder scrolls games, once you max out your primary and major skills, you can continue to improve ALL other skills in the game. It's a slow process but what you end up having is a character that's maxed out in EVERYTHING.... which roughly equates to a arcane wizard wearing full platemail that can sneak around.... it's unbalanced and I think detracts from the focus of your character. Characters should have things they are hardwired to be good at and then things that they are hardwired to be not-so-good at ... based on their class.

Now as far as the aging thing goes... I'm all for more character customization and RPG elements. The more the better, because without those customizations and things to tweak, you really have no point to playing the game besides clubbing monsters over the head and collecting their loot... and even that, fun as it may be, gets old after a while.

however I think that an aging system would be really hard to implement because... frankly... without drastic aging changes (long white hair, etc) .... nobody is really gonna notice your age in-game. I mean, I'm on a 1920x1200 widescreen notebook and I'm lucky to see another player's facial features, let alone wrinkles or greying hair. If something like this were implemented, it'd kinda just be for your own RP benefit.
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Old Nov 18, 2008, 10:31 PM // 22:31   #1364
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What does ppl think about secondary professions, yes or no? And has Anet stated anything about this. Also: http://wiki.guildwars.com/wiki/Arena...ry_Professions
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Old Nov 28, 2008, 07:38 AM // 07:38   #1365
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Originally Posted by Sli Ander View Post
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
This system could never work; it would cause overpowered farming areas and whatnot - if you catch my drift. Example: a holy damaging character going to tomb A that has better drops than any other zone and being able to do more damage than any other class to undead. If you balanced it for every class/spec then the game would be too linear.
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Old Dec 02, 2008, 09:40 PM // 21:40   #1366
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I'd like the game to progress into a "Not Just YOU and your party", but I'm sure that can resolve with flame fests all over.
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Old Dec 05, 2008, 06:05 AM // 06:05   #1367
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Originally Posted by Domino View Post
Dunno if you've played this but Oblivion (as well as the previous elder scrolls games) have a similar system in which you pick skills and attributes and those define what you're good at.

This system would not work well in an MMO environment because in the elder scrolls games, once you max out your primary and major skills, you can continue to improve ALL other skills in the game. It's a slow process but what you end up having is a character that's maxed out in EVERYTHING.... which roughly equates to a arcane wizard wearing full platemail that can sneak around.... it's unbalanced and I think detracts from the focus of your character. Characters should have things they are hardwired to be good at and then things that they are hardwired to be not-so-good at ... based on their class.
No, You wouldn't be able to do what you described as armor and weapons would have certain perquisites to a particular attribute. Flameforged armor and sword would require you to pour in more than 8 attribute points just to qualify it with armor rating of 30. Put more more attribute points in Fire Magic and you gradually increase the armor rating and fire-based weapon damage rating. This leaves you striking a balance between other powerful attributes and their limits. There wouldn't be enough attribute points to have a full-fledged Elementalist wearing platemail. You could try to do that but it would be very limited in terms of how powerful of a Mage you could be using other attributes. Lets not forget, you could only have one primary attribute.
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Old Dec 08, 2008, 01:45 AM // 01:45   #1368
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Don't know if this has been mentioned or is even viable, but we should be able to fight on land, in air and in the deep blue sea...we can have mounts that let us do that more effectively, or just swim and run(NO FLYING WE DON'T HAVE WINGS)

Raised level cap of course 20 is just meh for GW2, although perfect for GW

Epic boss battles. Yes I <3 Shiro but I mean something along the lines of Illidan Stormrage(don't flame plz)

More instances than most MMOs, but of course mostly persistent...I miss meeting people in the middle of nowhere.

Each race should have a cool special ability, but not so defined that it makes: Norn warriors, Asuran Mesmers, Human necros, Sylvari eles....

Just my $.02
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Old Dec 08, 2008, 02:34 PM // 14:34   #1369
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Originally Posted by illidan009 View Post
Don't know if this has been mentioned or is even viable, but we should be able to fight on land, in air and in the deep blue sea...we can have mounts that let us do that more effectively, or just swim and run(NO FLYING WE DON'T HAVE WINGS)

Raised level cap of course 20 is just meh for GW2, although perfect for GW

Epic boss battles. Yes I <3 Shiro but I mean something along the lines of Illidan Stormrage(don't flame plz)

More instances than most MMOs, but of course mostly persistent...I miss meeting people in the middle of nowhere.

