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Old Jan 26, 2007, 10:26 AM // 10:26   #1
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Lightbulb Gathering ideas to make Guild Wars better.

First, thanks in advance for reading and/or adding to this thread.

Now lets get down to buisness. I want to make Guild Wars better for everyone. I know this isn't exactly possible, but the farther reaching my goals the better the chances that it will positively effect more people. Are you with me? Good.

I know I have done my fair share of complaining to GW Support about various things and have gotten plenty of cut&paste jobs. Usually they say to chat in a forum such as this, share your ideas there because developers sometimes look over them and see what's being talked about.

So here's the plan; I want everyone to help out and fill this thread with a bunch of grievances -and- ways to make things better.

For example, a big one (in my mind) is the current state of buying/selling things. I'm sure you've noticed when you go into Lions Arch or Droknars you have tons and tons of people blasting the local tab with their adverts.

I've taken a bit of time to ask them why they are basically spamming the local chat with their sales and usually get something like 'people just turn off their trade chat', which is ironic because I'd imagine most people turn off their trade chat because they are not interested in buying or selling at the moment. And, I'm sure, it's just far too 'busy' for them to follow anyways.

My point is: The trade system is very broken and needs to be rebuilt from the ground up.

I know that many people here have suggested an auction house (yes, I -can- use the search function). It's something used in FFXI and maybe in WoW (I don't play either), but even that has some issues and I don't really think auction houses are the answer.

My suggestion? It's not entirely original but basically, cheap, searchable classifieds.

Features:
- Cheap, only a few gold to post (mostly to stop abuse).
- Searchable, ease of shopping for prospective buyers.
- Inclusion, ads will be avalible to all users so target audience is reached.
- Saves time, set-up the ad and go play the game, less time wasted.
- Saves effort, no more selling on the streets, we got better things to do.

This will clear up quite a few current issues, like:
1.) Spamming, will basically become obsolete so no one will do it anymore.
2.) Harassment, advertising in the improper areas will slow/stop.
3.) Server slowdowns, due to tradebots and just masses of people actively trying to sell things.

So what do you guys think about that? Think anyone could back me up on this one, maybe sign a petition or something?

How about any other ideas or suggestions? How about a different grievance all together?

Lets have at it!

Problem?
SOLUTION!
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Old Jan 26, 2007, 05:29 PM // 17:29   #2
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I posted some things that I thought would help in another thread so Ill jsut copy and paste it here too cause it is likely the other thread will die soon.

In it someone said that the Pacing of the new Guild Wars chapters is hurting the community and here is my 2 cents

Quote:
Originally Posted by Lord Dobo
The pacing of prophesies tended to make better players of people who really had to invest time into makeing their builds work for them. Most of the friends I made back then are still friends now. But after that joke of a training island in factions and the new addition of heros (which I will tell you why I actually like them in a sec), the quality of players has degraded tremendously. This led to PUGs being abandoned like I mentioned above, and is just too frustrating to have to go through over and over again, time most people just don't want to put in.

I think part of this is the fault of having to buy your skills. When you got a new skill in prophesies you added it to your skill bar and took that sucker out for a spin. You had a nice trek to the next town, and might have had it a while before you leveled, so each new skill was kinda neat in an odd way, even if most of them ended up junked. Now most players I run into don't have any skills and don't know what to buy anyways because they make snap descisions about skills that they never tried out in the field, never found the nuances that you sometimes only experience by accident. It's not really their fault a lot of the time either, fully buying all of the available skills can be costly (beleive me, I have ten characters, one for each class and have spent well over 2.5 million by my last count on armors, dyes, skills, guild matters, and even some charity.).



Out of all the "guild wars is dying" and "guild wars used to be good" Threads, I think you have hit upon a very important aspect that no one has commented on. I was thinking about all the threads on this subject and I thought about this aspect of the game as well.

I think the threads about this issue are about complaining WITHOUT any constructive ideas or reasons why things have changed. What I think players should do is look at the reasons why they love Prophecies so much and then look at what changes in the new chapters has hurt gameplay in their minds.

