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Old Apr 10, 2009, 08:38 AM // 08:38   #1481
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Things I want to see:

-Better combat animation. Not just hack hack hack slash.
-improved character customization: I should be able to make a thin monk or a fat ranger if I want to. Faces/hairstyles available to all professions.
-Fast paced combat. 5 sec skill casting kinda sucks..
-Keep the 8 slot skillbar.
-Keep the balanced pvp. No imba WoW crap
-Keep the level cap low. No lvl 100 kind of bs
-Keep map travel.
-Keep the current drop system and loot scaling.
-more/better emotes: /slap /hug /punch /blowkiss etc. Not trying to turn this into the SIMS but it would be fun from a rp perspective.
-more interactive environment. Eg: bugs that squish when u step on them, water that ripples when u click it, chairs that u can sit on etc... Right now when u go out of town what can you do? Other than kill everything in sight?
-When you die, a little message that says "so and so was slain by xxx" or "so and so has fallen in battle" LOL. I know this one is kinda pointless but I find it hilarious when other games have it.

Things I dont want to see:

-Overpowered gear that gives you a significant advantage over others
-Armor that looks as though you rolled around in a knife shop.
-Mounts. (please no...)

That's it for now. Sorry if some of the stuff is already mentioned, I can't possibly scroll through the entire 70+ pages of this thread.

Last edited by StormX; Apr 10, 2009 at 08:41 AM // 08:41..
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Old Apr 11, 2009, 02:06 PM // 14:06   #1482
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Quote:
Originally Posted by Sir Baddock View Post
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. 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.
  3. 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.
  4. 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.
  5. 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)
  6. Cut Scenes, Possibly make the lips move when people talk?
I'd verry much like these!

Quote:
Originally Posted by Sir Baddock View Post
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!
this one is an optional for me, it'd be cool to customize our own homes, but not realy needed imho.


Further I was thinking about some sort of place where you grow up before you actually start the game (maybe make it possible to skip it). It might be like some sort of presearing envirement?

It's possible to integrate a tutorial and character creation in this place (comparible to vault 101 in fallout 3)
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Old Apr 11, 2009, 09:37 PM // 21:37   #1483
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Default Guild Wars 2 Dance animation ideas

Post videos of dances you would like to see in GW 2!

Here's 2 that I would like to see.

Human:
http://www.youtube.com/watch?v=mr5TiW--m3Q

Sylvari:
http://www.youtube.com/watch?v=8vE5w368-hw


NORN:
http://www.youtube.com/watch?v=_1nzEFMjkI4 <-- fast forward to about 1:30

Asuran:
http://www.youtube.com/watch?v=Ew1q-qSMZ5A

Let's face it.. the first emote we all type is /dance. Lets give GW 2 some funky moves.
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Old Apr 11, 2009, 10:31 PM // 22:31   #1484
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I think what they should do is make dances available to all classes by making them simple commands like /thriller or /robot, then you wouldent feel compelled to make a character with a cool dance emote.
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Old Apr 11, 2009, 10:48 PM // 22:48   #1485
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Im with you 100% on the norn doing the techno viking thats perfect lol. the rest is all to close in the hip hop style.
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Old Apr 11, 2009, 11:22 PM // 23:22   #1486
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techno viking hell yes!
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Old Apr 11, 2009, 11:52 PM // 23:52   #1487
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Originally Posted by turbo234 View Post
techno viking hell yes!
yeah agree with that one.
don't like the other ones, except for maybe the asuran, human one is crap!
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Old Apr 12, 2009, 10:11 AM // 10:11   #1488
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I would like them to keep the skill bar system, but with an increase in the number of skills a player is allowed to take, and I will list my reasons why.

I like the skill bar. It gives the player a lot of flexibility in making their character unique. The problem is that 8 skills does not allow for a lot of versatility. For dealing with gimmick builds you have to either take skills to use against them that will not be particularly helpful against other players, or you can build for playing against regular teams and just hope you don't run into anything you can't deal with. A lot of battles are over with before they begin because one player or team has skills that beat the other player or team.

