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Old Apr 01, 2009, 11:16 AM // 11:16   #1461
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Originally Posted by pumpkin pie View Post
The thing is they cannot read suggestions send by us, I've read it somewhere, possibly on the wiki or gw website. I try to look for it, but cannot find the link anymore, I was going to ask Ms Regina, because on her talk page is a link directing us to suggestion page. My question was why link us to post suggestion when in the first place they cannot even read it. I am very sure i've read it, i remember they say if you send anything that has to do with suggestion to game, they will send it back un-open/un-read.
They can and they have - although typically with their own twist to it.

The actual statement is that they don't accept privately solicited suggestions. Instead, they see public sites such as forums and, recently, the wiki as the preferred medium of communication. It might be because they want to see a public reaction to a suggestion before running with it, or it might have to do with the legal status of something posted in a public place compared to a private submission... or both.

Either way, their policy does allow them to consider suggestions posted here.

As for the discussion in question... why not have two modes, kinda like Hard and Normal? One that sets everything to the level of the player(s), and one that leaves everything at their original levels? Can't be any harder to implement than level scaling in general, and this way both sides win.

Last edited by draxynnic; Apr 02, 2009 at 04:39 AM // 04:39..
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Old Apr 01, 2009, 04:16 PM // 16:16   #1462
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I would like GW2 to take some more influences from the good things in WoW

an auction house would be nice, it would stop people spamming chat and means people are less likely to use ebay

I would also like to see more item slots, so you can equip rings, amulets etc to increase your power rather than runes,

I also think that team farming should be encouraged more: rather than nerfing the crap out of drops and builds, they should make skills over many profs that can work together nicely

i also want to be able to change the appearence of GW2. My brother has changed the appearence of his WoW display significantly, he has health an mana bars in a circle arround the charecter, i think this would be really good on guildwars because it means you can keep an eye on the action and check ur health and energy levels.

i think upping the ammount of equipted skills would be good so that you can have about 10-12, and that you get some longer lasting enchanments that last say, 5 mins...

my final request it that we get more types of equipable drops, like armor etc, and that very powerful high end uniques are assigned 1 person and effectivly customised, but they have a higher drop rates - if this is done, maybe they should be a different colour, such as red??
True.. But I dont think they'll do the final request. The closest to equipable drops is the loot sharing.
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Old Apr 01, 2009, 08:05 PM // 20:05   #1463
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draxynnic:

It doesn't matter how they make it , the whole idea revolve around making the game ageless, thats why I wanted to have the monsters evolve/grow with the character and previously i also wanted that boss monsters move around, and not in one single spot all the time. this way every time you go someplace you have new monsters to kill, and to hunt down a boss is not just a boss run anymore, player would really have to hunt it down. could take seconds to find could take days depending on luck and how throughly a player looks for it.

It can be anything actually, I am sure Arena Net can come up with something better. Do you not see the potential, a system to generate different contents* everytime a character goes into an area even if they've been there before, the monsters spawn, the npc, all random. It would make the game fell fresh and new for many many years.

*provided that all tyria monsters stay in tyria, etc like you don't find wild elephant in the USA, localization of monsters type, but if they belong to tyria they take turns spawning at different locations of that particular map.

anyway, TV time.
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Old Apr 02, 2009, 04:44 AM // 04:44   #1464
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Originally Posted by pumpkin pie View Post
It doesn't matter how they make it , the whole idea revolve around making the game ageless, thats why I wanted to have the monsters evolve/grow with the character and previously i also wanted that boss monsters move around, and not in one single spot all the time. this way every time you go someplace you have new monsters to kill, and to hunt down a boss is not just a boss run anymore, player would really have to hunt it down. could take seconds to find could take days depending on luck and how throughly a player looks for it.
Sounds a bit like it was in Prophecies, where boss monsters could spawn in different places or just not spawn at all...