Lord Dobo has hit upon one of the reasons for the so-called "degradation" of the game. Pacing. Pacing. Pacing. Prophecies, in my mind did this very well. Lets look at some examples.

Pre Sear: I, for one, LOVE the idea of the Pre Sear area. I love that fact that new, low level characters are kept seperate from the high level players and equipment. No level 5 characters wearing the highest armor in the game or carrying a max damage weapon.I like how there are a set number of skills for each class to get and learn to use. I have commented on numerous occasions how I did not like how the new chapters allow the mingling of low level characters with high level characters. I think starter islands should be just that: For starting characters only! Reinstituting this would begin to help the game I think.

Skills: In Prophecies each class has its own line of quests that give skills as rewards. This was a great idea. You continued to earn new skills and most of the time you at least tried them all out to see what worked, Like Lord Dobo pointed out. And you continued to earn skills throughout most of the game, even for you secondary. This getting a handfull of skills and then having to buy the rest for 1K a pop is just ridiculous IMO. Some players cannot afford to buy all the skills they need for both their primary and secondary profs. Some players are completely ridiculed when asking what are the best skills to buy. NEWS FLASH--They may just be trying to save themselves time and money on NOT buying useless skills. Give them a break and help them out.

Leveling: The pace of leveling was near perfect,IMO, in Prophecies. Heck, most of the time, people wouldn't hit level 20 until they got to the dessert! Reaching level 20 was a goal, an achievment, something special. Not with the new chapters, they rush you to level 20 so fast its just crazy. Why? Why do we HAVE to be level 20 to enjoy the majority of the game? It makes absolutely no sense to me at all. Now when you reach level 20 all the enemies you fight are lvl 22 or higher. Back in Prophecies, you could be level 15 and get owned by a mob of lvl 10 monsters if you weren't careful. Please, please, please Anet, put a slower leveling curve in the new chapters.

I also think that all max armor and max dmg weapons should have a level restriction on them. You can't wear the best armor or carry the best weapons until you are level 20. That would help to keep the high end items OUT of the low end arenas. This would give a very good reason for reaching Lvl 20. As it is now, it means nothing to be lvl 20 at all. Heck, I would even be ok with lvl restrictions on missions. This would make things interesting.

Running: Hey, I had no problems with the running in Tyria. You played through the game with one or 2 characters and don't want to have to do every mission again with a new one? Fine by me. Just as long as you have to be lvl 20 to wear Drok's armor. Want to be power leveled to lvl 20 by a guildie? Fine by me.

The thought of having to do every single mission in the new chapters with each character I want to bring through makes me physically ill. Number one, I just don't have that kind of time on my hands. Number two, I loathed the city in Factions and never want to do those missions again. So why should the areas I want to get to be closed off? Like I said before, if you put lvl restrictions on armor and weapons I know that I am either going to have to do the missions (ugh), grind out xp from killing monsters, or get power leveled before I can equip them. How would this affect anyone else? How does it affect the "balance" of the game? I don't think it would. Running allows people to skip parts of the game they did before and didn't like and would rather not be forced to do again. Big whoop. How does that hurt me?

These are just a few exact reasons why I think the game has changed so much since the "golden" days of Prophecies. I don't like all the complaining threads anymore than the rest of you do. Instead so just saying why you don't like the game, give us EXACT ways you would fix it.
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Old Jan 26, 2007, 06:33 PM // 18:33   #3
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Quote:
I think part of this is the fault of having to buy your skills.
I agree. It should be a nice mix. Get the lesser skills free from quests, but have to purchase or do much harder quests for the better skills. At least this way, new people could get a nice foundation on how skills work and which ones they like to use without having to spend lots of gold to find out.

Quote:
Why do we HAVE to be level 20 to enjoy the majority of the game?
I have not noticed this as much Nightfall, but in Factions, it was far too quick. Also, Factions was much more complicated, difficult and frustrating than Prophecies. I'm not saying I want things handed to me, but the degree of difficulty was outlandish!

Quote:
I also think that all max armor and max dmg weapons should have a level restriction on them.
Well, at the same time, you'll need X points in attributes to truely wield such a weapon. Otherwise you'll get reduced stats. But I still agree there should be a hard coded restriction.
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Old Jan 26, 2007, 07:34 PM // 19:34   #4
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There are 2 major problems with guild wars IMHO that should be fixed...

