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Old Jan 27, 2009, 10:31 PM // 22:31   #1381
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I havent read all 69 pages of the topic so.. here goes
Make Guild Halls Cool.
guildhalls now are lame imo. i think first, they should look like halls. walled in, door ways, hallways and stuff. the guild leader should get a special room and officers should have offices. the guild leader gets a place to get some buffs, show off his weapons (id love to show of some q8 celestial daggers lol)
and a place to show off his fav hero/pet and mini, like a baby HoM.
Officers should get this on a smaller scale. lesser buffs, lower collection, etc.
Also, depending on how much faction (or whatever is like it in GW2) they donate a regular member could get a house in the guild area. The houses would be lesser to an officers office too.

Mounts
I think that the WoW mount system is cool, but no map travel. if mounts would sacrifice map travel i would be mad. but, seeing as though it will be a non-instanced game its almost impossible to have an effective map travel system. The way mounts would work imo is that they would be non-combat except for an opening attack, like say u ride in, shoot someone with double shot, then dismount. Although, i don't want mounts to:
A) be able to be attacked or:
B) you do not dismount if you are attacked.

Races.
I think that all races should start in semi-near locations ie: norn in yaks, humans in ascolan, char somewhere above dragon's gullet(using GW1 terms lol) i also dont want it to be like. if u wanna be balenced be Human! if u wanna be magical be Asura! Hunter= Norn,etc. thats lame. and for all you guys talking about being a canthan tengu.. read the canthan part of movement of the world. the part where it says the canthans explelled all other sientient(sp) races....

Map
I think that GW2 should have a bigger map, like there are mountains around the crystal desert and that is how the order of whispers can talk to eachother or something, and i want to be able to go to somewhere in GW2 and be like " this is where i did so and so. that would be cool.

Quest (plural lol)
IMHO i think that quest that arent primary kinda feel like you dont need them, i missed hayda for 6 months before i knew what quest. Some major quest should be tieing the loose ends so to speak, retreving the swords to put the ascolan spirits to rest and such.

Levels
the level cap should NOT be lvl 758927598275927 or something. thats downright mean. having a decent level cap made it more fun, im thinking 50-125. First off, i think there should be the option to either start with a simple to learn area like pre-sear. and i think there should be one for us long time GW'ers and people who played the beta and know the controls.

Customization
First, armor should be almost fully customizable, like dye where u want, removing annoying spikes *cough* assassins *cough* making a third eye not so, sparkly. shortining and making larger a guildcape is a must, i like other games where the cape is like a cloak. the weapons should be able to have your personal touch, like maybe you like to have a badass skull on the handle of your weapon or something. id also like if you or another player could customized your shield almost completely. like, a tall shield could have your guild's emblem made on it with a trim and your choice of colors.
as of player customization, methinks there needs to be more.
i think you should customize your char THEN making it a profession,ie:
warrior hairstyles are cool but i play an ele =[
also you should be able to make them buff or skinny, not everyone likes warrior's big old potbellys. hair should be in a RGB format, to make you own.
hair should also be able to be long or short, and beards and other facial hair/ piercings should be avalible. also, there should be a barber shop for hair changing (not a plastic surgeon lol). alsoi have some mor eideas about armor.
i think if you kill a rare monster you should get an item that inscribes to an entire armor set making it have a cool aura. not class-specific either. and helmets, like a bandanna, will show the hair pressed down, not like in a bandana where u look bald.
skills
as someone said before, you should have 9 skills. that is just a way to get better builds imo. if there is an addition 1 skill slot, if theres two or so its fine but, that skill slot should only carry ressurect spells. ie: you are selecting spells. skill bar is full, u drag a res spell out of its sport to put somewhere, a box comes up for u to put it in, u drag an attack, the box dissapears.
also a way to switch skills with abusing power. if the game is non-instanced you could switch skills like WoW or something. my idea is: you chose you skills and press ENTER. a box says "would you like these to be your skills for the next 30mins+? Y/N.. you cannont change these for 30minutes or the entire time if you are in a dungeon.

Pets system
Everyone can have one pet, rangers can have all of the other pets. like if you are a warrior yo get a strong tank to help with you, like a rhino. if u are an elementalist you get an elemental to help you have energy.(it gives u energy over time) rangers should be able to charm all pets. there should be a pet stable system so you can have more than one pet. i level a pet to max lvl then a have to drop it for a lvl 5 cooler skin. =[

ok my ideas as of now.
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Old Jan 28, 2009, 05:08 PM // 17:08   #1382
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Originally Posted by pumpkin pie View Post
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
You do realise that if we have to make the humans bigger we have to make everything bigger so that it will look balanced and realistic right? And then we would end up with the exactly same screen as before XD

Quote:
Originally Posted by MBTW View Post
I havent read all 69 pages of the topic so.. here goes
Make Guild Halls Cool.
guildhalls now are lame imo. i think first, they should look like halls. walled in, door ways, hallways and stuff. the guild leader should get a special room and officers should have offices. the guild leader gets a place to get some buffs, show off his weapons (id love to show of some q8 celestial daggers lol)
and a place to show off his fav hero/pet and mini, like a baby HoM.
Officers should get this on a smaller scale. lesser buffs, lower collection, etc.
Also, depending on how much faction (or whatever is like it in GW2) they donate a regular member could get a house in the guild area. The houses would be lesser to an officers office too.

Mounts
I think that the WoW mount system is cool, but no map travel. if mounts would sacrifice map travel i would be mad. but, seeing as though it will be a non-instanced game its almost impossible to have an effective map travel system. The way mounts would work imo is that they would be non-combat except for an opening attack, like say u ride in, shoot someone with double shot, then dismount. Although, i don't want mounts to:
A) be able to be attacked or:
B) you do not dismount if you are attacked.

Races.
I think that all races should start in semi-near locations ie: norn in yaks, humans in ascolan, char somewhere above dragon's gullet(using GW1 terms lol) i also dont want it to be like. if u wanna be balenced be Human! if u wanna be magical be Asura! Hunter= Norn,etc. thats lame. and for all you guys talking about being a canthan tengu.. read the canthan part of movement of the world. the part where it says the canthans explelled all other sientient(sp) races....

Map
I think that GW2 should have a bigger map, like there are mountains around the crystal desert and that is how the order of whispers can talk to eachother or something, and i want to be able to go to somewhere in GW2 and be like " this is where i did so and so. that would be cool.

Quest (plural lol)
IMHO i think that quest that arent primary kinda feel like you dont need them, i missed hayda for 6 months before i knew what quest. Some major quest should be tieing the loose ends so to speak, retreving the swords to put the ascolan spirits to rest and such.

Levels
the level cap should NOT be lvl 758927598275927 or something. thats downright mean. having a decent level cap made it more fun, im thinking 50-125. First off, i think there should be the option to either start with a simple to learn area like pre-sear. and i think there should be one for us long time GW'ers and people who played the beta and know the controls.