Another reason why it should be increased is because of how 8 skills actually play. As I just said, 8 doesn't allow for a lot of versatility, and a lot of builds work out to basically be using 2 or 3 sets of skills in a set order. A character that can only do 2 or 3 things isn't as interesting to me as they could be. There's more decision making involved in the game when you have more options to choose from. The end result of increasing the number of usable skills to, say, 12 is that building a good bar still takes skill (or looking at the wiki), and then actually *playing* your character also takes a lot more skill.

They could even keep their existing keyboard setup and just allow 9, 0, -, and = to activate skills 9 through 12, or use the function keys instead of something.


Another thing I would like to see is the concerns mentioned here: http://www.guildwarsguru.com/forum/s...d.php?t=113319 addressed. I realize the article is old, but it's still true that magic users must pay to deal out the damage that fighters get for free, and often times the fighters end up putting out more damage anyway.

I think they should either make fighters pay the same as casters (by removing autoattack - every attack would be a skill) or by giving magic users the ability to deal damage for free as well (preferably by increasing wand/staff damage to a respectable level).

I think that equipment, and particularly mods should be looked at. The best mod for doing damage is not a sundering mod, which only improves damage, but a vampiric mod that adds damage *and* heals the user at the same time. The downside of draining life is negligible as it can be switched away when the player is not attacking.

Other examples include the faster casting and recharge mods. As they are, there's no reason not to have a 40/40 set for each attribute you use, since you can switch to the appropriate one for the spell you're casting at that moment. They should just make every wand/staff 40/40 for the sake of convenience, since the only thing stopping everyone from having the equivalent to that is the time taken to acquire those items.

I think if they keep weapons working the way they are, there should be either a short delay where the character puts their weapon away and takes out the new one or something, since as it is there is no reason not to farm up every type of weapon your class can use and just swap between them on the fly. It doesn't add any strategy or thinking, since it's completely cut and dried what weapon is the best for each situation. It's just an inconvenience factor, and it makes it harder for new players to get into pvp (which is already way too hard for most of the community), since they may not have a full understanding of weapon mods and weapon switching.

Lastly, I would like to see emphasis taken away from healing. It is not conceivable to win in pvp without monks, and even though I don't want them to be a worthless or bad class, I think all classes should have equal or at least close to equal value for a team.
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Old Apr 12, 2009, 11:10 AM // 11:10   #1489
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Originally Posted by Curseman View Post
Another thing I would like to see is the concerns mentioned here: http://www.guildwarsguru.com/forum/s...d.php?t=113319 addressed. I realize the article is old, but it's still true that magic users must pay to deal out the damage that fighters get for free, and often times the fighters end up putting out more damage anyway.

I think they should either make fighters pay the same as casters (by removing autoattack - every attack would be a skill) or by giving magic users the ability to deal damage for free as well (preferably by increasing wand/staff damage to a respectable level).

I think that equipment, and particularly mods should be looked at. The best mod for doing damage is not a sundering mod, which only improves damage, but a vampiric mod that adds damage *and* heals the user at the same time. The downside of draining life is negligible as it can be switched away when the player is not attacking.

Other examples include the faster casting and recharge mods. As they are, there's no reason not to have a 40/40 set for each attribute you use, since you can switch to the appropriate one for the spell you're casting at that moment. They should just make every wand/staff 40/40 for the sake of convenience, since the only thing stopping everyone from having the equivalent to that is the time taken to acquire those items.

I think if they keep weapons working the way they are, there should be either a short delay where the character puts their weapon away and takes out the new one or something, since as it is there is no reason not to farm up every type of weapon your class can use and just swap between them on the fly. It doesn't add any strategy or thinking, since it's completely cut and dried what weapon is the best for each situation. It's just an inconvenience factor, and it makes it harder for new players to get into pvp (which is already way too hard for most of the community), since they may not have a full understanding of weapon mods and weapon switching.

Lastly, I would like to see emphasis taken away from healing. It is not conceivable to win in pvp without monks, and even though I don't want them to be a worthless or bad class, I think all classes should have equal or at least close to equal value for a team.
I respectfully disagree. Casters priority are different and not just damage. Basically a warrior can be used for 2 things: Tanking and damaging. Whereas a mesmer is used for shutting down, interrupting, hexing and such. Damage isn't everything. Elementalists are mainly for raw damage except a few ward builds and such but the damage isn't just 150 fire damage to target foe, it's often spread out between the foes in the area which is a trait a warrior does not have. Ranger's does with skills such as barrage but they pay the cost of the skill as you call it. Of course elementalists also have air magic which is for damage and only targets one foe. But the air magic has the thing that it's great for spiking in a way not many physical damagers can + it has a wide selection of conditions such as dazed, blind, weakness, cracked armor and such. It is true that phys damage characters can just attack without using skills but they are still very vulnerable. Blind can completely shut down one of them and weakness can make their damage almost irrelevant, hexes such as ss or empathy can kill them within seconds and they take longer to kill a large mob than a group of elementalists for instance would.