Each race should have a cool special ability, but not so defined that it makes: Norn warriors, Asuran Mesmers, Human necros, Sylvari eles....

Just my $.02
1: It would be hardto make the air and sea fights since it would require a HELL lotta work to make it look like an effective battle. But we WILL be able to run and swim (even jump, climb, slide down hills and so on). That has already been stated ^^

2: Level cap WILL be raised.

3: No idea who Illidan stormrage is but yeah there should be a whole other experience fighting the unique bosses. There will be of course since there will be the z-axis ^^

4: Instanced will be there too.

5: Races will have special abilities as well ^^ DW you will get most of your wishes.
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Old Dec 10, 2008, 05:53 PM // 17:53   #1370
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For the love of god, we need alliance-wide rosters, should guilds have alliances still in gw2. Its really annoying to have to ask, "Is ____ on?" every time I want to talk to somebody in another guild of the alliance.

Alliance max pop.:1000 people. Friend's list max: 100 people.....

It wouldnt be that hard, just make each guild's roster visible from the alliance tab after you click on that specific guild.
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Old Dec 10, 2008, 07:15 PM // 19:15   #1371
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Originally Posted by Thor Brackenstall View Post
For the love of god, we need alliance-wide rosters, should guilds have alliances still in gw2. Its really annoying to have to ask, "Is ____ on?" every time I want to talk to somebody in another guild of the alliance.

Alliance max pop.:1000 people. Friend's list max: 100 people.....

It wouldnt be that hard, just make each guild's roster visible from the alliance tab after you click on that specific guild.
/signed and to make message long enough: Tuna.... that is all
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Old Dec 12, 2008, 10:22 PM // 22:22   #1372
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AI AND UI:
-Obviously, the AI in both ally and enemy NPCs needs some major work
-All of the UI boxes should be resizable

RPG ELEMENTS:
-Player profiles would allow other players to view someone else's profile within the game to see what titles and HoM achievements that player has (the player would choose what information is displayed on his/her profile)
-Allow the character to interact with NPC on a much more frequent basis

ECONOMY:
Right now, expert players still often have to farm for money (which is
a for of grinding. Meanwhile, some people are sitting on dozens of stack of ectos. Here are some ideas to ensure people can get wealthy with some more effort:
-Merchant chains (e.i. one merchant NPC would try to out-perform another merchant NPC ensuring that one NPC will have better prices than the other giving players more of an opportunity to alter the chains and therefore alter the economy)
-The ability to invest (e.i. invest in merchants, merchant chains, guilds, etc.)
-Continue a stable input of resources in the economy. The occasional mini pets giveaways naturally tend to circulate money easily. If necessary (depending on the sate of the economy), ecto and gold giveaways should occur.

CHARACTER CREATION:
-Use sliders (or a similar method) for skin color, hair color, facial appearance and body appearance (kind of like TES4: Oblivion)
-I ask that the character's age does not effect appearance
-Make armor more customizable (e.i. dye specific parts of an armor piece and add certain elements/artifacts to each armor piece)

CHAT:
-Show when your friend's were last on
-Show who's on in your alliance
-ADD MESSAGING!!! Make personal messaging available with friends so I can at least leave something in their inbox when they're not playing. Being able to add items with the message would be cool too.

MEDIA:
-Have Jeremy Soule continues to write the score
-Seriously, work on the cinematics. Make them so good people won't want to skip them
-Try to avoid real-time cinematics

EXTRA:
-The ability to create a customized minipet
-Hold over 100k in inventory and over 1000k in Xunai chest
-GW2 titles also reflect on GW1 characters
-Lastly, I think X-Ray Dog would make for a neat soundtrack in addition to Jeremy Soule

Last edited by SmartBomb; Dec 12, 2008 at 10:28 PM // 22:28..
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Old Dec 21, 2008, 04:05 AM // 04:05   #1373
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Default this is going to hilight a auction city bulletin board and off line messaging...

instead of having people spam everything that they are selling have a city (auction city)set up so every1 can go there. there people could spam what they want to sell OR inside that city have a wall, like a bulletin board, where you can "register" what your trying to sell than you can keep playing and people could pm you.. you could split it up like swords, bows, dyes... ect. or even farther into price ranges inside each catigory or even long swords have a section and short swords. than greens and so on.