Customization
First, armor should be almost fully customizable, like dye where u want, removing annoying spikes *cough* assassins *cough* making a third eye not so, sparkly. shortining and making larger a guildcape is a must, i like other games where the cape is like a cloak. the weapons should be able to have your personal touch, like maybe you like to have a badass skull on the handle of your weapon or something. id also like if you or another player could customized your shield almost completely. like, a tall shield could have your guild's emblem made on it with a trim and your choice of colors.
as of player customization, methinks there needs to be more.
i think you should customize your char THEN making it a profession,ie:
warrior hairstyles are cool but i play an ele =[
also you should be able to make them buff or skinny, not everyone likes warrior's big old potbellys. hair should be in a RGB format, to make you own.
hair should also be able to be long or short, and beards and other facial hair/ piercings should be avalible. also, there should be a barber shop for hair changing (not a plastic surgeon lol). alsoi have some mor eideas about armor.
i think if you kill a rare monster you should get an item that inscribes to an entire armor set making it have a cool aura. not class-specific either. and helmets, like a bandanna, will show the hair pressed down, not like in a bandana where u look bald.
skills
as someone said before, you should have 9 skills. that is just a way to get better builds imo. if there is an addition 1 skill slot, if theres two or so its fine but, that skill slot should only carry ressurect spells. ie: you are selecting spells. skill bar is full, u drag a res spell out of its sport to put somewhere, a box comes up for u to put it in, u drag an attack, the box dissapears.
also a way to switch skills with abusing power. if the game is non-instanced you could switch skills like WoW or something. my idea is: you chose you skills and press ENTER. a box says "would you like these to be your skills for the next 30mins+? Y/N.. you cannont change these for 30minutes or the entire time if you are in a dungeon.

Pets system
Everyone can have one pet, rangers can have all of the other pets. like if you are a warrior yo get a strong tank to help with you, like a rhino. if u are an elementalist you get an elemental to help you have energy.(it gives u energy over time) rangers should be able to charm all pets. there should be a pet stable system so you can have more than one pet. i level a pet to max lvl then a have to drop it for a lvl 5 cooler skin. =[

ok my ideas as of now.
First of all: It's spelled Ascalon not Ascolan. Thought it was a spelling bee until I noticed you spelled it like that every time. Just though you'd know

Guild Halls:
I don't like that idea really. Giving leader a bonus for being a leader would scatter the guilds and make MANY small guilds with people being leaders by themself. I do agree that making Guild Halls actual HALLS would be cool

Mounts:
I totally agree on mounts, but not in this way. Mounts should be able to attack but of course give some cons and pros as you said but not something like dismounting in first hit or dismounting when attacked immidiatly. More like: Mounts give like +24 al and extra speed constant. Cons should be like: KD knocks you off mount and deals additional 20 dmg from the hit, you attack 20% slower, your spells have a 5% chance of failing and such

Races:
A race would be nice. Should be rather PvP orientated though and with different race skills and race appearances (roller beetle) XD.

Map:
Agree.

Quest:
I think most of the quests in GW makes sense. It is nice to have some quests that aren't all tied to the main story. Makes it more like a "good deed" thingy XD

Level cap:
I would say 30-40.

Customization:
Agree.

Skills:
Meh. A res skill spot would be alright but then they should rather make ressurection items instead of a skill spot for that exact thing.

Pets:
Nice idea

Last edited by Kattar; Feb 06, 2009 at 01:39 PM // 13:39.. Reason: double post
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Old Jan 29, 2009, 01:21 AM // 01:21   #1383
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Storage is a good place to start. Hopefully the upcoming update will fix storage for GW1 and set the standard for GW2.

Keep map travel. WoW mount system and travel system sucks. Instead of a map travel to every location, put map travels to large cities and general, well placed locations. Without map travel and with excessive mount use, forming groups would take way too long. As if they sometimes dont already.

Mounts give no bonus besides increase to speed and do not fight nor get hurt/take damage. Mounts cannot be slowed by spells or affected with degen. General elemental or physical dmg still occurs. KD can occur on a mount?
You cannot use mounts in pvp and during combat. NO imbalanced WoW crap.

Redo Dervs and Paras for GW2. They are faulty and too dependent on watered down skills and pve skills.

Dervs: Mysticism changed to (general idea) 1...5 energy and 1...15 health whenever an enchant, stance, skill, or weapon spell end on dervishes. Dervs have bad energy management and depend too much on enchants. I suggest changing some derv attack skills to adrenal and changing some derv enchants functions. ( some are just terrible) Some enchants might better be suited as stances, or just plain skills. Casting time, daze, energy dependance, melee hate, destroy dervs, not to mention a bit squishy 70 AL.
Either increase armor or give dervs more health. This will give dervishes more functions and appreciation in both pve and pvp.

Paras: ...SY... Is there a para who does not use it? Make para elites comparable to SY without being imbalanced(or a slight nerf and elite buffs). Imbagons for ages have ruled the paragon class in pve. Paragons are also largely ineffective in pvp. This is because they do not get good energy in 4 man pvp and general ineffectiveness alltogether.
Shouts are indeed powerful. Instant, unremovable, all party members gain the benefits (most of the time). But they are too powerful which puts a limit on the capabilities of para shouts. A good way to change this is to put 1...8 allies in earshot gain X benefit. Also, allies dont just hear paragons, so paragons should have offensive benefit from shouts too. Some shouts could affect enemies, but comes the problem of making shouts TOO powerful. Again, 1...4...8? enemies could be affected depending on the shout. And to make sure this isnt imbalanced, a counter is provided. When the para uses an offensive shout a penalty could be inflicted upon the para ( conditons, dmg, KD?, etc) OR alternatively, benefits could be used on some enemies from the shout. For example, a general idea of an offensive shout. "You can run, but you cant hide!" --> 5 seconds. 10e. 1...4...X? members in the enemy party take 1..4..7 more dmg when moving. When an enemy takes dmg in this way, it is crippled for 1..3..5 seconds. 1..2..3 members of the enemy party may be crippled in this way before the shout ends on your allies.
Ok. Also, more melee spear attacks would be very cool. Oh. i forgot... Leadership. make it work against enemies but not as effective as on allies. For every 4 Ranks of leadership you gain 1 Energy when an enemy is affected by your shouts.

Rangers...and their cute cuddly pets. Not too effective in pve but good in pvp. Different balance issues, so a good solution is to make a pve and a pvp version of pets. Just like skills. The ranger attribute spread makes it difficult to sucessfully operate pets in pvp and pve too. But that is the balance in pvp and it seems to be good as of current.
Maybe pet consumables would be a good idea for pve? Or, when the ranger carries a pet in pve, they are allowed to bring 2 or 3? skills under the beast mastery attribute to protect or buff the pet. There is not enough room on an 8 skill bar to use pets in pve.

Races in GW2. They will probably have abilities... because whats the point of a norn that doesnt turn into a bear? It would just be a Shaq sized human. Also, there are many other norn dieties/gods. Raven, wolf, wurm, ox/dolyak?, and one more ... (based on context from a quest in EotN) dont flame. These would be kinda dumb to turn into... so maybe instead of racial abilities, these could be categorized into a racial attribute tree.
Yes, a racial attribute tree. Only the race gets those skills. They are like primary attributes in professions. If this were to occur, these skills could be balanced easily and provide NO actual investment by picking a race until you split attribute points into a race. This would therefore deplete the attribute pool from other skills and allow races to compliment professions well. Everybody wants to make a Norn bear warrior. Maybe an elite form called Ursan Blessing or Bear spirit would be a skill in that attribute line. Cap them like regular elites. However, these should not take over the profession, so a Norn warrior should not have all norn skills, thats imbalanced. A limit on how many can be put on the bar or a FEW skills for a race would be fairer. Maybe each race gets 3 elite skills and 30 or less regular skills in the attribute line, and only 2? can be put on the bar at any time in pve/pvp. This prevents imbalances. Also the racial attribute should not be treated as a primary attribute in the regards of a benefit without skills. IE- divine favor, strength, soul reaping. No energy/armor/hp/attack benefits from the number of the attribute itself.
Races and attribute selection. All races should be able to pick ANY primary profession and ANY secondary profession. Certain professions would compliment certain racial attributes maybe? But steps need to be taken to make sure that each prof has a decent racial attribute line.
Again races and their characteristics. From what the story line tells us, Norn are savage warriors, rangers and paragons. Good. Also maybe they could fulfill good ritualist norn attributes because of their spirit and natural worship. Dervish maybe.
Asura are spell casters who are smart wise. Big brains. Opposite of a caveman. They have potential for good mesmers and elementalists? monks maybe. Heck- any spell casting/wise big intellect prof.
Humans. Average Joe. Honestly do not know what to put in here. Good leadership and charisma maybe? Paragons, Warriors. Maybe all around with a few good twists here and there.
Charr. Seem to worship their shaman and flamecallers. Monks, Eles. They kinda seem all around again, but fierce to the point its dangerous. That may be a characteristic of charr. Figure it out. Assassins maybe
Sylvari. Nature, peace, spirits. Definitely Rangers. Ritualists make sense. Dervish for holy nature peaceish ideal?
AND
AND
Tengu. Make them. NOW! They are cool bird people OMG!