...and days? That could get turn-people-off-the-game frustrating. Could you imagine being asked to bring a certain elite - for a guild run into an elite area, say - and spending three days straight trying to get it and failing just because you had bad luck? Some variability is good (and is something they're already aiming for with GW2) but it shouldn't be an obstacle in the process of gathering the tools you need to be effective.
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Old Apr 02, 2009, 06:53 AM // 06:53   #1465
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Originally Posted by draxynnic View Post
They can and they have - although typically with their own twist to it.

The actual statement is that they don't accept privately solicited suggestions. Instead, they see public sites such as forums and, recently, the wiki as the preferred medium of communication. It might be because they want to see a public reaction to a suggestion before running with it, or it might have to do with the legal status of something posted in a public place compared to a private submission... or both.

Either way, their policy does allow them to consider suggestions posted here.

As for the discussion in question... why not have two modes, kinda like Hard and Normal? One that sets everything to the level of the player(s), and one that leaves everything at their original levels? Can't be any harder to implement than level scaling in general, and this way both sides win.
The reason why you can no longer find it on the wiki is cuss it was forbidden. I'm not entirely sure why but as far as I was able to make out.. Arenanet didn't like the information being on the wiki.. perhaps cuss they don't want to hear other people's idea's... or maybe the information shared wasn't correct.. who knows..
Although I sure hope they'll read this.
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Old Apr 02, 2009, 10:06 PM // 22:06   #1466
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Default My hopes for character creation/development

I've been thinking a lot about how to develop player characters. This is assuming they still intend to make it a much longer and involved process to raise a character up to maximum level/power, which should ideally make each individual player character more diverse and flexible in the process. Here's some of what I've thought about that I think could make this work out well:

- Have around 8 different classes.
- Make each race have different classes to choose from (I'm thinking maybe 6), but never all 8.
- Make it so that each possible 2-class combination can be made with at least one of the races.
- Have it so that you choose a race, and then choose TWO classes.
- Have these classes not be primary and secondary, but rather both primary, in that it gives the player the full benefits and abilities of both classes.
- Have it so that you must choose a limited number of skills to be usable on your skillbar when out in the world, like GW1's 8 skillbar, but make it larger than 8 (I'm thinking at least double that many). Have it so that you can change this in any town for free, just like GW1.
- Have it so that you can change your attribute spread in any town for free, just like in GW1.
- Make weapons and armor class specific, and have it so that you can use any weapon or armor that either of your two classes can use.
- Make each "class" of weapon and armor hold specific types of upgrades that are tailored to help that class specifically. Heavier plate-type armors, for instance, could have upgrades that would benefit the warrior-types, such as armor and health mods. Lighter cloth-type armors would offer much less protection, but you could have magic-related mods on them, for such things as magic points, and magic regeneration. And other types of armor would have different mods for their classes, whatever benefits them specifically the most.
- Likewise for weapons, make their possible mods very class-specific. Make caster-type weapons considerably weaker in terms of weapon damage than the melee weapons and bows and such, for instance, but have it so that you can equip them with mods that suit a caster, such as magic spell damage, magic points, etc. Other weapons would only have mods that suited their respective class.
- Have it so that it's possible to switch one of your classes out for another one completely, but only for a significant amount of in-game cash, and only every once in a while (maybe once a week, or once every 10 days or so). You would of course also only be able to switch a class out for one of the other ones your race can specifically play.

I feel like the result of this setup would be that you could basically have two full classes in one, as well as the ability to mix them somewhat, but at the cost of some of the full potential of either class. So, using GW1's classes as an example, my Warrior/Monk could be a full 100% Warrior, or a full 100% Monk, or some sort of hybrid with somewhat reduced abilities of each. This would basically let players feel less trapped by their character's primary class, as I feel GW1 sometimes feels, when looking at it from an individual character perspective. But it would also create less problems with blending classes together, as it would essentially be impossible to create a Warrior/Monk that had as good tanking and healing abilities as either a solely dedicated Warrior or Monk build on its own. It would give you the ability to almost instantly switch between these options in town though, and greatly diversify the abilities of each individual player character as a result.

Please feel free to comment, criticize, or discuss. Thank you.