next. i think that there should be a way for people to leave messages w/ peopler that are offline.. like when you pm some1 thats offline it would say "message will be delivered when [insert name] logs back on"
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Old Dec 21, 2008, 11:43 PM // 23:43   #1374
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Quote:
Originally Posted by SmartBomb View Post
AI AND UI:
-Obviously, the AI in both ally and enemy NPCs needs some major work
-All of the UI boxes should be resizable

RPG ELEMENTS:
-Player profiles would allow other players to view someone else's profile within the game to see what titles and HoM achievements that player has (the player would choose what information is displayed on his/her profile)
-Allow the character to interact with NPC on a much more frequent basis

ECONOMY:
Right now, expert players still often have to farm for money (which is
a for of grinding. Meanwhile, some people are sitting on dozens of stack of ectos. Here are some ideas to ensure people can get wealthy with some more effort:
-Merchant chains (e.i. one merchant NPC would try to out-perform another merchant NPC ensuring that one NPC will have better prices than the other giving players more of an opportunity to alter the chains and therefore alter the economy)
-The ability to invest (e.i. invest in merchants, merchant chains, guilds, etc.)
-Continue a stable input of resources in the economy. The occasional mini pets giveaways naturally tend to circulate money easily. If necessary (depending on the sate of the economy), ecto and gold giveaways should occur.

CHARACTER CREATION:
-Use sliders (or a similar method) for skin color, hair color, facial appearance and body appearance (kind of like TES4: Oblivion)
-I ask that the character's age does not effect appearance
-Make armor more customizable (e.i. dye specific parts of an armor piece and add certain elements/artifacts to each armor piece)

CHAT:
-Show when your friend's were last on
-Show who's on in your alliance
-ADD MESSAGING!!! Make personal messaging available with friends so I can at least leave something in their inbox when they're not playing. Being able to add items with the message would be cool too.

MEDIA:
-Have Jeremy Soule continues to write the score
-Seriously, work on the cinematics. Make them so good people won't want to skip them
-Try to avoid real-time cinematics

EXTRA:
-The ability to create a customized minipet
-Hold over 100k in inventory and over 1000k in Xunai chest
-GW2 titles also reflect on GW1 characters
-Lastly, I think X-Ray Dog would make for a neat soundtrack in addition to Jeremy Soule
AI and UI:
Agreed

RPG elements:
Interessting idea. Would allow players to have a better look into others HOWEVER: Would also mean that some players may choose people with better profiles than people who hasn't got that much or hasn't put much into it. Would be too elitist in the end :S

Economy:
So serving a real life economy into this. The merchant chains might be a very good idea, but remember that it is a game and therefore there will keep being created more money and more items, making it less valuable over time. Inevitable.

Character creation:
Yep.

Chat:
Totally.

Media:
So very true... while the lore of GW is amazing the cinematics doesn't use it's full potential. Was a bit better as the new games came out and is actually ok in EOTN (certain parts at least) but it would really help if they would try to avoid real time...

Extra:
1) No, no customised minipet.
2) Yep.
3) No. It would make no sense since it's 250 years in future XD rather GW1 titles should reflect in GW2.
4) Jeremy Soule did a fine job but wouldn't be bad with some variated artists
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Old Dec 26, 2008, 12:33 AM // 00:33   #1375
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Lightbulb Racial Bonus concept using attributes unique to a species

This Racial Bonus concept would be enabled in PvE but disabled during PvP.

Using the GW1 attributes as an example, leaving out primary attributes on purpose (If needed, then assign two primary attributes from the 10 professions to each playable species), you would see the listing of benefits in the form of attribute ranks and not points in the selection of your species during character creation.

Note: If a particular attribute line doesn't seem sensible and/or somewhat unbalanced for the species just rearrange them to how you see fit. Also notice I could not distribute the total amount of attributes evenly across all species, leaving Humans and Norns with one more attribute.