Hairfixer, makeup, book library, more storage for materials up to 1000 or 500 maybe. Umm... all that comes mind pertaining that...

Customizable armor. Instead of one size fits all, adjustable features such as robe length, texture style, spike length, etc. Do not go overboard here, but it would be nice.

The level capacity... oh boy... This is not world of crappy warcraft. Nobody wants to get to level 100 on multiple professions. I suggest either 25 or 50 as a nice round number. Attributes go as high as say 20. 16 without runes and 20 with headgear and a superior. Make those numbers more pleasant to work with. You figure out the math.

The hall of monuments. HoM. Minis, armor, weapons, and pets could be craftable and unlockable in GW2 after you beat it. Everybody wants their FoW armor and chaos gloves, bandanas, etc in GW2.
Titles however are different. Lets say lucky/unlucky exists in GW2. Let the player from GW1 continue on thier title into GW2. Expand the max title cap on it maybe, and bingo. Just an idea. Players want thier titles not to go to waste. Make me proud Anet. Benefits, but not imbalanced once again.

All I can think of at the moment. Plz review this and consider these thoughts deeply. Feel free to comment on these and piggyback my ideas. Thank you.

P.S. Add a quiver to ranger armors, or just for looks. I think that could add to the economy and general feel of the game. Also, it is because rangers are awesome, but the quiver can be JUST for looks if need be. It does not necessarily stat raising.

Last edited by X Dr Pepper X; Feb 07, 2009 at 03:41 AM // 03:41..
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Old Jan 30, 2009, 07:17 AM // 07:17   #1384
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Hello World,
Today I'm Going To List All the things i think were missing in guild wars and should be added in GW2

1. Mounts: Guild wars never really had mounts i know they had teleporting but mounts are just so awesome a kool looking! Not only do we need walking mounts why not flying and/or swimming mounts? Giant fish, griffins , bears !

2. Auction House: Tired of standing in large cities repetetivly typing selling helm blah blah blah it would stop spamming and would be much easier if there was an auction house with a mailing system to receive your money etc...

3. guild wars 2 needs to have more tameable animals, all beasts should be tameable!

4. Random pvp in GW2 would be awesome lets say an asura is walking through some cave and comes across another person playing as a charr ! they should bealoud to randomly Raid and or attack on site of an enemy race! this may cause other players that dont want to be a part of pvp anger so they can have the option to switch off their pvp!

5. We Need More Accessories : Tabards, trinkets, rings,necklaces, amulets you name it not only do these look kool but they can give you a certain adantage such as +2 armour or + 5% critical anything !


Now Thank You ... For letting me waste your time ,

and GW2 people Add These things for the love of violence and non-boredome!

The Mighty And Noble,

Boxman.
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Old Jan 31, 2009, 10:50 PM // 22:50   #1385
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Quote:
Originally Posted by boxman View Post
Hello World,
Today I'm Going To List All the things i think were missing in guild wars and should be added in GW2

1. Mounts: Guild wars never really had mounts i know they had teleporting but mounts are just so awesome a kool looking! Not only do we need walking mounts why not flying and/or swimming mounts? Giant fish, griffins , bears !

2. Auction House: Tired of standing in large cities repetetivly typing selling helm blah blah blah it would stop spamming and would be much easier if there was an auction house with a mailing system to receive your money etc...

3. guild wars 2 needs to have more tameable animals, all beasts should be tameable!

4. Random pvp in GW2 would be awesome lets say an asura is walking through some cave and comes across another person playing as a charr ! they should bealoud to randomly Raid and or attack on site of an enemy race! this may cause other players that dont want to be a part of pvp anger so they can have the option to switch off their pvp!

5. We Need More Accessories : Tabards, trinkets, rings,necklaces, amulets you name it not only do these look kool but they can give you a certain adantage such as +2 armour or + 5% critical anything !


Now Thank You ... For letting me waste your time ,

and GW2 people Add These things for the love of violence and non-boredome!

The Mighty And Noble,

Boxman.
So make it just about identical to WoW...?
There is a reason people choose GW > WoW.
Keep GW Skill oriented, requiring talent, thoughts and free. Learn from GW1 mistakes but do not make it WoW like.
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Old Feb 01, 2009, 12:28 PM // 12:28   #1386
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In addition to what I allready shared (idea's) on this page http://www.guildwarsguru.com/forum/s...57#post4427457

I will just continue adding more idea's starting from where I left off (I allready mentioned 5 idea's so I'll start at 6 here). I know my idea's might sound unusual but I think it's acceptable to whoever needs this information for the creation of GW2, beats having to listen to the same idea's over and over, where I base myself on how teamwork could be boosted & more exciting. Some of my (idea's) might be more like suggestions but nonetheless.. they might make a diffirence, so here it goes again:

6th Idea: Increased team size

As you all know all missions have a required amount of players to "adjust" your team to the hardyness of the mission (enemies) itself. I believe the point was to "calculate" your strength Vs the oponent depending on what your "lvl" is expected to be at that moment in time (average lvl).
Right now we also have the option "hard mode" wich comes available when one completes the story.
I would like to suggest a combination of both, allowing you to able to bring "more" partymembers into a mission then normally allowed, wich would then "autobalance" the hardyness of the oponents in that mission (and possibly increase chances of getting a good drop just like in hardmode but then by bringing more players and therefor making the enemies just as hard or harder then hardmode with only 8 players when you'd bring 16 players on normal mode). It would certainly reward players that know how to work as a team.

7th Idea: Sacrifice to Gain

Just thinking out loud but I wouldn't consider it to be a bad idea to allow players to sacrifice a certain ability to improve another.
With this I mean that there would be players (like me ^^) that would not mind being able to cause No damage if you'd be able to become a more efficient healer.
This should not be a skill or spell, instead it should be a pernament trademark chosen from the start, it might also improve the urge to work as a team seeing as you can then need eachother more strongly.

8th Idea: Serve as a node/Enchantmented

Perhaps a risky idea this one, but I'll share nonetheless.
Like most of you know there is a skill (enchantment, forgive me for not using it's name but I don't see how it realy matters) that gives target other ally +1 energy regen and +1 health regen and when that ally gets hit you lose 1 energy. Why not make that an elite enchantment wich causes your energy regenerate to "halt" as long as the enchantment is active (max on 1 player at a time), maybe even disable use of signets, but give target other hally a partial amount of energy & health regen "OR" a large regen of either energy or health.
Meaning 3 elite enchantments to choose from for example +9 health regen or +9 energy regen "or" +4 health regen & +4 energy regen at same time. This character maintaining the enchantment would be pretty useless but if the one given the enchantment is quite skilled, it could make him/her more powerfull.

