Aug 10, 2009, 08:27 PM // 20:27
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#1621
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Ascalonian Squire
Join Date: Jul 2009
Profession: R/
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Since the war between Kurzicks and Luxons problary will or has ended how do we AB?
Solution/Suggestion: Xunlai vs Zaishen
What do yopu think?
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Aug 10, 2009, 09:03 PM // 21:03
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#1622
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Quote:
Originally Posted by Archemorus
...how do we AB?
Solution/Suggestion: Xunlai vs Zaishen
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First we have no idea if it has ended since Canthan border will be closed for outsiders. But that doesn't discourage us, we'll make one huge World PvP Battle.. forget reasons and excuses, just grab your sticks and stones and jump right in :-)
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Aug 12, 2009, 02:23 PM // 14:23
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#1623
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Krytan Explorer
Join Date: Oct 2006
Profession: W/
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Wishlist:
No classes and no levels, just skill lines (I mean the things like Healing Prayers, Strength, Critical strikes, Death Magic etc). Everyone can play everything and use all skills (although it wouldn't be useful if they don't invest points in the skill lines). Skill lines have to be individually unlocked and maybe 'trained' (as long as that doesn't involve grind), once that is done they can be used as much as the player wants.
All armor wearable by everyone of the same race, but every type of armor having certain drawbacks (wearing platemail means lower energy regen and slower attack speed unless you have high strength, for example)
Tengu playable race.
Unique randomly-generated NPCs (Random name, race, appearance) that wander the world and can be recruited as hero. There should not be a million Kosses around, everyone should have different-looking heros.
Full-hero parties, allowed everywhere. I like to play it as a single-player game 90% of the time.
Good things from GW1 that should be retained:
Mods can be put in any armor, so people can dress the avatar in any way they like.
Instances, I know that some people hate them but I want to play this game as a single-player game or only with those I invite, and not encounter any random griefer jerks that steal kills or lure creatures on you, and whatever.
Optional PVE/PVP. Players can skip PVE or PVP alltogether if it doesn't suit their playstyle without it gimping their character's performance.
Player housing urgently wanted
I just miss this too much from Ultima Online (1997!!! you think they would have made something better in those 12 years, but no!)
Player housing, land owning, and furniture like Ultima Online and Perfect World. Add in crop-growing and cattle like the UO freeservers have. Breed phoenixes and sell them to other players as pets.
They should be fully customizable, see Perfect World and Ultima Online.
Being able to drop and move EVERY ITEM EVERYWHERE, just like Ultima Online. Put your rare (or common, but nice looking) loot on display in your house. Shiny trophies from quests or monsters or titles that have purely decorative roles. I'm so pissed off that I can't move items around in any modern MMO. I miss the stuff people throw out of the banks and how people build bars and casinos in the middle of the street, or bring a load of table and chairs into the park for a spontaneous beer fest.
Last edited by Shakkara; Aug 12, 2009 at 02:59 PM // 14:59..
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Aug 13, 2009, 02:18 AM // 02:18
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#1624
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Ascalonian Squire
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For the love of god, DO NOT give any races any differing gameplay stats, and if you do make it PvE-only. The only thing differing statistics amongst races will do is make some professions 'right' for a certain race, and 'wrong' for a certain race, it removes choices. Want to make an Asuran warrior? Well you can't, because they're slightly inferior and everyone flames the hell out of you.
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Aug 13, 2009, 08:32 AM // 08:32
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#1625
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Quote:
Originally Posted by Shakkara
Player housing urgently wanted
I just miss this too much from Ultima Online (1997!!! you think they would have made something better in those 12 years, but no!)
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I'm too an old UO player and miss the housings. But I think it would be too complicated to add in housings in a 3D world, not like UO that was 2D based. Another problem was that in some areas there was houses EVERYWHERE, and you would be lucky to even find a tiny spot for the smallest house deep inside a forest.
However! I thought of a compromise that would work in GW2, and have in fact partly been implemented in GW1 already.