Last edited by Bitoku Kishi; Apr 02, 2009 at 10:11 PM // 22:11..
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Old Apr 02, 2009, 10:56 PM // 22:56   #1467
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I think that the races should either be only aesthetically different, or their differences should be that they have different pve only skills or something. I don't really want to have to be a plant-person because humans suck as healers or rangers or whatever.

In pve I don't care as much because having everything about your character at the utmost ideal isn't as important.
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Old Apr 03, 2009, 06:53 AM // 06:53   #1468
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Originally Posted by Curseman View Post
I think that the races should either be only aesthetically different, or their differences should be that they have different pve only skills or something. I don't really want to have to be a plant-person because humans suck as healers or rangers or whatever.

In pve I don't care as much because having everything about your character at the utmost ideal isn't as important.
I agree, at most the (dis)advantages should be based upon the choises you make during the game, not at it's start. It is very hard to balance out diffirent classes without making them look too much the same or too diffirent. We don't want people to look upon the game as if it only offers one to two good choises but a lot of diffirent ones that are all good in their own sort of way.

An idea however might be that your skills become empowered depending on how many stats points you put in them (so if someone only descides to use 8 stats points in healing prayers, they'd not receive further bonusses unless they had 12 points or more in that skill tree, with this I mean bonusses upon the allready excisting ones like longer lasting enchantments & bonus heal points, etc..).

Last edited by Sextacy; Apr 03, 2009 at 10:58 AM // 10:58..
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Old Apr 06, 2009, 04:05 PM // 16:05   #1469
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Thanks for the replies, not as many as I thought I'd get, but good to see anyway. After thinking it over more, I do think that maybe having every class open to every race is a good idea, for the reasons given here, among others. I like the idea of maybe having some racial skills instead, that would blend better with certain classes, encouraging but not forcing you into choosing certain classes for certain races. It just makes sense to be to give Norns racial abilities more suited to tanking and melee combat for instance, while Asuras would get more magical or spell themed abilities. They seem to be splitting the racial skills up like this somewhat in EOTN anyway, and I think they can continue that into GW2, making some actual racial skills that are only available to each race.

As for the skill empowerment idea, it definitely sounds interesting, though I think it would depend on the specific about it to determine how well it would end up working overall. It would also depend on just how they do the attribute system in GW2 also, which could be quite a bit different than GW1.
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Old Apr 06, 2009, 09:43 PM // 21:43   #1470
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Originally Posted by draxynnic View Post
Sounds a bit like it was in Prophecies, where boss monsters could spawn in different places or just not spawn at all...

...and days? That could get turn-people-off-the-game frustrating. Could you imagine being asked to bring a certain elite - for a guild run into an elite area, say - and spending three days straight trying to get it and failing just because you had bad luck? Some variability is good (and is something they're already aiming for with GW2) but it shouldn't be an obstacle in the process of gathering the tools you need to be effective.
That is very true
I also don't think "runs" are very good. you know like please run me to the next town, or runs just to open 10,000 chest, or runs of any kind, that creates grind imho, you may add that to the reason I want the game to variate.
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Old Apr 07, 2009, 03:14 PM // 15:14   #1471
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Default Characters in GW2

To follow up on my thoughts on character creation, I wanted to just post some thoughts on characters in general.

1. One thing I'd like to suggest is that I think that each classes' unique or "primary" attribute should be made into a passive ability, that would always be active, and that you don't put attribute points into. It always seemed either pointless to put attributes into what's essentially a passive ability for classes that don't really use their primary attribute's skills a lot, or awkward to have a passive ability be affected by an active skill set for those that do.
If they use a primary and secondary class system, I think a character should only get the primary classes' passive ability, and it should just be a set ability that doesn't change, or possibly scaled with the character's level. If a dual class system is used, then perhaps the primary attribute could be scaled depending on how many attribute points are put into that classes' attributes.

2. Another thing I'd like is for weapons to be able to be held and used by anyone, as in GW1, but for the attribute requirements of a weapon affect all of their stats and abilities, not just one. So if a Bow requires 9 Marksmanship, for instance, you could still wield it as a Warrior (for pulling purposes), but it would always do minimal damage, you couldn't receive any of it's mod benefits whatsoever.