9th Idea: Enhanced item drops

In GW 1, enemies drop money, festival items, quest items, weapons, off hands and some other minor things.
If it comes down to armor, you have to purchase it with smiths. I wouldn't mind it if armor became a part of what drops, in the exception that enemies would drop armor lesser to that you can get at a smith "but" sometimes more rare armor parts that are so good, you can't buy them anywhere else.

10th Idea: Pet hencheman

After 1 year you get a pet that follows you around and does nothing. I would suggest for this system to again be used in GW2 with the exception that pets should fight alongside the player as a henchmen. Would sure make people believe they got a "gift" for being loyal to GW instead of a useless pet wich you can hardly sell for anything to anyone. This pet should have max health of a standard max lvl character but should remain dead when it dies during battle (no chance to rez it) and should re-appear when back in an outpost or a diffirent area.

It took me a total of 15 mins to compose this post and think of these idea's so they might not be perfect for wich I apoligize ahead if I end up wasting your time.
I will share more idea's when I feel like it lateron, if not, I hope that what is shared right now is of value

11th Idea: Larger selection of weapons & Armor

In Gw there seems to be one item wich people want wich has to have the max damage, lesser items simply do not do any damage at all.. so everyone just buys the max damage weapon, gets it through a trader or by an addon bought in the GW shop (where you press /bonus).
I suggest for GW2 to add armor and weapons that do Uber damage or have uber defense compared to other weapons & armor you can get just about everywhere. Lesser weapons and armor to those should also have to be sufficient, with this improved armor and weapons, those players using them should be able to stay alive twice as long as someone with standard armor and do twice as much harm as one with standard weapons (I'm talking about armor and weapons like the rare drops we have no, only their damage should be considerately be higher then what you can get with money..same for armor should they be droppable in GW2). I see no point in the large selection of rare items yet to be discovered in GW1, knowing that the only thing that makes them unique is their appearance, and that their req leave much to be desired (most of the rare drops are not stronger then what you can get at the end of a storyline like factions,nightfall or the standard GW storyline).
Because face it, if you enter a city, the chances are big that everyone is using a max damage weapon or armor with a lot of runes wich in battle is still quite inferior, same for armor defense or health amount.

and to be continued.. I'm sorry if my idea's so far might not be what they should be.. I don't consider myself to be smart at all..
Why post new idea's then? Well now to be easy.. I made 11 comments so far but I dislike the number, I wanted to make it an even number like 20 ^^ so I had to find out possibilities... So right now it was hard for me to come up with anything at all since I mentioned most I wanted to say hehe (might sound stupid but I'm that stubborn).
Ah well, perhaps it might be of use, if not.. no bother

12Th Idea: Manual stats

In GW1 we have the attribute screen where you can increase or decrease your attr. points in whatever skill your class possesses depending on the lvl you've achieved.
I was thinking that maybe it would be better if you could use those total gained attributes and descide to put them into one skill. I'll explain it through the GW1 system to give you some idea, lets pick a warior.. at max lvl he would be able to have 12 strength without any runes, but he would be able to have over that amount if he chose to spend what was left into the same strength skill "if" the max cap was taken away (in GW1 you can max 2 skills to 12 and one skill to 3 without the use of runes). Could enhance options in GW2.

13th Idea: Merging spells & skills

I thought it wouldn't be a bad idea to reward loyal GW adventurers, allowing them to merge 2 (elite)skills of their choosing once on that particular character "AFTER" they've reached their max lvl "AND" when they've completed the story with that same character.
For example MO/NE, Healing breeze & Word of power, allowing you to give energy AND health for 10 seconds (example). This should be replaced with the skills you've merged and you should be able to name that skill yourself, making it more unlikely that others would be using the same combination entirely. It would make others see them as "lords" with this superior skill ^^

14th idea: Weapon of choise defined by experience

Right now it's not recommended to use a weapon wich doesn't "fit" your skills. For example it would be unwise to use a sword with an elementalist since it wouldn't do much damage since you wouldn't meet the weapon requirements seeing as you do not have that weapon skill (weapon mastery). Wouldn't it be better that when you use a weapon a lot, no matter what your class, that you'd automaticly become better with it by how much you use it, making it do more damage over time? putting attr. points in weapon mastery would only serve as a bonus for "more" damage, but at least then players can make more combinations.

15th idea: Map memorisation

The map is great but you should be able to zoom in with your scroller, and they should insert an option allowing players to put memo's on the map to remember locations or items, memo that will not ever dissapear till deleted by the player itself.

I'll add some more idea's later

ok here are my last 5 idea's and then you're rid of me on the GW2 topic

16th idea: three classes

Just thinking out loud but it wouldn't be bad to be able to combine 3 classes instead of 2, would enhance the possibilities and make the characters more unique.
I believe neverwinternights uses this now.

17th idea: more color dye's

Some glossy colors and some fluorescent more expensive colors would be appreciated (more like a suggestion).

18th idea: enhanced appearance customize

An extra option at character build would be appreciated. One that allows a player not only to choose the face but also what they want on that face (like a scar or bruises or tattou, etc..). It would also be nice to be able to descide how long or short you want a certain type of hair.

19th idea: Effects shop

Right now we have a smith that allows you to get 20% damage weapon customization on your weapon.
I would like to have another shop in GW2 that allows one to to adjust the effect on the armor and the weapons (for example polish, to make your items shiny), this option should be available just like with dye where you can choose wich part of your armor & weapon parts to adjust. IT should also sell an option making it possible for people who buy and activate it, to pernamently gain an option in the inventory. Allowing one to choose to "reveal" the type of elemental damage on the weapon (an option that when turned on, other's would see you do fire damage because your weapon would be burning). Ofcourse this second option could just be introduced without having to buy it.

Idea 20th idea: More weapon type's and ability

Right now we have bows, daggers, swords, axes, hammers, staves, rods, shields & offhands..

I would like to see these weapons added in GW2

- Waraxe (two handed)
- Morningstar (one handed)
- Crossbow (two handed)
- Greatsword (two handed)
- Blowpipe (two handed)

I would like the ability to be able to use 2 one hand weapons at the same time without much decreased damage at the cost of att or skill points or whatever

ok folks, thats it ^^

Last edited by Sextacy; Mar 08, 2009 at 08:10 AM // 08:10..
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Old Feb 04, 2009, 06:35 PM // 18:35   #1387
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I know it might be a bit late for suggesting it, but I do anyway.

More dynamic cinematics

There is something that always annoyed me with Guild Wars' cinematics and it's the fact that the characters are lifeless, move like robots and their movement are actually the emotes we can do in town. It's ugly and it lack in originality : We always see the same laugh, the same sigh, the same pointing, the same things... Add to that the fact that the characters' eyes simply don't move and you get boring cutscenes. Plus, it's really ugly when the character is holding a weapon that just disappears for the emote...

That's why I loved the bonus mission pack... The cutscenes in it use unique animation. Seeing Gwen collapse on the ground, exhausted, or a slow-motion fight with unique movements on a bridge is more interesting than if there was the "/catchbreath" or the famous "swing sword" animation + "die".

I hope it will be better in GW2

Last edited by Chabby; Feb 04, 2009 at 06:46 PM // 18:46..
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Old Feb 04, 2009, 08:11 PM // 20:11   #1388
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Smile The 20 Level Cap is good, but what happens after isn't

GW1's best aspect is the level cap, the quickness of the game and changeability so you do not have to restart that character you have spent months on just 'cause of a minimum mistake, present in most MMORPGS. Getting to level 20 can be accomplished in a week and a half, without even finishing the storyline. Mastering the game requires much more experience and strategy than just reaching level 20. Enough good points, now the bad one: GW's developers have thought that a skill point is valuable and would motivate people to keep leveling and caring about exp. But particularly or not, I have NEVER been missing a skill point and needed to level up to be able to buy a skill, actually my skill points are always above 15 or so, you really do not need to buy dozens of skills, you buy the ones that fit in your build and some others you just wanna try.