Human
+1 Hammer Mastery
+1 Marksmanship (or swap with Beast Mastery)
+1 Spear Mastery (or swap with Death Magic)
+1 Communing
+1 Dagger Mastery
+1 Healing Prayers
+1 Domination
Charr
+1 Axe Mastery
+1 Fire Magic
+1 Beast Mastery (or swap with Marksmanship)
+1 Command
+1 Deadly Arts
+1 Blood Magic
Norn
+1 Swordsmanship
+1 Water Magic
+1 Wilderness Survival
+1 Scythe Mastery
+1 Motivation
+1 Shadow Arts
+1 Curses
Asura
+1 Tactics
+1 Air Magic
+1 Wind Prayers
+1 Channeling Magic
+1 Protection Prayers
+1 Inspiration
Sylvari
+1 Earth Magic
+1 Earth Prayers
+1 Restoration Magic
+1 Smiting Prayers
+1 Death Magic (or swap with Spear Mastery)
+1 Illusion
Other possible variation to this racial bonuses is to have more than one species enjoy a specific attribute line (example: Charrs and Humans would have in common a +1 Fire Magic but may not have in common other attributes). I prefer this over a system that severely discourages a player from taking on a particular species because the benefits of a desired profession is obtainable only in another species such as Norn possibly enjoying +1 rank of all warrior attributes.

If the above racial bonus seems weak or does not do enough to support a true RPG feel some players are concerned about (i.e. not seeing Scythe-Hammer wielding Asurans) without severely compromising profession accessibility and build diversity, consider adding or replacing it with a weapon requirement penalty for each species.

If a hammer requires the wielder to have rank 9 in Hammer Mastery to strike with full potential damage, an Asuran would need to attain a much higher rank in Hammer Mastery and/or would even require some points pooled into Strength where if it was a Charr, Norn or Human, they would not need to meet the additional requirements imposed on other species. However, it does not prevent Asurans from wielding hammers altogether, hopefully you will encounter it less often.

This should not affect Asurans pursuing warrior or dervish secondaries using builds that don't require heavy weapon attributes.

Last edited by Dookie Dookz; Dec 26, 2008 at 01:17 AM // 01:17..
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Old Jan 01, 2009, 12:22 PM // 12:22   #1376
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Idea's for GW2 IF they plan to use some of the same standards GW1 has.

1st Idea: Implementation of Energy bar

Like everyone knows we standardly have a health bar (teamplayer hp listing) on the right side of the screen. It makes it easier for monks to know who needs help and heal them. Unfortunately no one thought about the skills that give energy, unfortunately no one knows when someone is in need of energy and shamefully half of the players don't even know how to show it (CTRL+click on energy bar), another part do not speak english and don't understand you when you ask to do so, and another part simply doesn't respond. It would encourage certain support classes since it would make their role more "possible" knowing that they have a "real" chance of making a diffirence when they no longer need to ask who needs energy in the middle of a heated battle...
(example I made of a regenerating energy bar wich should be visible within the health bar)


2th Idea: Extra spellslot

In most builds, 8 slots is just not enough to build a descent build and still think about your teammates. Currently I notice a lot of players that sacrifice rez signets and skills just to do more damage wich becomes frustrating if you have to do the same mission over and over just because no one thinks about their team anymore.
Therefor I would like to suggest an extra slot to encourage people to actualy bring a support skill or signet because I know 8 skills is what you need to build a descent dmg dealer, a 9th would be an extra option and might be used elsewhere.. something wich a lot of players would agree with.
Another possibility would be to award whoever completes all the stories with an extra skill/spell slot (making it 9 instead of 8), would also increase the chance that everyone will start doing more missions instead of letting themselves be runned too all places.

3rd Idea: Larger Inventory

Right now we had a merchant that sold bags for 5 slots extra each. Those bags could be upgraded to 10 slots.
But in most area's even that doesn't cut it.. Myself for example am always poor since I'm bad at farming so its though to have to leave items behind when you can no longer carry more. I would therefor like to suggest another upgrade at the merchant so you can upgrade your bags to 15 directly after you've upgraded them to 10. I would also like to suggest for the belt to get a purchasable upgrade from 5 slots to 10 slots.

4rth Idea: New Runes (i'd simply call them symbols or symbolics)

Currently we have 2 kinds of runes, Simple runes that increase Hp, energy, give dam reduc, armor or increase skills. And then we have insignia's wich also grant hp, energy and armor in a smaller amount but do not grant skill strength, both of them can be combined. But I would like to suggest a 3rd rune wich can be combined with the other 2. A rune that affects something about how your character acts on the battlefield (a skill not meant for your endurance but for your mental strenght). Some examples should be a rune that gives:
- Enchantments last 2% longer (stacking)
- Healing skills heal for 5 more (stacking)
- Fire elemental skills cause 5 more damage (stacking)
- Summoned necromancer creatures have 10 more hp (stacking)
- ....