At least that's what I think.
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Old Apr 13, 2009, 03:23 AM // 03:23   #1490
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Originally Posted by Sword Hammer Axe View Post
I respectfully disagree. Casters priority are different and not just damage. Basically a warrior can be used for 2 things: Tanking and damaging. Whereas a mesmer is used for shutting down, interrupting, hexing and such. Damage isn't everything. Elementalists are mainly for raw damage except a few ward builds and such but the damage isn't just 150 fire damage to target foe, it's often spread out between the foes in the area which is a trait a warrior does not have. Ranger's does with skills such as barrage but they pay the cost of the skill as you call it. Of course elementalists also have air magic which is for damage and only targets one foe. But the air magic has the thing that it's great for spiking in a way not many physical damagers can + it has a wide selection of conditions such as dazed, blind, weakness, cracked armor and such. It is true that phys damage characters can just attack without using skills but they are still very vulnerable. Blind can completely shut down one of them and weakness can make their damage almost irrelevant, hexes such as ss or empathy can kill them within seconds and they take longer to kill a large mob than a group of elementalists for instance would.

At least that's what I think.
The link in my previous post actually addresses why fighter classes' weaknesses to conditions like blind still doesn't bring them down to an elementalist's level.

Fire aoe is not very useful in pvp, as the range is tiny and the players can get out in no time at all. An air spiker pays more energy for less effect when compared up against an axe spike character. They're also much more vulnerable.

I'm not saying that all casters should be big damage dealers, but it would be nice if good pressure damage were even conceivable as a magic user going against intelligent opposition.
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Old Apr 14, 2009, 06:30 AM // 06:30   #1491
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I've finaly got a response from Arenanet

Quote:
Originally Posted by Arenanet
Hi Peter:



Thanks for writing in. We do keep your feedback and suggestions in mind. Our development team reads the forums when they can spare time away from their primary duties – to make the game. Our community managers keep an eye on the fansite forums, also. But with over 60 fansites in many different languages, as well as the official wiki, it is impossible to comment on every single thread or post. Just because our staff do not post on the boards or in the wiki does not mean that they don’t read. Hopefully you will agree that we have listened to the players after reading the 4th Anniversary preview.



Have a great day.



The Guild Wars Team
It sounds a bit dodgy in the sense that it's unlikely "but" possible that they read our idea's but we shouldn't neccessarily assume that they might be lying to us, lets think positive and assume they ARE taking our idea's into account and post some more idea's.
You never know if someone reads your idea and likes it, just imagine your idea to be used ^^.

Btw to add to the quote "ArenaNet's official Guild Wars website has been updated with an overview of the content being introduced to the game as it approaches its fourth anniversary on April 28th."

Meaning you might hear more about the idea's they are likely to use on that date.
You can stay up to date on this page http://www.guildwars.com/community/e...thanniversary/
I have to add that from what I read it only seems to be GW1 updates they have listened to so I'll keep you up to date once I learn more about GW2.

Last edited by Sextacy; Apr 14, 2009 at 06:44 AM // 06:44..
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Old Apr 14, 2009, 07:40 AM // 07:40   #1492
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Originally Posted by Sextacy View Post
I've finaly got a response from Arenanet



It sounds a bit dodgy in the sense that it's unlikely "but" possible that they read our idea's but we shouldn't neccessarily assume that they might be lying to us, lets think positive and assume they ARE taking our idea's into account and post some more idea's.
You never know if someone reads your idea and likes it, just imagine your idea to be used ^^.

Btw to add to the quote "ArenaNet's official Guild Wars website has been updated with an overview of the content being introduced to the game as it approaches its fourth anniversary on April 28th."