Now finally the suggestion: PLEASE, ANet, don't take this really good feature of GW out! After getting to level 20, there should be a real motivation to keep caring for experience other than maybe titles, something that does not end, something you can keep training up and up, getting better and better, but still do not create disadvantages. Maybe each level higher after 20, you get some kind of point you can spend to access something of your choice, this way the advantages of keep leveling beyond level 20 are not gradual but of your choice. I mean, you won't get each level more powerful or have more items or anything like that. You can spend your extra levels just as it is done with faction currently, but not to unlock skills, heroes or items, but to unlock locations and PvE exclusive facilitative stuff like faster ways of moving around maybe as map travels if they aren't included on GW2, or shortcuts from a point (town/oupost) on the storyline of one campaign to a equivalent point on another campaign (a Ascended Prophecies character would expend some of these hypothetical extra level points to teleport to the equivalent outpost on another campaign (Weh no Su on factions or having "Hunted!" quest on night fall completed). This would minimizate problems like the dificulty to get to an outpost which is far from the port city of the campaign.

Also, expansions and additional campaigns should include higher levels... I mean: for example you start a Prophecies character, get to level 20 and to the port city, then you go to another campaign or EoTN and then you will level up in your second storyline up to level 30 then you will choose your third storyline and level up to 40 and finally the last sotryline and level 50. Maybe it is a bit confused, I will try to get to my point another way: let's consider GW2 will have five paralell storylines (five campaigns/expansions), when you create a new character, you would be able to choose one of the five stories to start from. When you get to level 20, you will probably have gotten to the port city already, where you will choose your second story, do a quest to go to the other continent and start doing the primary quests there, until you get to level 30 and to the outpost that will let you choose your next story to go. Access to other continent while this not being the one you want to be your next storyline would be allowed, just because would be non sense you buy 4 extra campaigns and have to wait to use what you bought... I am considering "storyline" here as the sequence of primary quests and missions and not the secondary quests. Getting from 1 to 10 should be as quick as getting from 11 to 20, 21 to 30 and etc...

Summing it all up:

* Leveling up beyond level 20 and maximum cap level would give each level a small amount of points which you can use for PvE exclusive stuff, and still give the skill points it currently does.
* The sorylines should be used one as continuation of the other, on the sequence the player may want while not blocking access to secondary quests and outposts, areas, etc of the continent where you aren't yet playing its storyline.
* The first storyline you play should get you to level 20 and to port city, the two requirements to play additional storylines you have bought.
* Each additional storyline you play, provides a increase on maximum level cap of 10, so the level cap would increase along with the stories you buy and play.
* Leveling shouldn't get longer on higher levels; leveling from 1 to 10 is as fast as leveling from 51 to 60 (if this level can be reached)


Why this could work

* Would keep the special and unique feature of GW of changeability and quickness.
* Would REALLY motivate to keep leveling
* Players would have much more to do other than getting to maximum level caps and finishing storylines, there would be locations paralell to any storylines, or even little storylines paralell to the main one.
* The game in my opinion would be almost perfect(i think there should be the option to do something like scrimmage (on GH) but on PvE areas, with your friends which are not from your guild or ally)

Why this may not work

* Anet isn't planning to have so much of a storyline, but according to Gaile it will have a more 'sandbox' environment.
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Old Feb 06, 2009, 08:00 AM // 08:00   #1389
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one last thing to add, in GW2 the min lvl should be 40, prefered lvl 100

Quote:
Originally Posted by gw2master View Post
Also, expansions and additional campaigns should include higher levels... I mean: for example you start a Prophecies character, get to level 20 and to the port city, then you go to another campaign or EoTN and then you will level up in your second storyline up to level 30 then you will choose your third storyline and level up to 40 and finally the last sotryline and level 50. Maybe it is a bit confused, I will try to get to my point another way: let's consider GW2 will have five paralell storylines (five campaigns/expansions), when you create a new character, you would be able to choose one of the five stories to start from. When you get to level 20, you will probably have gotten to the port city already, where you will choose your second story, do a quest to go to the other continent and start doing the primary quests there, until you get to level 30 and to the outpost that will let you choose your next story to go. Access to other continent while this not being the one you want to be your next storyline would be allowed, just because would be non sense you buy 4 extra campaigns and have to wait to use what you bought... I am considering "storyline" here as the sequence of primary quests and missions and not the secondary quests. Getting from 1 to 10 should be as quick as getting from 11 to 20, 21 to 30 and etc...
I doubt the builders of Neverwinternights would like this seeing as you'd be copying their principals.

Last edited by Kattar; Feb 06, 2009 at 01:35 PM // 13:35.. Reason: Stop double posting please
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Old Feb 06, 2009, 08:49 PM // 20:49   #1390
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I read through most of the ideas and there were a lot of great ideas.

My contribution would be based on skills and how they are aquired.

This is all for Pve. PVP should be completely separate and be regulated with similar but different rules for balancing. First we start with classes. When you start the game you have a primary class. You have a point system to deligate your attributes, but your skills are aquired by quests which become available via a leveling system different from your character level.

All skills would have a level barrier. You have level 1 though 10. Level 1 are skills you can (via quests) aquire when you skill's level for you profession is level 1. You gain points in your profession by questing and other means like general fighting and such (similar to Character levels). Once you reach level 2 you have access to quests to obtain Level 2 skills. To keep the balance of a skill, the effectiveness (dmg, duration, speed) will all improve as your skill levels improve and also via attibute points. Elite skills will be done the same way except you still have to cap them. This keeps players from capping a great elite skill early in the game. The skill level can be viewed as a title. So If you are a skill level 5 warrior would be a knight or something more congruent to the GW2 lore.

**It could also have meaning as to openning up new classes of where your core class is warrior but as a specific skill level you get the option to persue a different group of skills thus in a branch scheme (I don't like that idea because it would limit your build selection given the number of skills you are allowed to use at a time). **

Now the twist is. You are not subject to only one profession of skills, although to gain skill levels outside your class would be more difficult and time consuming thus adding value to questing. You can still only allicate one elite skill to your bar.

My other idea was to have a Core group of skills (not like GW). The core skills are skills like Resurection that can be use across all classes. There would be a fairly large group which would become available via skill level (regardless of primary class) but unlike Class specific skills, they would be automatically become available when you reach the required level.

Example: Your character is a Level 50 human warrior. Your skills level for warrior/Monk is 8 (Your title is General **Its just an example. I haven't even tried to come up with a list of titles). Your skill level for Monk is 2 and Ranger is 4, so you have access to the skill quests for those levels. You only have the ability to quest for your primary and secondary classes. I liked the idea of changing you secondary class on the fly within towns or the guild hall so that should remain.

**Another failed idea that maybe someone could develop. I named it tenatively Skill Sliding. It was a skill that is not on your current skill bar that was preset before questing that could only be used when you met some kind of critiria (like filling a special bar). I would replace a skill on your bar for a brief amount of time (after you activate the slide) and be gone after the use. This was more of a Pvp thing to keep a specific build from dominating during a match. Say something to counter a ele spike build when your set up to counter a balance build. **

My last wish for ANet would be to add in a "Grand" (or Great or whatever would spice it up for you) weapons class. Ex. A warrior can use a sword and a shield (one in each hand), but a "Grand" class sword would cause more damage (and maybe an adverse effect) and it would be a two handed weapon. The cool thing about it is you could use the weapon specific skills as well. More bang for your buck but less defense and it could possible make you slower or unable to jump or swim while equiped due to weight. Also it could be limited to just the primary class depending on the weapon (sword, axe and hammers to warrior; bows, crossbows to rangers; etc... etc...) Its just an idea to help open up the game itself to more options.