Each city should have a housing area, like one or a couple of streets with houses. You can rent one of theese houses for a small fee. The bigger the city, the higher rent you pay. But.. how could a mere 50-100 rentable places last for millions of players? It's simple:
* Each living area is symbolic, and will take you to a private instance just like your Hall of Monuments in GW1. Appearance will change depending on where you rented it.
* You could rent a small room in the basement or top floor of a local tavern. Or maybe you could afford you own little house just outside the city (think Ashford Village).. or maybe you have your own damp dungeon to do evil experiments under the main streets of a major city.
* Your living area would function much like an improved HoM, with limits/features based on how small or big place you live in. A tavern room wouldn't have space for your armor collection, but you might have a storage chest where you could stash some extra loot in. A big house might have multiple storage shelves, book shelves (for your rune books and scrolls perhaps?). A farm house might have an extended area for all your minipets etc.)
* Maybe you could even drop things on the floor, and it would remain there when you get back. With a limit of course, maybe 5-20 items at most.
* Each house would have a friend's list, which is equivalent of giving them a key to your house. If you click on a "symbolic" door and you and/or several friends live there, a popup box will let you select which one you wanted to visit.
* Friends can't loot your chests or storages, but they can pickup or drop items on the floor. So it wouldn't be a recommended place for safe keeping ;-)
* The beauty of it is that most can afford a place to stay. If you're poor, a simple tavern room should still be affordable, while the richer people want to spend their money on something more luxury. In fact, the biggest houses might be a small castle with several rooms and stairs.
* In difference to HoM, you could display any armor. Even a newbie armor you dyed pink. But there's only a limited amount of sets you could display.
* Guilds would be much like a private home, including that (limited) items can be dropped on the ground and picked up by other people with access to it. Just put your valuables in storage and not on the ground.
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Aug 13, 2009, 01:50 PM // 13:50
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#1626
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Krytan Explorer
Join Date: Oct 2006
Profession: W/
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Quote:
Originally Posted by Bristlebane
I'm too an old UO player and miss the housings. But I think it would be too complicated to add in housings in a 3D world, not like UO that was 2D based.
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Apparantly not, my friends told me about DaoC and Vanguard, and apparantly both already had a housing system like I described, as well as furniture and monster trophies that can be put on display.
Dark Age of Camelot Housing Video
DAOC manual about it
Vanguard house building
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Aug 13, 2009, 08:38 PM // 20:38
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#1627
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Ascalonian Squire
Join Date: Jun 2009
Location: Italy
Guild: II REVOLUTION II
Profession: W/Mo
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Quote:
Originally Posted by BobTheTank
For the love of god, DO NOT give any races any differing gameplay stats, and if you do make it PvE-only. The only thing differing statistics amongst races will do is make some professions 'right' for a certain race, and 'wrong' for a certain race, it removes choices. Want to make an Asuran warrior? Well you can't, because they're slightly inferior and everyone flames the hell out of you.
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Excuse me for my ignorance, I didn't know that a little asura is a good fighter as a big norn; actually, it is difficult to say who would win in armwrestling competition ! Please, it's true that a good rpg would encourage skill over stats (as GW1 do very well IMO), but it's ridiculous to think that an asura is equal to a norn in melee fighting. I'm a D&D player, and I think the best system for stats would be that of 3rd edition: humans have no stats bonus nor malus, and other races have bonuses and maluses, accordingly to their physical/mental features in relation with humans. Now, I know that such a system would be welcomed as a blasphemy by the majority of players, but at least it will be reasonably to give races some bonuses in particular professions (norn will be better warriors and asuran better mages), likely as nowadays happens in wow (that I personally don't like so much, however).
Last edited by TheManowar; Aug 13, 2009 at 09:26 PM // 21:26..
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Aug 13, 2009, 11:16 PM // 23:16
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#1628
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Academy Page
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TheManowar: What you suggest will 100% guarantee that race/class combinations are not balanced, and that your character will be gimped if you make the "wrong" choice.
My understanding of D&D is that it is not a competitive game, so imbalances aren't as big of a deal, but GW is fundamentally competitive, and game balance must come before silly distinctions like what would be more "realistic" in a world full of wizards and magic.