And we all know what they are

---------------

Problem:
first is storage... this is huge! Sans skill acquisition, the only way to improve your character is thou getting items. There are countless threads on this every day... 3 chapters and no increase of storage- collectors items, Green Items - i have a knife with +9 to ogre slaying! (I'm not going to give that up) Dye - My guild has pooled this to a single char, but its not fair for that person to hold it all, holiday items, armor, Mini Pets - they are just cool, we should be able to store items without it interfering game play.

Solution:
More storage.

-----------------

Problem:

second is the absence of a good Trade system.

Solution:
in-game ebay.

-----------------

trade spam is not fun... having a full inventory is not fun... -If these problems get fixed the game will be better.
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Old Jan 27, 2007, 06:28 AM // 06:28   #5
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Quote:
first is storage...
The easy fix is to make it so you can buy more storage. Keep the first bit cheap at 50g, but the next one would cost like 5k, and then 10k, etc. That's realistic, if you have the money then you should be able to store more. Maybe they should adopt that whole own-a-house thing.

Quote:
More storage.
No offense, but your solution isn't very robust. Don't just say what is needed but how to get it. Just a suggestion.

Quote:
second is the absence of a good Trade system.
What do you think about the idea of classifieds?
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Old Jan 27, 2007, 06:18 PM // 18:18   #6
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Quote:
Originally Posted by Shokuji
The easy fix is to make it so you can buy more storage. Keep the first bit cheap at 50g, but the next one would cost like 5k, and then 10k, etc. That's realistic, if you have the money then you should be able to store more. Maybe they should adopt that whole own-a-house thing.
Um no i dont think that is easy. i think it would be much easier if they just gave us more storage...

Quote:
Originally Posted by Shokuji
No offense, but your solution isn't very robust. Don't just say what is needed but how to get it. Just a suggestion.
The simple solution is always best... we have x storage it's not enough... so x + n is better where n is some amount of more space --you see? you seem to be over thinking the problem.

Quote:
Originally Posted by Shokuji
What do you think about the idea of classifieds?
meh, i dont have time to read classifieds.
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Old Jan 27, 2007, 07:02 PM // 19:02   #7
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the way to make PvE better
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Old Jan 27, 2007, 09:04 PM // 21:04   #8
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Quote:
Originally Posted by Thomas.knbk
Remove it
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Old Jan 27, 2007, 09:20 PM // 21:20   #9
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I think that the weapon requirements are meant to be a way of keeping low levels from using high weapons, of course, it's possilbe to just put all the points into the weapon req, but then you have an unbalanced character. I think instead of adding new req's to armor and weapons they should just put max armor later in the game where you'd actually need it, this would go along with slower leveling.
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Old Jan 27, 2007, 09:28 PM // 21:28   #10
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Open pve areas, non instanced areas. Where you can gank people.
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Old Jan 27, 2007, 09:50 PM // 21:50   #11
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NON INSTANCE AREAS YES GOD PLEASE!

Seriously, instancing really hampers some pve, it feels like im playing a single player rpg.

Also, Seperate pvp and pve more, PvE should not be as limited as pvp is.

PvP=limited and balanced like it should be

PvE=limitations equal no point
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Old Jan 27, 2007, 10:19 PM // 22:19   #12
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i think that should be able to add and remove pircings from the character to make it look nicer :P
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Old Jan 27, 2007, 10:20 PM // 22:20   #13
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Quote:
Originally Posted by Gargle Blaster
Um no i dont think that is easy. i think it would be much easier if they just gave us more storage...
But with all that freedom of storage just makes for packrats. And nothing is free. Maybe a monthly gold fee for bigger storage would be the most viable option. I donno, I just don't think it should be free, though. The sheer fact that your stuff that you put into storage is instantly available anywhere is already a bit over the top. I guess those are magic chests or something. Hell, why not banks with safe deposit boxes?