Quote:
Originally Posted by Wulver View Post
Now the twist is. You are not subject to only one profession of skills, although to gain skill levels outside your class would be more difficult and time consuming thus adding value to questing. You can still only allicate one elite skill to your bar.
Sorry about that. There is no twist.

I originally was thinking about having no real secondary class. You could use every skill you had freely while maintaining a max number of 8 skills on your bar. So you could have Warrior, Monk and Ele skills on your bar at the same time. The cool thing about the skill level feature is it gives all your skills funtionality, without assigning attributes to them, by essentially raising the minimum effectiveness of the skill itself. So if you are maxed out in all your professions as far as your skill level is concerned, all your skills will be useful to a point. A heal won't be super effective without attib points but it would really assist with solo builds for the loners out there. It doesn't really allow the player to create super builds but it gives them more flexability to solo if they want to. This is great for Pve.

The major issue with this is in PVP. It would completely unbalance pvp and make build building less enthusiastic. That is why ANet would have to separate the two completely and place restictions on skills in PVP. I think that should be done as well. To spice it up. They should also have a ban list of skills that can't be used during a tourenment season to promote build building. Or have two separate areas, traditional and advanced (traditional allows all skills and advanced uses the ban list).

Last edited by Kattar; Feb 07, 2009 at 03:49 AM // 03:49.. Reason: double post
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Old Feb 07, 2009, 09:47 AM // 09:47   #1391
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I know I said I'd stop at 20 idea's, back then I meant it but when it came up in mind I forgot to share some idea's.. I'm happy I didn't make any promisses

21th Idea: Skill strength tollerance

In GW1 you are able to exceed 13 attribute points in a skilltype belonging to your primary profession (attributes can be raised over 12 points per skilltype), but you cannot exceed 12 for any skilltype belonging to your secondary profession.
In GW2 this cap needs to go so people would be able to go over 12 for both professions. Not being able to use the primary skill attribute for the secondary class (examples of primary skill attributes: Divine prayer, soul reaping, energy storage, strength,..) is more then punishing enough so I don't see how taking away the cap would unbalance the game at all, it would just improve the chance for more advanced builds.

22th Idea: Extra more powerfull runes

In Gw1 with a superior rune, one cannot go over 16 attribute points wich tends to get annoying sometimes, So I suggest having 4 more runes in GW2 wich should end up looking like this in the shop:
Minor rune = +1 attr
Mayor rune = +2 attr -50 hp
Superior rune = +3 attr -75 hp
------------------------------------ (example names of new runes)
Magnificent rune = +4 attr -100hp
Overpowering rune = +5 attr -150hp
Master rune = +6 attr - 200hp

Maybe not so bad for those that like to harvest too ^^

23th idea: Story completion gifts

Every time you complete one of the new stories in GW1 by completing all their missions and defeating all it's bosses, a god should appear before those players wich would then offer 1 unique gift like a constant enchantment wich cannot be undone by any skill or by time itself, a gift wich you can choose from yourself each time you complete a story and those gifts will "stack" with future story gifts (gift can be gotten once per story per character).
The players have to talk to the god (for example dwayna) and choose whatever gift they like most.

example's of such a gift:
"your max energy has been pernamently raised by 10"
"your max health has been pernamently raised by 50"
"your max armor has been pernamently raised by 100"

But you can descide to decline the gift to honor the gods, in the end when all stories are completed, that player who has always offered their gift to the gods, in the end that player will be teleported to another sphere/area where all the gods will be waiting to grant you a divine gift for your devotion to the them. You'd be able to choose from one of these gifts:

"your energy rate will be pernamently boosted +1 and you gain 2 energy every time you use a signet"
"your health rate will be pernamently boosted +1 and you gain 10 health every time you succesfully health a player"
"you attack 15% faster and gain 1 extra adrenaline per hit"

etc..

24th idea: Double primary & offhand

I'm sure most players like to wield two swords or axes at the same time (one per hand unlike the daggers). But it made me wonder about everyone that doesn't realy need weapons like runner builds for example.. Therefor I would seriously recommend the possibility to wield a shield in both hands (they should add cool looking arm shields that don't look big 'n stupid). The possibility of holding 2 offhand items at the same time should be introduced aswell to not discriminate the casters in the process ^^

25th idea: More armor

In GW1 we have 5 armor pieces (legs, feet, chest, hands & head). In GW2 we should have 3 diffirent layers (for example underwear, chainmail armor, chestplate). This would again allow multiple choises in how your character ends up looking. Also I recommend a larger range of armors you can get in the game (more sets & more defense!).

26th idea: More specific music

I suggest that they use new age music or something likewise. I remember the Zy-el mod for Diablo III on the pc, for some reason I got addicted to the game just for hearing diffirent music on it.. music that made me live the game... example can be found here for download http://zyel.planetdiablo.gamespy.com/id3.html
(all the way belong that site, try monestary, diablo, baal, dessert & town 1)
Music we have now tends to get boring as hell.
Music should not just be chosen by wich area type you are in, music should be played according wich area you are in on the outside of an outpost or mission, but every mission should have it's own unique song, perhaps even chosen by the type of mission you are on or it's hardyness.
They should also allow an option so you can choose your login music and lock it so you'll always hear that music in the character selection panel.

27th idea: Customize textures

Maybe an idea that belonged to an allready mentioned one.
Every armor should have symbols or textures on them wich you should be able to choose for yourself at a smith (only possible for the ones you purchase at the smith itself) for a price ofcourse, you should also be able to choose the color of those symbols & textures seperately.

28th idea: More advanced seek party option

Right now you can set yourself as "need party" but not everyone looks at it or knows how to..
If a player goes outside that player can no longer meet other players instead of the ones that were selected.
I was thinking, why not introduce the seek party there so you can still allow others to "merge" into your current party if you accept them in, although only members who happen to be in the same area should be able to request a party. This option should also be allowed during a mission, would be helpfull for parties that always end up bringing players that leave during play wich usualy makes the party fail at that mission or quest. At least then people would make more use of the party request option allready introduced in GW1 (IF it will be used in GW2).

29th idea: Modify character at login

Right now when we start GW1 we get a list of all the characters we have and have to select them to login.
I think it wouldn't be bad to be able to configure spells or check your inventory from the login. It would save players the time having to find the character that holds whatever item they are looking for on their account, also it would give players insight on what character they should use for a mission before bringing another character (happens to me sometimes that I bring a character and then it doesn't happen to have the skills wich I need). Also, it should also show in a minipopup if you scroll over your character, wich area's you've allready explored in case you want to help someone and you might not be able to... or at least introduce a way to know how far you can go on the map,no use loggin in with everyone character just to see if one of your characters meet the required area, skills, etc..
And I know people well enough to know that they like things to be easy to access. A little suggestion would be to add at least 1/3rd more faces to choose from and allow eye color to be changed seperately since it tends to get annoying to find a face that realy suits you per character class, I believe more editable options are in order here too.