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Aug 14, 2009, 09:09 AM // 09:09
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#1629
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Ascalonian Squire
Join Date: Jun 2009
Location: Italy
Guild: II REVOLUTION II
Profession: W/Mo
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Quote:
Originally Posted by Curseman
TheManowar: What you suggest will 100% guarantee that race/class combinations are not balanced, and that your character will be gimped if you make the "wrong" choice.
My understanding of D&D is that it is not a competitive game, so imbalances aren't as big of a deal, but GW is fundamentally competitive, and game balance must come before silly distinctions like what would be more "realistic" in a world full of wizards and magic.
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I already said that I hope the future stats system will encourage player skills over pure calculations; it is a logical consideration, that an asura and a norn can NEVER be equals as warriors. If you don't think so, why implement different races at all? Let's make the possibility to choose only humans and that's all! The choice to implement different races bring the logical consequence that different races have different stats, but it is, I repeat, just common sense, I hope that the future system will be very well balanced (not as it happens in wow, where the only real choice for tanks is tauren, for example); here's a possible way to balance: norn warriors will have higher "strenght", so they will inflict more damage by just brute force, and then give to asuran warriors a sort of activated racial skill that "magically" augment their damages for a limited time to a level similar to those of norn warriors.
Last edited by TheManowar; Aug 14, 2009 at 09:43 AM // 09:43..
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Aug 14, 2009, 04:15 PM // 16:15
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#1630
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by TheManowar
I already said that I hope the future stats system will encourage player skills over pure calculations; it is a logical consideration, that an asura and a norn can NEVER be equals as warriors. If you don't think so, why implement different races at all? Let's make the possibility to choose only humans and that's all! The choice to implement different races bring the logical consequence that different races have different stats, but it is, I repeat, just common sense, I hope that the future system will be very well balanced (not as it happens in wow, where the only real choice for tanks is tauren, for example); here's a possible way to balance: norn warriors will have higher "strenght", so they will inflict more damage by just brute force, and then give to asuran warriors a sort of activated racial skill that "magically" augment their damages for a limited time to a level similar to those of norn warriors.
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Guild Wars isn't a game to put on robes and wizard hats in, and if it wants to keep any credibility as a competitive game, it should stay that way. Nothing against RPing, I loves me some DnD, but you shouldn't risk creating balance issues by giving different races different stats for lore reasons in a competitive game.
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Aug 14, 2009, 04:33 PM // 16:33
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#1631
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Ascalonian Squire
Join Date: Jun 2009
Location: Italy
Guild: II REVOLUTION II
Profession: W/Mo
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My idea is that if you want just competition you have to look to RTS or first person shooter: there you have all equal characters, and there's only skill involved in; it's not a question of lore, it's only LOGIC and COMMON SENSE: if you want to put different races, ranging from tiny and magical asura, gnomes or whatever you like, to big and scary norns, orc or whatever (and you want to implement a system of stats), well you MUST put some difference in stats between races; if Anet would decide to put only humans in GW2 (and it seems it's not this scenario) for me will be exactly the same, I'll play it and be happy anyway, but it's non-sense to put so different races and then? What race should I choose? Oh, look, there's no difference in which you choose to swing a sword or cast a spell, they're all the same!
Last edited by TheManowar; Aug 14, 2009 at 04:40 PM // 16:40..
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Aug 14, 2009, 04:43 PM // 16:43
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#1632
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Guild Wars is a competitive game, and for awhile, it was a very good one. When you are making a game that is to be played competitively common sense in game design should override common sense in what characters should be able to do lore wise. In a perfect world, it wouldn't matter because each race would just complement a different playstyle, but since it is impossible to perfectly balance a game, if you can avoid creating more things to balance, you should.
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Aug 14, 2009, 06:06 PM // 18:06
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#1633
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Quote:
Originally Posted by BobTheTank
For the love of god, DO NOT give any races any differing gameplay stats, and if you do make it PvE-only.