3. Even though I've already mentioned it once, I'd like to say again that I really think that the number of equippable skills needs to be increased significantly. I felt that 8 skills was too few even when I started playing GW initially, and that feeling has only grown stronger throughout the years afterwards. FOR GW1, I've always thought it would be a better game with at least 10 skill slots, but I would really like to see more in the range of 15-20 equippable skills for GW2.
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Old Apr 07, 2009, 04:41 PM // 16:41   #1472
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Default Character Class ideas

Here's some quick ideas I have for character classes and their attributes. I'm listing their passive abilities in brackets after their name, and then their active attributes underneath.


WARRIOR (Armor penetration, Increased maximum health, Decrease to all negative condition durations suffered)
Melee Combat: Weapon skills for Swords, Axes, and Hammers
Offensive Tactics: Offensive based shouts, Offensive Stances, Shut-Down abilities
Defensive Tactics: Defensive based shouts, Defensive Stances, Self-Buffs, Target Redirecting abilities

RANGER (Decreased mana/energy cost for Ranger skills, Increased map vision for seeing enemies)
Marksmanship: Weapon skills for Bows and Crossbows
Wilderness: Self-buffing abilities, Nature Spirit creation, Trap setting abilities
Beast Mastery: Pet attacks, Pet buffing and maintenance abilities

ELEMENTALIST (Increased maximum energy/mana)
Fire: Fire based attacks, Area damage
Air: Lightning based attacks, Focused Spike damage
Earth: Earth based attacks, Protection based abilities
Water: Water based attacks, Freezing/Slowdown abilities

MESMER (Decreased casting time for all spells)
Domination: Direct Damage attacks, Shut-Down abilities
Illusion: Health Degeneration attacks, Snaring/Slowdown abilities
Inspiration: Energy/Mana draining attacks, Energy/Mana Regeneration abilities (self and party)

NECROMANCER (Gains energy/mana from kills, Decreased casting time for minion creation spells)
Blood Magic: Health-Stealing attacks, Health regeneration abilities (self and party)
Curses: Health Degeneration attacks, Shut-Down abilities
Death Magic: Direct Damage Attacks, Minion Creation abilities

ROGUE / ASSASSIN (Gains energy/mana from critical strikes)
Dagger Mastery: Weapon skills for Daggers and Blades
Deadly Arts: Direct damage attacks, Shut-Down abilities, Offensive Stances
Shadow Arts: Defensive abilities, Self-Buffs, Teleportation abilities

SUMMONER / RITUALIST (Increased health for created creatures and spirits, Increased duration for created creatures)
Communing: Direct Damage attacks, Offensive and Defensive Spirit creation
Creation: Creature summoning abilities, Creature buffing and maintenance abilities
Restoration: Healing and Protective abilities (self and party)

PRIEST (Increased healing for all healing spells, Gains energy/mana when casting spells that target an ally)
Holy Magic: Light based attacks, Healing abilities (self and party)
Protective Magic: Protection abilities (self and party)
Smiting Magic: Light based attacks, Area Damage attacks, Undead Destroying/Banishing abilities

MONK (Ability to dodge attacks, Gains health from critical strikes)
Martial Arts: Weapon skills for Combat Gloves and Hand Weapons
Counters: Counter-Attacks, Reversal-of-Damage Stances, Shut-Down abilities
Life Magic: Healing and Protective abilities (self and party)


I feel like these classes would provide a good varied and effective base of character choices for GW2, to which they could always add to later if they wanted. I've obviously tried to reuse and tweak the classic GW1 classes, more so than making up brand new ones, which I think would maybe be for the best. Please feel free to comment. Thank you.

Last edited by Bitoku Kishi; Apr 07, 2009 at 09:09 PM // 21:09..
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Old Apr 08, 2009, 02:51 AM // 02:51   #1473
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So basically you want to keep everything the same, except change the monk's name to priest, and make a new monk class that's a hand-to-hand fighter/healer hybrid?
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Old Apr 08, 2009, 06:36 AM // 06:36   #1474
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Curseman's right seeing as they weren't planning on using the same character layout.