30th idea: regenerate at the cost of degenerate

Just me thinking out loud again, but perhaps it would be a good choise for all the pro's out there to allow a degenerate of either HP or EN to boost the other.
Meaning that an elementalist that wants +1 energy regen, he should have to sacrifice his +4 health regenerate and will therefor rely on healing skills & signets from thereonin.
a character who sacrifices +1 energy regenerate should be given +4 health regenerate or something like that, if you can use this then you figure it out

31th idea: More signets

Right now we have some realy good signets, unfortunately most signets cast too slow in GW1 and I hope they won't make the same mistake with GW2. I mostly use a healing monk and when I use the divine prayer signet, players usualy die on me since it's 1 second too slow. I have seen similar things on other signets, therefor I want to suggest more runes that can balance things out even further at the cost of HP ofcourse, else everyone would end up using signets instead of spells lol. I would recommend adding more runes that give a certain effect and wich cannot be undone by the enemy unless by yourself if you cast a spell or use an attack skill, depending on what kind of signet you are using.

32th idea: Higher lvls

I'm uncertain wich lvl they'll introduce exactly in GW2, I just hope they don't make the same mistake then in GW1 because a lot of people like to be able to have higher lvl characters. If you are able to get a very high lvl and if it doesn't happen too fast to reach max lvl, then you end up having players that start looking up to higher lvls, maybe a new way to earn money although to prevent powerlvling they should disable experience for everyone in the team if one of the partymembers is too high lvl. Anyway I suggest at least lvl 100. It was very successfull back in the days of Diablo II. I would also like to suggest a larger amount of spells & skills then what we had now on GW1 and balance them out (example: there's a mesmer skill wich disables you to receive any adrenaline making those skills useless, yes you can undo that spell by another spell but it doesn't take the mesmers long to re-cast it on you constantly, they should have introduced a signet that disables attempts to stop it as long as you use attack skills).

33th idea: Skill concentration

You should be able to concentrate purely on the skills you wish to use, making those that were selected better. Let me explain what I mean..

Say you descide to only use 4 spells/skills/slots, those remaining (chosen) skills should receive a bonus and become stronger/more effective. Not a bad reward for taking more risks I believe.
Lets see the 8 slots as 8/8, so if you only use 7 slots, all your skills/spells, etc.. should become 1/8th stronger
If an attack skill does 8 damage per hit but you only select that one skill and leave all other slots open, that attack skill should do 7/8 more damage, meaning it would now do 15 damage per hit. Another example, if you have a smiting monk that uses 4 smiting skills or better said 4 slots and it's main smiting skill does 50 damage per use, that damage should now be 50:8x4 = 75 (the 8 stands for max slots and 4 stands for the slots used). You basicly first deal the skill outcome through the max slots wich is 8 and then you multiply that outcome by the amount of slots not assigned.

34th idea: voice emotes

They should introduce an option wich allows you to bind voice emotions to buttons so during game players can say something like:
"Keep an eye on my energy!"
"I'm going in, guard my back"
"Fall in line, we need to stay together on this!"

I believe it could make players "believe" they realy are in the game for a while. Good for adrenaline to hear someone shout in rage "Hold the line, we shall not fail!"
But ofcourse again this is me thinking out loud.

35th idea: PVP notice option & seperate guild friendslist

It tends to get annoying if your in a large guild, allied guilds and your own guild would be chatting all the time and it's no use turning both off or you would no longer be aware of the important things.
I know that when you change the guild background information that everyone in the guild can read it but it's not the point to change that just to bring others up to date about what's going on.. So I suggest an extra box to send important guild events to guildmembers (another box wich can also be tagged off by other members), this message should still be received when guildchat, allychat, teamchat and general chat is crossed off, but can be crossed off too.
It's also hard at times to keep your friends apart so a great help would be to have a seperate list for more personal guildfriends, would be good for guilds that like to go into PVP with a handfull of people of wich they know are the most skilled. Also if possible it should also be nice to show a small figurine of the character that was added to the list (not the one they are controlling right now, but the one used to make the friendship) once you scroll over the names, just to make it easier to recollect wich friend it is if you haven't spoken to eachother in a while, is very helpfull if you have much (new) friends.

36th idea: Trade experience for money

A lot of players like myself are not good at farming and I know a few players like to brag with how much experience they allready have, but I don't see a point to having extra experience if you are allready max lvl. Therefor I like to suggest an option wich allows you to trade extra unwanted xp with coins. But you should not be able to de-lvl for money, you should only be able to change xp for money till you reach the last lvl you've stopped on (meaning that if you got lvl 17 at 20.000xp for example and you happen to have 22.000xp, you would only be able to trade the last 2.000xp you have for money).

37th idea: Effects depending on choises

Every spell & most skills have a certain effect shown on the weapon or above the player itself.
A monk healer that casts healing breeze shows a certain symbol above his/her head when casting.
Now I was thinking about making those effects look plain "but" chance by every few points in a certain skilltype, making the effect look more enhanced depending on how strong you are in that area. I will leave the idea's for effects up to you since it is not my place to make any descissions.

38th idea: Pernament ranks

I thought the asura, norn, vanguard rank skills were a good idea in GW1. I understand it would be unwise to introduce ranks like these into GW2 seeing as then you'd be using the very same character (cannot earn respect from those that allready know and accept you as one of them and you'd allready share their talents). But there could still be a way to introduce skills like these, depending on your faith in a certain god like dwayna, grenth, etc.. faith could be proven by lots of quests or maybe by how you act in game (so if you follow dwayna you would never attack creatures that are not hostile).
But again it's not up to me to figure out the details, assuming the idea might be used wich isn't likely yet at this point.

39th idea: Guildsigns

In GW1 you could only know wich guild someone was in by looking at their tag behind their names "or" their cape.
I would suggest making alternative methods to show your guild to others, meanig it wouldn't neccessarily have to be shown through a cape, these are my suggestions of other means:

-necklace (with symbol hanging on your chest)
-belts (with random chosen symbol in middle front)
-bracelet (with a small symbol hanging from it on a thin, short chain)
-headband (does not count as a helmet, is placed directly on forhead with a symbol in middle and with medium length lints hanging on back)

40th idea: combination skills/spells

Some wariors or spellcasters like to combine spells to use directly after one another, I was wondering if it were possible to "combine" up to 3 allready assigned skills/spells to a 4rth slot so it would take longer to cast/hit but the effect would be slightly greater then when you would just hit/cast with 3 skills/spells seperately.

41th idea: advanced weaponry

In GW1 we had diffirent colors for diffirent strength's of items:

White for weak items
Blue for weak magic items
Purple for average magic items
Gold for strong magic items (with high values but rarely perfect)
Green for perfect status

The problem wich they made however was that sometimes green items weren't much better then purple or gold items since they did not have anything realy special about them..
If they plan to introduce this into GW2 I strongly suggest making sure that green items have 1 extra magical attribute on them.
Example of a green item now: (max dmg sword) +30 hp +20% dmg (it should have more options then this to make it better then all other weapons).
But I would also suggest items with a new colored item, better then green (black), these items should be the rare weapons, staves, etc.. wich are rarely found, but they should be uber compared to all others.. would make it worth the while to spend hours trying to get a hold on one of these.

42th idea: Ability to choose your status for yourself

In GW1 if you lvl up, you get a certain amount of extra hp
This option may remain although I would advice an extra choise between the attributes, allowing you to sacrifice an unwanted attribute point into some new options.

Placing an attribute point in one of these should either allow your health or energy accordingly but should increase faster the more points you put into them.

-Extra Health

1-3 points = 5hp per point (so 3 points = 15 more hp)
4-6 points = 10hp per point (so 6 points = 60 more hp)
7-10 points = 15hp per point (so 10 points = 150 more hp)

-Extra Energy

1-3 points = 1en per point (so 3 points = 3 more en)
4-6 points = 2en per point (so 6 points = 12 more en)
7-10 points = 3en per point (so 10 points = 30 more en)

The same can be done for movement speed, attack speed & spell casting speed.