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I would like to see minor race difference and a changeable primary profession, as well as armor effects. For example, a steel armor could have:
+20AL, +10AL Physical, -2 energy regain, -20energy
An Asura could give:
+10 energy, -30hp
(Just rough example, exact stat difference would have to be more carefully balanced)
Would this gimp yourself if you chose 'wrong' race? Not more than what GW1 do if you chose 'wrong' primary. They will always be slight better at something which is what you should focus on.
Biggest problem will be how to easily see difference between professions, if primary profession is changeable. I guess it's just part of the challenge. You would have to look at their armor (I doubt a primary healer could do a good job in full plate), and to their spell animations/colors. Healing spells would be blue'ish, fire dmg would be red'ish etc.
This would allow you to create basically any profession combination you would want.
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Aug 14, 2009, 10:39 PM // 22:39
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#1634
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Ascalonian Squire
Join Date: Jun 2009
Location: Italy
Guild: II REVOLUTION II
Profession: W/Mo
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Quote:
Originally Posted by FlamingMetroid
Guild Wars is a competitive game, and for awhile, it was a very good one. When you are making a game that is to be played competitively common sense in game design should override common sense in what characters should be able to do lore wise. In a perfect world, it wouldn't matter because each race would just complement a different playstyle, but since it is impossible to perfectly balance a game, if you can avoid creating more things to balance, you should.
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Ok, so you're saying that anet should say: hey, we aren't able to make balances so it's better to skip the problem at all: don't make racial differences, let's make PERFECT EQUALLY races to avoid the problem; sure it's stupid, but people just want a "competitive" game (whatever meaning this could has) so this is ok!
The problem here is that it seems you haven't fully understood what I'm saying: the focus of the matter is the system of stats with different races, be it D&D-like, wow-like, whatever-other-rpg-like; if you want to implement such a system, is a common sense in game design to put some kind to bonuses to races particulary bound to certain classes, or it has no sense at all to put 5/6 different races and give ALL OF THEM THE SAME STATS for a particular class. Moreover I'm not suggesting the such a system of stats would be the best: I never said such a thing; I only said that the will to implement such a system must bring these consequences. If Anet will have a smart idea to bypass the problem of stats and balance the game (giving however some racial features, because I won't give up this), I'll say: ok, well done, you did a very good job, but if the way is that of stats, sorry but it's only logic, not lore
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Aug 15, 2009, 12:11 AM // 00:11
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#1635
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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you obviously have no realistic sense of how balance works, so I'm done
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Aug 15, 2009, 12:18 AM // 00:18
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#1636
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Ascalonian Squire
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Quote:
Originally Posted by TheManowar
Ok, so you're saying that anet should say: hey, we aren't able to make balances so it's better to skip the problem at all: don't make racial differences, let's make PERFECT EQUALLY races to avoid the problem; sure it's stupid, but people just want a "competitive" game (whatever meaning this could has) so this is ok!
The problem here is that it seems you haven't fully understood what I'm saying: the focus of the matter is the system of stats with different races, be it D&D-like, wow-like, whatever-other-rpg-like; if you want to implement such a system, is a common sense in game design to put some kind to bonuses to races particulary bound to certain classes, or it has no sense at all to put 5/6 different races and give ALL OF THEM THE SAME STATS for a particular class. Moreover I'm not suggesting the such a system of stats would be the best: I never said such a thing; I only said that the will to implement such a system must bring these consequences. If Anet will have a smart idea to bypass the problem of stats and balance the game (giving however some racial features, because I won't give up this), I'll say: ok, well done, you did a very good job, but if the way is that of stats, sorry but it's only logic, not lore
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You're an absolute idiot. Good day sir.
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Aug 15, 2009, 01:44 AM // 01:44
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#1637
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Ascalonian Squire
Join Date: Aug 2009
Profession: N/
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Quote:
Originally Posted by Archemorus
Since the war between Kurzicks and Luxons problary will or has ended how do we AB?
Solution/Suggestion: Xunlai vs Zaishen
What do yopu think?
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Charr vs. Human AB style PvP zone centered around Ebonhawke.