Quote:
meh, i dont have time to read classifieds.
But you have time to sift through all the trade spam, and spend hours of your time trying to sell something? With the classifieds I'm imagining, you don't read them all, you'd be able to search what you're looking for. It's all about saving time, and it cuts down on tradespam.
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Old Jan 27, 2007, 10:24 PM // 22:24   #14
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Quote:
Originally Posted by Thomas.knbk
If you're going for more efficent enemies so they don't have to load up an area with just a ton of stupid enemies, then I'm all for it.

But honestly the game is quite hard enough for most people. In fact I find Factions so outlandishly hard I hardly play it.
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Old Jan 27, 2007, 10:27 PM // 22:27   #15
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Quote:
Originally Posted by lacasner
NON INSTANCE AREAS YES GOD PLEASE! Seriously, instancing really hampers some pve, it feels like im playing a single player rpg. Also, Seperate pvp and pve more, PvE should not be as limited as pvp is. PvP=limited and balanced like it should be PvE=limitations equal no point
Don't forget that Guild Wars was built in a way where they could afford to make it cost $0/mo. I think instancing is one of those things where for things to be free it had to happen.

But also, I've always thought about how it makes you feel like you're the group of people saving the world and such. Plus you don't have to worry about kill stealing and looting.
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Old Jan 27, 2007, 10:36 PM // 22:36   #16
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I was thinking something like this,
Kinda like a Guild Wars eBay, except when win/buy an item, once you pay for it, then you get the item and the other dude gets the cash (automatically). So yeah thats my idea.

It'd still be the same as ebay, have a fee for putting things up, and people could PM you if they had questions, etc.
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Old Jan 27, 2007, 11:47 PM // 23:47   #17
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Well, where do we start? First of all, the advertising idea to trade is already available, the new search function allows us to set outselves as trade, and even write some information.

As I have often said, there needs to be a centralized location for players from every chapter to join in and trade. Furthermore, in order to increase the number of potential buyers and sellers, they can strip down the interface and make it into a chat channel type location which has windowed interfaces and specialized options to search and marquie your interests. By offering a centeralized trade center, with reduced visuals (allowing greater numbers to occupy a single instance), and unique interfaces only available in that location, you pull players interested in sales and valuables to a dedicated location, removing them from normal gameplay instances and introducing them to buyers.

As for skills, the cost in gold is totally unneccessary, skill diversity allows players to experiement and develope original builds, limiting a players selection by cost handicaps less active players from buying a lions share of skills for even one character (across several secondary classes). If the skill point alone is not enough cost to cover a new skill, the rate at which we gain skill points can be lengthened to increase the effort needed to gain skills, but remove the cost in gold. This way gold can be spent buying nice armors and the like.

Controling cost cannot be done by Gold Sinks, the gap between the rich and the poor only increases against the poor when gold sinks are implemented. Price gouging and hustling isn't controled by gold sinks. It is very obvious that the most expensive articles are the ones without complete alternatives, namely weapons. By introducing a complete and acceptable alternative, players can choose to accept or deny unreasonable pricing, and no matter how inflated the economy gets, the cost of articles can be maintained and restrained by NPC based alternatives. With NPC alternatives and price capping, no matter what players try to sell items for, a baseline for cost can be established and maintained, allowing players a choice, and they will only require player selection for luxury, as it should be.

No matter how much gold is in circulation, if the costs are regulated, it doesn't matter if certain players have an ammassive surplus of gold, they woln't be able to dictate or sabatoge the prices of common items, the only exclusive articles players should be able to barter are rare skins and unique items which do not offer any advantage in combat, but simply visual features.

Between offering complete alternatives to players, and collecting buyers and sellers in a universal location, the difficulty obtaining nearly any article will be exponentially less. I have no simpathy for those who mourn deflation and devalue of farming, this is not a farming game, it was never ment to be, and perserving a status of grinding and farming for wealth is not an issue in GW.

Furthermore, improving skill function and profession appeal is a glaring issue. There are many undervalued and underpowered skills in the game, which makes limited class builds and diversity, making certain classes, and the game as a whole, less enjoyable. Simple things like overly long recharge times, underpowered spells, overly expensive costs and weak, disfunctional techniques.