43th idea: Suggesting types of damage upon wich new skills might be based.

Acid types (not poison)
Gass types (like nerve gass and such)

44th idea: Idle fighting

In certain situations players join a game just to leech, they don't move or do anything at all wich is annoying. At other moments you are playing and then you need to go, it's not pleasant to have to do everything over since the chances of your party not succeeding will increase once you go afk.
I would therefor recommend an new implemented option that will automaticly animate idle characters to behave as henchement until the idle player comes back an descides to go active again by the click on a button.

45th idea: Manual rez signet recharge

Usualy during a mission there are few players that actualy bring a rez skill, therefor I would like to suggest the option to "drop" a skill/spell during gameplay to manualy reload the rez signet as a form of "trade", meaning you will not have the skill that you traded equiped anymore during the mission but it will be re-set once you reach an outpost (the skill that used to be there before you exchanged it to recharge the signet, will be in place again automaticly).

46th idea: character info & character seperated

In GW1 you usualy have it that you want to click an enemy but that enemy happens to be behind the health/energy bar or the weapon switch button, making you unable to click it soon enough and giving the enemy a chance for the first attack(s).
In GW2 they should a small seperate section underneath the screen so it wouldn't be in the way. Diablo II had the same idea a long time ago (sorry for often comparing with diablo II but its the game I know best, so easier to compare with seeing as it's rpg too).

47th idea: Lasting festival items

During a festival you find a lot of items wich activate something (get drunk, turn into a snowman, etc). But sometimes you should be able to find festival items that you can use endlessly (as an item that you can turn on and off when you want by re-activating it). Would boost the chances of anyone rather spending their holiday time on GW2 instead ^^

48th idea: Pawn shop

How about a shop where you can buy/sell pets at their current price (buy = 2x the original price). Maybe even a place to buy/sell festival items (also 2x the normal price since those items are unique and can only be granted yearly or during holidays).

49th idea: New pvp gametype

In gw1 we have diffirent settings for pvp play, I would like to suggest yet another gametype where everyone at the middle gets +2 health regen and +1 energy regen and the holder of middle gets score every 10 seconds (after 5 mins the team with the most score wins).

50th idea: Advanced painting

There should be a new option for dye's, allowing one to choose wether the second chosen color should be mixed and form another color, or simply be dots, squares, triangles, etc.. ontop of the first color layer.

Now I wanted to go to 100 idea's but my wife wouldn't let me so this will have to do.. Have fun ^^
Also when I look back I do want to apoligize to the moderators of this forum since I saw them warn me about double posting a couple of times when I had only posted once. I noticed a double post myself earlier, I have no clue how this happened, prolly an error on my end in my browser or something.. but still.. Sorry

Last edited by Sextacy; Mar 08, 2009 at 08:14 AM // 08:14..
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Old Feb 13, 2009, 11:03 PM // 23:03   #1392
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I think they should make player characters more powerful as solitary fighters than they currently are. That's not to say that I would like a shift away from team-based gameplay, because I wouldn't, I just think that a character separated from their friends is too weak and helpless.

I would like to be viable without grinding. I don't understand why people are saying that they think the maximum level should be 100 or 40 or whatever, because those numbers don't mean anything. You could make a game with a level limit of 1,000 where you reach that limit in a week of casual gameplay. You could also make the level cap 5 and have it take hundreds of hours of grinding to get there. I don't care what the actual number is, but I don't like working so I can have fun later like most mmo type games ask you to do. I'd rather just skip to the fun content.

I don't think they should add mounts unless they have a good gameplay reason to do so.

I'd like to see a shift towards having the way a player plays their character be significantly more important than their build. That's *usually* the case, but for example, right now a touch ranger is able to beat a sword warrior almost every time, and there's not a lot the warrior can really do about it.
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Old Feb 14, 2009, 12:01 AM // 00:01   #1393
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Make Monks and Pargons be able to fly Dwanya has wings afterall.This is for PvE only.
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Old Feb 14, 2009, 09:33 AM // 09:33   #1394
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Quote:
Originally Posted by Age View Post
Make Monks and Pargons be able to fly Dwanya has wings afterall.This is for PvE only.
Dwayna has wings.... but Dwayna is a god. Monks and paragons are only servants. Dude able to fly? If such abilities should be in the game they shouldn't be profession specific, but be related to skills or tonics or something like that. Perhaps also to the species.

Examples: Raven Form (Norn), Grow wings (sylvari), New version of featherfoot grace or windborn speed (Dervish and Ele).

But overall I think it would look rather ridiculous.
However:
/signed for the idea of more effectful skills (For example an actual phoenix flying towards enemies with "Phoenix" or a etheral dragon following "Dragon Slash"'s movement during the attack).
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Old Feb 15, 2009, 01:28 AM // 01:28   #1395
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Quote:
Originally Posted by Age View Post
Make Monks and Pargons be able to fly Dwanya has wings afterall.This is for PvE only.
It would be too difficult to make it work. First of all, assuming primary and secondary professions are still in, everyone would pick one of those two as their secondary for the ability to fly. It would make close range fighters nearly worthless since everyone would never come close, and every area would have to be designed to accomodate flying, which would be a ton of work.
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Old Feb 15, 2009, 02:21 AM // 02:21   #1396
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Yeah, you can't just "tack on" something as complex as in game flight. Hovering is easy. Jumping is trickier, but doable. Flying... not so much. I mean, just play Aion if you want that.
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Old Feb 15, 2009, 03:25 AM // 03:25   #1397
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I just think the biggest problem would be designing the world for it. What if there's a town surrounded by mountains, and you're supposed to take a certain path in order to get in? Flyers will be able to bypass that. Or what if there's a dungeon with traps (spike pits, lava, whatever) the player is supposed to jump over to get past? Flyers could beat that easily too. It can be made to work (levitate in Morrowind), but there are a lot of kinks to work out, and I think it would involve too many sacrifices to be worth it in the end. I'd rather they spend the time making pvp more engaging or improving game balance, or something like that.
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Old Feb 15, 2009, 04:21 PM // 16:21   #1398
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Allow us to play PvE while waiting for PvP matches to begin

However, the formal PvP is going to work (unlike the World PvP), have it so that you can enter those battles from any location. Form a group, hit a button on your interface, and you join the quee for a PvP battle. Then, you can go out into the persistant world and fight monsters in your group while waiting for the PvP match to start. This is already done in other MMOs (look at how Scenarios are done in Warhammer Online) and is a great way to remove the potential for boredom that exists in PvP while "no opposing parties, resetting timer" occurs.
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Old Feb 15, 2009, 04:59 PM // 16:59   #1399
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Flight is possible, it just just have a limited range. I would have limited time (70 seconds) you can be airborne, and the higher you fly, the shorter time you can stay airborne. It should be a Dwayna-based skill available for all classes, but the Paragon and to lesser extent Monks should have flight bonus of say 15-10 more seconds.

Pets should be available to all classes, Make [Charm Animal] skill available for all classes but Rangers would receive the Beast Mastery bonus they currently have.
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Old Feb 19, 2009, 04:42 AM // 04:42   #1400
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As someone who bought both Prophecies and Factions Preorder (Canthan Targe Woot) I would like to see the Bonus Items I achieved in Guild Wars follow me in to Guild Wars 2 (I.E, Legacy Items). However unfortunate other players were to not have been around to get said Items, I believe this would be rewarding dedication to Ncsoft Guild wars, I mean, if you're still playing after 4 years, I'd think a shield wouldn't be too much to ask for.

Also, Capt. America Shield.
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