Btw I sent mail to ask wether Arenanet reads idea's or allready made up their mind, no reply so far but I'm guessing our idea's don't matter at all seeing as so much people seem convinced of this fact... ah well I guess we'll see... but in a way they are right about most parts.

Characters allready been descided
Battlesystem asswell (wich means also skills/spells or the game would become unbalanced)
Enviroment also been descided
Story has been descided
and the list goes on...
or at least so it seems when reading all the stuff allready on the web about what to expect for Guildwars 2. It is possible that they still make changes but once put online, thats highly doubtfull.

Last edited by Sextacy; Apr 08, 2009 at 06:41 AM // 06:41..
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Old Apr 08, 2009, 01:59 PM // 13:59   #1475
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Yes, you could be right. My posts here have been as much wishful thinking as they have been actual suggestion for the most part, and I realize the likelihood of them having any sort of influence on ANet may be slim, if not completely nonexistant.

Despite what ANet does though, this thread is still titled "GW2 Suggestions Thread", so I figured I'd take advantage of that and post some ideas, even if they end up being pointless in the end.

Quote:
Originally Posted by Sextacy View Post
Curseman's right seeing as they weren't planning on using the same character layout.

Btw I sent mail to ask wether Arenanet reads idea's or allready made up their mind, no reply so far but I'm guessing our idea's don't matter at all seeing as so much people seem convinced of this fact... ah well I guess we'll see... but in a way they are right about most parts.

Characters allready been descided
Battlesystem asswell (wich means also skills/spells or the game would become unbalanced)
Enviroment also been descided
Story has been descided
and the list goes on...
or at least so it seems when reading all the stuff allready on the web about what to expect for Guildwars 2. It is possible that they still make changes but once put online, thats highly doubtfull.
Quote:
Originally Posted by Curseman View Post
So basically you want to keep everything the same, except change the monk's name to priest, and make a new monk class that's a hand-to-hand fighter/healer hybrid?
Yes, I generally like the classes for the most part. So I was mostly just imagining how they could be tweaked to become better. I wouldn't want the exact same skillsets being ported over though, I think that the individual skills for all classes pretty much need to be completely reworked. I was thinking more in terms of general functioning of the classes, from a gameplay and job role in the game perspective, and I think these tweaks would have improved GW1 as well.

The mod says: Please instead of double post. Thanks!
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Old Apr 09, 2009, 04:30 AM // 04:30   #1476
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ok, all of the people trying to make GW like WoW... i dont like you... j/k but the reason i dont play wow is it sucks I've tried it and with in like 3 hours of gaming i got bored...
so all i would realy like to have in gw 2 is...

1. more races

2. more classes

3.i want to keep the titles i earned...

4. i would like to keep in at 8 skills a bar. the reson for that is it takes skill to make your own bar and its alot mroe fun if u can have like 30+ skills out at once like wow that is terrable. and also make SURE THAT THERE IS NOTHING LIKE PVX WIKI!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!
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Old Apr 09, 2009, 06:42 AM // 06:42   #1477
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Aqua they can easily add more slots and balance out the skill tree, resulting in the same. But I doubt they are just going to copy GW1 to a new engine or camera position.
We have yet to see what kind of a system they'll use.

Eitherways I fully agree with you not wanting GW2 to turn into WoW. I wouldn't mind NOT buying the game if it became WoW. If people here like WoW, they should get back at it because Guildwars is NOT World of Warcraft, simple as that.

I didn't buy WoW because I'm 26y and married, so no childs games for me!
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Old Apr 09, 2009, 02:35 PM // 14:35   #1478
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4. i would like to keep in at 8 skills a bar. the reson for that is it takes skill to make your own bar and its alot mroe fun if u can have like 30+ skills out at once like wow that is terrable.
Like Sextacy mentioned, there's no reason they can't allow for a few more skills on the bar and still keep it balanced, and keep it a very build-based game. I don't think it would be a good idea to go in WoW's direction necessarily either. I just know that GW1's 8 skill limit is too small. The main problem with it is that it forces you into a specialization role, and almost eliminates the possibility for effective hybrid builds (which I personally really like to play).