In specific, there are functions like DoT, and ShadowStepping which cannot be used often enough to accept as a skill. DoT spells are not targeted and can be escaped, and considering the mitigation of damage over a period of time instead of a single shot..... they can easily stand to effect larger areas (area wide) and be used more often. The cost involved is too great to be used infrequently on a small location. Otherwise, the cost can be lowered and the recast can be lowered, so they can be used frequently on small areas. And the conditions applied on DoTs should not be at the end, they should be at the begining, or come in smaller deliveries throught the duration.

ShadowStepping, ever how powerful it may be, cannot be restricted to once every 45 seconds. For assassins, that isn't worth bringing. Even if the additional effects were greatly amplified, it fails to provide the function desired regularly enough to be effective. Cross combinations can be dealt with by implementing disabilities like lose of adrenaline, by even one point, preventing Warriors from teleporting right onto a foe and dumping. The function needs to be effective for the class it is on, and Assassin is in need of effective tools to compete regularly and equally to other classes.

There are further difficulties with Ritualist, and skills throughout every class that don't deal effectively enough to create acceptable builds. The mosh of weak and ineffective skills limits the diversity and originality of combat, making staple builds a common sight, as the selection of useful skills is grossly limited.

Beyond rectifying current weaknesses and malfunction, future additions need to have significantly more Original Content. Reproducing the game with minimal to insignificant redevelopement makes continuing the game very stale and monotinous. The game should be improved with more current content for those who like what GW already offers, and more original content for those who need more, to satisfy and attract more players, and recapture exsisting players. By simply repasting the same game with different skins and minor improvements the gameplay will get very stale, very quickly. Content like Heros is a good start, but much more innovation needs to be done on a regular basis in every new chapter. I do not accept paying the price for an entirely new game which only expands the content of a game I already have, unless it offers something totally new and outstanding, it is not worth the cost of a totally new game, even if it is a "Chapter" with standalone capabilities which are not utilized.

Many more improvements and elaborations can be included, but these stated are the glaring issues which demand attention in order to rectify and quite frankly "save" the game from slumping. Accolades earned for achieving so much thus far should be given to Anet, many of their efforts and ideas have developed revolutionary options and improvements in gaming. But if they stop revolutionizing the game, than it will sink into history and be replaced by another game which brings about the next revolution. There Must Be Fresh Content!

Last edited by BahamutKaiser; Jan 28, 2007 at 12:09 AM // 00:09..
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Old Jan 28, 2007, 03:57 AM // 03:57   #18
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Quote:
Originally Posted by Shokuji
The easy fix is to make it so you can buy more storage. ...
It won't happen unfortunately. People have been asking for more storage for ages and the user base is being ignored. I would gladly pay $1 per storage slot and be prepared to pay up to $75 right now but have never received any response to that offer. It's just too painful to play right now with ten chars + Heroes and three campaigns with so little storage so I don't play any more and have moved on.
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Old Jan 28, 2007, 07:44 AM // 07:44   #19
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Quote:
Originally Posted by BahamutKaiser
First of all, the advertising idea to trade is already available....
But not to the degree that's needed for effective trading. It's a good step in the right direction since it goes transdistrict. But we need a way to make trade offers persistant, accessable to all, and searchable.

Quote:
By offering a centeralized trade center...
We already have some trouble getting people to want to turn on the trade portion of chat. Most people turn it all off because it's so annoying to see something like:
MAX BOW +25HP +20%ENCHANT 10K
MAX BOW +25HP +20%ENCHANT 10K
MAX BOW +25HP +20%ENCHANT 10K
MAX BOW +25HP +20%ENCHANT 10K

Tradespam is really annoying and just subtracts from the overall experience. I know -why- they spam, because there needs to be a functional system in place that gets the job done.

Lots of people have suggested an in-game ebay style auction. That's fine, but I think that would be more work than the staffers would like to put into it. With classifieds you post how much you want, it stays there for X days (depending how much you wanna pay for such advertising) and when someone buys it, it's all done automatically. Seller gets gold, buyer gets item. No extra human interaction required.