Small, instanced maps that change with the tide of battle, just like in the current AB.
That is unless this isn't a GW2 discussion.
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Aug 15, 2009, 02:00 AM // 02:00
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#1638
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Ascalonian Squire
Join Date: Aug 2009
Profession: N/
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Quote:
Originally Posted by TheManowar
I already said that I hope the future stats system will encourage player skills over pure calculations; it is a logical consideration, that an asura and a norn can NEVER be equals as warriors. If you don't think so, why implement different races at all? Let's make the possibility to choose only humans and that's all! The choice to implement different races bring the logical consequence that different races have different stats, but it is, I repeat, just common sense, I hope that the future system will be very well balanced (not as it happens in wow, where the only real choice for tanks is tauren, for example); here's a possible way to balance: norn warriors will have higher "strenght", so they will inflict more damage by just brute force, and then give to asuran warriors a sort of activated racial skill that "magically" augment their damages for a limited time to a level similar to those of norn warriors.
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Or, we could just have race-specific classes that are equivalents of each other. An Asura warrior would operate more like a pet-class using a flag-able Golem to fight instead of brute strength. Same with a Norn caster, give them a ritualist-like magic dps class that channels nature spirits instead of studying magic so as to not gimp a player who wants to be a Norn mage. So just small, generally RP alterations to keep everyone happy and not gimp anyone for wanting to play a particular race.
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Aug 15, 2009, 06:04 AM // 06:04
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#1639
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Academy Page
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Quote:
Originally Posted by Martacus Grognoggin
Or, we could just have race-specific classes that are equivalents of each other. An Asura warrior would operate more like a pet-class using a flag-able Golem to fight instead of brute strength. Same with a Norn caster, give them a ritualist-like magic dps class that channels nature spirits instead of studying magic so as to not gimp a player who wants to be a Norn mage. So just small, generally RP alterations to keep everyone happy and not gimp anyone for wanting to play a particular race.
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Isn't it better to just let one "warrior" character fulfill every "warrior" role though (not necessarily with any single build, mind you)? An entire character centered exclusively and entirely around pets is shoehorning to the extreme. If Guild Wars 2 is going to have longer character progression, they're going to need to make characters more versatile, not less. They're going to need to make sure the guy you now need to spend more time on stays fun for longer periods of time, and there's less of a need for rerolling.
Besides, what if I don't like norn, but I want to play the ritualist-style class? Am I just out of luck? Why not keep them cosmetic, and keep every option to everyone? We gain so much in the way of versatility and variety by doing that, so tell me - what do we lose?
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Aug 15, 2009, 09:46 AM // 09:46
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#1640
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Ascalonian Squire
Join Date: Jun 2009
Location: Italy
Guild: II REVOLUTION II
Profession: W/Mo
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Quote:
Originally Posted by FlamingMetroid
you obviously have no realistic sense of how balance works, so I'm done
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I think our ideas of balancing are not the same: your opinion is that balancing means make all equals, so there's no need to balance nothing; this could be okay, but, I repeat, only if anet wouldn't implement 5 different races!! Balancing implies that there's something to balance (it's obvious, indeed), if you make races all equal, then it's not balancing, it's just as if anet will say: guys, don't put efforts to develop a rich and diversified even though equilibrated multi-race game, because people just want "balancing", so practically the race change only the pg skin and nothing more.
Quote:
Originally Posted by BobTheTank
You're an absolute idiot. Good day sir.
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Wow, very intelligent comment, nothing to say; maybe I'm an idiot, but at least I'm trying to explain my ideas without insulting anyone. Leave a discussion in this way, insulting when you haven't any other arguments, well there's just one word for this: pathetic
You can think what you want, but I'll say you one thing: if anet announced that they will put 5 races, well, you have to expect that they will implement some kind of racial "adjustment", I think it's pointless to create animations for attacks and spell-casting diversified for every race, and then make same classes of different races all equal one to each other, so I hope you will not be too much disappointed when GW2 will come out. So said, have fun everyone, whatever you may think
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