5th Idea: Master title rewards

I believe everyone should be able to get considered a master if they play a lot on their character AND when they are good at doing what their build was made for (just like Master Togo).
When they achieve such a title (doesn't have to be shown to others) an weapon relating to the skills wich were used a lot, should appear in your inventory, giving you an advantage to other beginners. Something to prove that you earned respect, that you have experience and therefor can be considered a master.
This master item should grant a specific advantage causing their skills to be considered 2 lvls higher then usual. These master titles/weapons should be awarded to a player if they skillfully use the skills at their disposal without dying too much and this item should be attuned to the skills used (if you are a healer, you should not receive a sword lol). Also weapons with energy and health regeneration should be considered instead of the traditional -1 hp degen wich only an idiot would use.

Last edited by Sextacy; Mar 08, 2009 at 11:54 AM // 11:54..
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Old Jan 05, 2009, 09:55 PM // 21:55   #1377
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This has probably been suggested but just in case, I have a few more ideas to add:

First of all, pet stables. I know that part's been suggested, BUT here is a mod to it - unlimited pets can be in it (only one per species though, so just one wolf, one tiger, etc.), AND each pet in the game has its own unique advantage. For instance, a black widow could poison a foe without the skill, a wolf could steal health, a phoenix could heal itself, etc. Something like that anyway.

More storage space - special spaces just for armor, weapons, and minis. That means an armor closet, weapon cabinet, and mini trunk or something.

Regarding mini pets - I'd still like to get minis for birthdays, but make them ONLY available for birthdays (or by trading other players) instead of special benefits, collector's editions, etc. Also, if you get one mini on an account, you have either no chance or VERY little chance of getting it again. Who wants to get 5 whiptails in a row? Seriously...

MUCH less grind - If there must be titles don't make them a grind-fest, and especially don't make skills that are effected by what rank you have (like Asura skills and so on).

That's all I've got for now. So excited for Guild Wars 2, just hope the beta actually does happen this year.

Last edited by Tender Wolf; Jan 05, 2009 at 10:11 PM // 22:11..
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Old Jan 08, 2009, 08:17 AM // 08:17   #1378
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I would be so pissed off if they didn't do secondary professions. I just started playing/trying out Warhammer and WoW and if Guild Wars dumbed itself down to just one profession, I would cry . That's one of the most fun things about GW at least for me- creating builds through combining skills from two professions, and seeing what you can actually get.

Energy bar: so you can see who to use BiP on! I think that'd be a great addition.

Larger Inventory: Wouldn't we all love this? I'll be interested to see what ANet does about it.. we're not stupid, we know it's a source of income for you Anet, restricting inventory and storage so that people will buy storage characters, but still :|. C'mooonn. CAH MAAAHHNNN :C

"In addition, equipment like weapons and armor will play a more important role than before and won't be bound to the profession - unlike the original Guild Wars."

I actually like the GW1 system of crafting/trading for armor. I hope by this statement they mean there will be more core pieces of armor.. like armor that everyone can wear etc. More armor = YAY. BUTTT I really hope it dosen't turn into something like WoW where you have to buy armor from other players or, ugh, find it OR HEAVEN FORBID, HAVE TO REPAIR IT or soemthing ((( that would make me a sad panda. A set price at a trader or crafter.. that's how it should be. There should just be more kinds of armor . And I love the idea of not having weapons tied to profession. I also like the idea of accessories.. little stat boosting doodads and what not.

All in all, as long as GW2 keeps with the GW tradition of valuing fighting and strategy over grind and useless RPG crap like mining or flower picking or whatever the heck that stuff is in WoW, I will be happy xD.
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Old Jan 11, 2009, 08:19 PM // 20:19   #1379
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I have no idea if any of this is already in here but since I don't have the time to look through it, I'll post this anyway.

Nearing the end you might notice that I kinda got lazy and just threw something from the top of my mind. While that is true, it is also 2 AM and I've been working on this thing for 50 minutes...don't comment on that part. Anyways, some of the stuff are pretty basic while some stuff will most likely never happen (and by some stuff I mean only 1 thing)...connection failed and trying again....