Meaning you might hear more about the idea's they are likely to use on that date.
You can stay up to date on this page http://www.guildwars.com/community/e...thanniversary/
I have to add that from what I read it only seems to be GW1 updates they have listened to so I'll keep you up to date once I learn more about GW2.
I understood it as they read it but there is way too much to take everything into consideration. Yet some they do :P
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Old Apr 15, 2009, 06:47 AM // 06:47   #1493
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Btw what do you guys think about this idea:

When you descide to go adventuring on your own, you should be able to choose the characters from your account (your own chars) and have the CPU controll them for you.
They should also gain 1/5 of the experience they should gain when they are used as the main character. This might encourage people that rather go on a mission alone (like farming for example) to switch characters often and play with them until they are all max lvl. Bad idea? possibly.. just thinking out loud ^^

btw just got mail from Arenanet, not much in there though.. but at least it's something.

Quote:
Originally Posted by Arenanet
Hi Peter:



Our designers have a clear idea of where GW2 is going, but we have been keeping in mind what players want out of the game. You’ll have to wait for the release of GW2 to see everything in the flesh, so to speak.



Unfortunately, we aren’t able to discuss release dates at this time. Anything you may have seen in online stores or the forums are unconfirmed and unofficial estimates based on speculation. Don’t believe anything unless it comes from ArenaNet directly. Please keep an eye on the official website for all the latest news.



Have a great day!



Regina Buenaobra

Community Manager

Guild Wars
Btw I like to add a comment on GW1 to Arenanet should they read this. In GW1 there was said to be several new spells & skills, items (such as weapons and armor) for each expansion, but eventhough some of them had new names and icons (or diffirent look), the effects were exactly the same compared to the ones originally allready in GW.

I recommend you make every skill & item unique because only then can you say you implemented "new" skills/spells or items instead of copies from copies with altered names.

Last edited by Sextacy; Apr 17, 2009 at 11:08 AM // 11:08..
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Old Apr 18, 2009, 03:16 PM // 15:16   #1494
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Default GW2 Seasons

Looked around a bit and couldn't find a previous suggestion, if I missed one, sorry!

This idea would be geared more towards Gw2, cause it would be a pain to implement it into this one. But what about implementing seasons? Like in winter, there might be a little bit of a snowfall in some areas, a slightly snowy ground texture, frosted trees, etc, with less effect in 'warmer' climates, and then in spring, everything would turn vibrant green, and then summer could brown things a bit, then in fall you could get the trees turning different colors and losing their leaves (not like a rain of leaves, of course, maybe the odd one every few seconds)
It wouldn't be too much of a graphical nightmare, just a changed texture here and there, maybe an extra few tree models, since they pushed back the release date may as well make that wait worthwhile!
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Old Apr 18, 2009, 03:20 PM // 15:20   #1495
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this is already mostly in gw1..

Snowfall in the Shiverpeaks and such..

/Strongly Disagree
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Old Apr 18, 2009, 03:21 PM // 15:21   #1496
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I think if they didnt make it excessive it could e successful. Like just make each area one level colder. So Forest areas turn into a fall appearance, Fall appearance turns into frozen areas.

Its not a bad idea if implemented properly and seeing as the world is persistent maybe even these areas during every specific season have different monsters and even bosses that show themselves in this area only in certain seasons. Making weapons even more rare and stuff like that.

It would mean though they would have to redesign each area 4 times which is a pain. So I would even accept it if it was updated along the way.
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Old Apr 18, 2009, 03:26 PM // 15:26   #1497
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Virtually no game has done this because it's such an enormous pain, because as mentioned you need to do every area 4 times. I'd settle for weather and day-night cycles.
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Old Apr 18, 2009, 05:28 PM // 17:28   #1498
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meh, it would be neat, but not worth the huge amount of time it would take to be impemented properly ;-)
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Old Apr 18, 2009, 05:30 PM // 17:30   #1499
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When Pokemon Gold/Silver came out the day/night system made it more worthwhile to play for me puts you on more of a personal level with the game drops and creatures should vary depending on the time stronger scarier ones at night and such I think they should implement that into GW2.
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Old Apr 18, 2009, 06:43 PM // 18:43   #1500
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I hope the implement this and other ideas to make the persistent world more real. Along with Seasons, it would be really nice if the implemented day/night cycles and weather.

Seasons should be an important part of Guild Wars (2), they just need to have them.
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