Quote:
As for skills, the cost in gold is totally unneccessary...
Are you going to teach a perfect stranger how to work on computers for nothing? I bet you'd ask for a fee. Now I do agree to a point though. They should make the fee standard, not scale it up every purchase.

I say the 'basic' skills are cheap, and the 'advanced' skills are expensive. Would make more sense to me if it was set up like that, but right now, I never understood the ever increasing price of skills.

Quote:
Controling cost cannot be done by Gold Sinks...
Well having some sort of way to update & change your character would be nice. Sink or no sink, I'd rather have the option and ability to do such things than not.

Isn't part of the 'lure' of the game the fact that the economy is "player run"? I'd imagine going that route would kind of make the game lose such appeal. Though I don't think it's exactly as special as people think it is.

Quote:
...weak, disfunctional techniques...
100% correct. There are far too many skills that are just junk skills that no one would use anyways. Most RPG's have fewer, far more useful skills that gain power with the user. That would make more sense then having redundant skills like we currently have.

Quote:
Many more improvements and elaborations can be included, but these stated are the glaring issues which demand attention in order to rectify and quite frankly "save" the game from slumping.
I thought about pay-to-play mmo-style games out there (WoW and the like), figuring that since they are paying a monthly premium that they would see problems fixed faster. But after talking to a few WoW players I know that is definately not the case.

We would get the same service either way, to be honest, so to a point we should be pretty happy with the fact we are getting near-premium service for a free price. (hope that made sense...)

Thanks for the great post, BahamutKaiser.
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Old Jan 28, 2007, 07:47 AM // 07:47   #20
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Quote:
Originally Posted by BahamutKaiser
Truth
I have been playing since beta and I absolutely love game but this is EXACTLY WORD FOR WORD what this game NEEDS.

Trade Idea-There needs to be an eBay thing or a Auction house or specified location for trades or something because the spamming of WTS SOME STUFF FOR WAMMOS is annoying. Maybe you can just give the item to a <insert item type here> Trader with a price you want it for then wait for it to be sold. this will have a duel effect. Reducing space taken in inventory/storage and reduce spam.

Economy-In PvP, this game is about skill and only skill, if you die, its because you suck, and just that. In PvE, if you are a constant failure its because you either:

A) really do suck
B) dont know what you are doing because your new to the game
C) dont have enough money to buy skills
D) dont have enough knowledge of the game to pick out good skills

I like the idea of just useing skill points to buy skills and save money for armor or runes as they are straight forward in their uses and are often expensive for the MMO hater (your target audience). I for one have never EVER obtained a large amount of money without cheating (farming or buying gold).

Skill Balancing-I'm not trying to sound sarcastic and I'm sure you get this all the time. Your skill balancing is unbalanced. You just nerf the popular ones and occasionally truly bring a much needed change to skill. But this only happens to a skill thats actually USED. I'm sure every class has a number of skills or even a line of skills in general that few people use and use effectively. Spasificly, like Bahamut said, the skill needs to be effective for the profession its on. Like Swirling Aura for example:10 Eng, 1 Sec, 45 Rech. For 8...18 seconds, Swirling Aura has a 50% chance to "block" projectiles. Its useless. Maybe if it had a faster recharge time/lasted longer in exchange for a higher energy cost. 15-20 energy isnt a lot for eles.

The way things are in terms a skills and builds goes as follows:

[] Original
[] Good

Pick only one. There arnt enough good and original skills to make good and original builds, even with the new skills and professions all I'm seeing in fan sights are just variations of an already established concept. Simple as that. I'm not asking you to break the game, just buff some less used skills so people might actually want to use them instead of ignoring them all together.

Copypaste-Ive also noticed that these expansions are just different skins with kinda new content. The heros are an acception. Basically, you just have to keep on the innovative side of thing. Look at Nintendo, innovation is their way and they dominate pretty much everything they do (Game Cube aside). Give something new to a game, new professions, skills and maps shouldent count as an expansion. All I ask in expansions is that you add a new style of gameplay while keeping the spirit of the older versions.

At this rate, Guild Wars isn't going anywhere, its staying right were it is. Its not going to get many new players and its probably isn't going to lose any of its customers. But please, please listen to your fans more.
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