1A) Some races should have bonuses and penalties with different professions, elements, and enviroments.
(e.g The Norn are stronger melee fighters but weaker spellcasters while the Asura are stronger spellcasters but weaker melee fighters.
The Charr do more damage with Fire damage and take less damage while in a normal environment while doing less damage with Cold damage and take more damage while in a humid area or something like that.)
or
1B) All of the races should have unique professions, but with 8 of the professions being similar.
(e.g Humans: Warrior, Ranger, Monk, Necromancer, Mesmer, Elementalist, Assassin, Ritualist, Dervish, Paragon
Charr: Fighter, Marksman, Preacher, Dark Mage, Mystic, Firecaller, Quickblade, Envoker, Champion, Beast Handler
Norn: Brawler, Hunter, Priest, Forbidden Mage, Trickster, Elemental Maester, Fusionist, Spirit Thief, Reaper, Impaler
Asura: Brute, Sharpshooter, Exorcist, Corpse Handler, Chemist, Celestial Manipulator, Spy, Mistcaller, Harvester, Lunger
Sylvari: Protector, Sniper, Earthen Herald, Tainted Herald, Illusionist, Earthcaller, Slayer, Spirit Talker, Knight, Phalanx

Champion: Higher Base Armor Level then Fighter. Attack Skills do more damage but take longer to recharge. Few Self-Healing Skills.
Beast Handler: Can have 1 permanent pet and up to 2 temporary pets. Temporary pets are lost after 500 seconds or after zoning.
Fusionist: Can combine 2 skills to make a more powerful one. Close-Combat Fighter. Most Spells are Close-Combat.
Spirit Thief: 40% chance of turning target foe into an ally for 100 seconds.
Chemist: Inflicts almost every known condition with its skills. Uses signets to exploit the conditions.
Celestial Manipulator: All spells are extremely more powerful then Elementalists but take at least 4 seconds to cast.
Earthen Herald: Uses the power of Earth to heal allies and remove enchantments, hexes, and conditions. Majors in Earth damage.
Tainted Herald: Can communicate with spirits and minions. Can steal enemy spirits and minions. Spells do Lightning damage.)

2) Allow the players to move between 2 Main "Worlds", the instanced one and the default one.
(e.g The instanced one functions like the current Guild Wars.)

3) In the default world (sorry, cannot remember the real name), bosses respawn every 10 minutes while regular monsters respawn every 20 minutes. Staying in the general area where a boss spawns for more then 15 minutes will auto kick you from the game.

4) Charmable baby dragons after reaching a certain point in the game.

5) Pets have their own skill bar with unique skills. Only up to 4 skills can be on the Pet Skill Bar at once.

6) Add jobs to the game. Working for certain NPC Guilds will reward you with cash, materials, skills unique to that Guild etc.

7) Add Guild Skills. Guild Skills are more effective the higher rank in your guild you are and how many guild members are in your party.

8) If you can get to Cantha, you will unlock new skills for Humans, the professions Samurai and Merchant, and new jobs.

Samurai: Uses a Nodachi(a great katana) for combat. Slower attack speed but hits do more damage and chances of a critical hit is higher.
Merchant: Uses a Gun for combat. Can only attack in burst intervals. Does more damage and chances of a critical hit is higher.

and you will unlock the Tengu race.
(e.g The Tengu do more damage using weapons that deals Sharp damage. Faster attacking but slightly less damage/hit.
Tengu: Brave, Archer, Squawker, Scavenger, Arcanist, Windreader, Ninja, Wailer, Enchanter, Tosser.

Brave: Even faster attacking but less damage. Reduces damage taken while attacking and an ally is within earshot.
Archer: Uses a Crossbow to fire arrows in a straight line. Slightly faster attacking and more damage but lesser chance to critical.)

9) If you can get to Elona, you will unlock new skills for Humans and new jobs.
(e.g If you find the Sunspear's hidden base, you can join them to start the Sunspear job. Having to do multiple tasks for reputation points. Higher ranks within the Sunspears equals access to their elite armor, their skills and their professions. Trailing a Whispers Informant back to the Order of Whispers' base will allow you to start the Lightbringer job. Higher ranks means access to their elite armor, skills, and professions.