This is why dual-element Elementalists just never get used, for example, despite ANet obviously wanting them to be a viable option. I'm sure they could be viable if you just had a few more skillslots. The problem is that in a lot of situations, you don't really even have 8 free skills. As a PvE Elementalist, you might need a skill slot for some sort of resurrection, as well as one of the attunements, so that's bringing it down to 6 already. Then out of that 6, you might need another energy management skill in there, or possibly some other necessary support skills for whatever you're specifically doing in the game, and pretty soon you've used half the bar on stuff that's just simply necessary to have in order to make the rest of the build even work at all. As an Elementalist in PvP, you usually need some sort of self-healing, or defensive skills, or running skills, etc., and again the same thing happens, where you've used half your bar on stuff that's not even really optional, and you're only really left choosing 3 or 4 skills. This just feels too limited in most situations in the game to me.

If they give us like 30 skill slots, then sure, the game's probably going to start to feel like WoW, and maybe lose it's build-focused element. But if they gave us somewhere around 12-15 or so skill slots instead of 8, I think it would actually help the build-focus of the game, by allowing for more versatile builds, while still requiring careful thought and organization in creating them.
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Old Apr 10, 2009, 12:30 AM // 00:30   #1479
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Baddocks List of Wishes / Suggestions
  1. Official Logitech G15/G19 support, it's not that hard to take one of the many applications already out there for GW (on the G15) and call it offical.
  2. Dishwasher,Purchasing Guild Wars 2 should include a bonus Dishwaser, mine broke, I need a new one!
  3. Friends List Size Increase, I've filled mine up, I'd also like some changes to the list that would allow me to sort friends into other fields like Guild, Trade Partners, Runners and perhaps custom categories / notes.
  4. Ignore List Size Increase, Why are we limited to 10?, everyone knows there's more then 10 jerks and scammers in Guild Wars.
  5. Better Designed Party Window, allow for a better designed LF system, perhaps make it global so I can see someone in Kamadan when I'm in Ascalon, etc.
  6. URLs through PM's / Guild Chat, I imagine a lot of people would like this, I sure would, the current method of using the template name to pass on URLs is somewhat annoying.
  7. GROUP Private Message, make a little chat room where you can invite certain people, I've had a conversation between X amount of people through Xfire before because Guild Wars did not support it.
  8. Auction House, Why don't we have one of these yet?, we should, every other major MMO I've had seems to have a variation of this, it would also reduce the normal chat trade spam and remove the need for the Trade Chat tab on the chat window.
  9. Increase Guild Numbers, Cmon we're in the age of super guilds who have like 24+ guilds filled, allow for upwards of 500 unique members, also add ranks like Co-Leader, Advanced Member (can invite but can't kick / edit Guild Messages), etc.
  10. Even out Reputation, this is if it still exists in Guild Wars 2, right now I can get Deldrimor and Norn titles maxed in around a week or so, while it takes a lot longer for Asuran / Vanguard.
  11. Player Housing, Why not?, it'd be like the Hall of Monuments combined with a Guild Hall, make it similarly priced to Guild Halls right now and offer Paid Upgrades (ingame not real life cash). Heck throw in something along the lines of Fallout 3's housing setup and I'll be thrilled!
  12. Edit Character Names, Ability to edit character names every 60 - 120 days, I want it bad, I no longer want my main to be called Fizzle Bo Rizzle, etc. (not a real name, hopefully)
  13. Cut Scenes, Possibly make the lips move when people talk?

I'll probably think of more but for now that's all I can think of enjoy!
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Old Apr 10, 2009, 06:36 AM // 06:36   #1480
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I agree with most things Sir Baddock said but I have to dissagree on the dishwasher wich should be a mobile celephone
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