Sunspear Guardian: While doing significantly less damage, this profession receives -30 damage. Combat
Sunspear Leader: Excels in fighting and ordering others. Receives +1 Energy Regeneration for every 2 allies within earshot.
Lightbringer Messenger: While doing significantly less damage, this profession receives -10 damage and has a 50% block rate.
Lightbringer Judge: Excels in fighting demons. Receives +1 Energy Regeneration for each demon killed personally. Majors in Holy damage.)

and you will unlock the Centaur race.
(e.g The Centaurs run faster and have a 2% chance to knock-down foes with melee attacks.
Centaur: Defender, Preserver, Bishop, Deathdealer, Dominating Steed, Flash Steed, Death Steed, Spirit Steed, Farmer, Singer.

Preserver: The Preserver's skills are greatly affected by the weather and environment. Can plant trees and change the weather.
Deathdealer: The Deathdealer uses its hooves to fight. Most attack skills knock-down the target. Uses stances and skills to exploit this.)

*) *Ideas 10-12 are only under the assumption that you can still access those areas.

10A) Upon entering the Underworld, a Voice of Grenth will be on the spot where you spawn, who can refund your platinum if you haven't killed a monster. Also, if you disconnect out of the Underworld as a result of a blackout or the computer battery dying, your platinum will be refunded if you never kill any monsters.

10B) Upon entering the Fissure of Woe, a Champion of Balthazar will be on the spot where you spawn, who can refund your platinum if you haven't killed am onster. Also, if you disconnect out of the Fissure of Woe as a result of a blackout or the computer battery dying, your platinum will be refunded if you never kill any monsters.

11A) When kneeling at a Dwayna statue, the Avatar of Dwayna will request 1 platinum to take you to the City of Peace.

11B) When kneeling at a Melandru statue, Melandru's Watcher will request 1 platinum to take you to the Corrupted Earth.

11C) When kneeling at a Lyssa statue, Lyssa's Muse will request 1 platinum to take you to the Hall of Mirrors.

12A) Upon entering the City of Peace, the Avatar of Dwayna will be on the spot where you spawn, who can refund your platinum if you haven't killed a monster. Also, if you disconnect out of the City of Peace as a result of a blackout or the computer battery dying, your platinum will be refunded if you never kill any monsters.

12B) Upon entering the Corrupted Earth, Melandru's Watcher will be on the spot where you spawn, who can refund your platinum if you haven't killed am onster. Also, if you disconnect out of the Corrupted Earth as a result of a blackout or the computer battery dying, your platinum will be refunded if you never kill any monsters.

12C) Upon entering the Hall of Mirrors, Lyssa's Muse will be on the spot where you spawn, who can refund your platinum if you haven't killed am onster. Also, if you disconnect out of the Hall of Mirrors as a result of a blackout or the computer battery dying, your platinum will be refunded if you never kill any monsters.

13) If it's not already going to be in the game, the ability to cut/burn down trees.

14) If it's not already going to be in the game, the ability to drown while staying underwater for too long and being able to fish for monsters.

Last edited by HealingDuck550; Jan 11, 2009 at 08:43 PM // 20:43..
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Old Jan 24, 2009, 02:46 AM // 02:46   #1380
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Default Players' Character Size - Making them bigger.

It is to do with the size of our character. it does sound a little bit trying to pick bones, but please don't think that. Guild Wars is the most beautiful of all the game I've played!

I really do think our character can be a little bigger compare to the size they are now, I notice this after we have EotN after Jora and her friends fighting along side my character, I notice how its easier to see the details and what they were doing compare to my own character. and recently I was farming for some Kappa Shell for the new year ingredients, I notice how "majestic" Jora looks compare to my tiny character (she's at max height too)

Please don't tell me because Jora's a Norn, i know she's a Norn, I am saying in GW2 Norn should be even bigger then they are now, think about it, when in shapeshifting form you have a very big character.

I hope someone understand this suggestion its not game play, its for (IMHO) the game to look better

Not saying the game is not beautiful, it is, okay, but if the characters are bigger. at least think about it.

Thanks.

included a pictures to show what I mean since this is kinda pretty hard to explain especially with my limited explanation skill and bad English :P
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File Type: jpg gw661.jpg (52.7 KB, 57 views)

Last edited by pumpkin pie; Jan 24, 2009 at 02:48 AM // 02:48..
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