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Old Mar 22, 2005, 06:55 AM // 06:55   #161
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This isn't so much as specifically for the March Beta, but in a sense, it is, so I figured I'd post it here. Well, three things, actually, and I'm not sure if they've already been brought up.

1) Attack Ranges. I'm not sure if it's just me, but the attack ranges for Mesmers, Necros--really, any spellcasters, seem awfully short. It seems that Rangers have a much greater range, and I just don't understand why the spellcasters need to get so close.

There have been times in PvP where I've literally run right into the middle of a group of Warriors, and I only was targeting the opposing Mesmer/Necro/Monk/Ele that was not a few feet behind them.

While, yes, the range limitation does necessitate the need for the weaker spellcasters to hold back, I feel there should be some type of "distance buffer," for lack of a better term.

I'm not suggesting to nerf the Ranger--far from it. For their profession, their range makes sense. But for the spellcasters, I thought one of the beauties of those classes was long-range (or even mid to long range) spell devastation?

2) Lion's Arch unlock near Beta Finale. With the recent new and exciting PvP character creation changes, I found many (all, lol) of my older WPE and Beta characters deleted to make room to experiment with new, fuller character builds.

At the Beta Finales, we're all well aware of what kind of action goes down in Lion's Arch, but unfortunately, both the PvP characters and any new characters created don't have Lion's Arch on their maps...and for the new characters, getting to Lion's Arch is pretty unsafe unless you've got a solid group.

So, would it be possible to unlock Lion's Arch on every characters' map a few hours before the Beta ends? That way, everyone will be able to get down, dirty, and naked and then get slaughtered by Bone Dragons and Firestorms and such.

3) Private Duels. Now, don't get me wrong. I love the group PvP in GuildWars. But sometimes I just wish I could challenge another player for a 1-on-1 duel. I don't think a ranking system would necessarily be all that important for the duels, but I do think duels would be handy when you're testing out and experimenting with various builds.

I mean, you could go up and challenge a Warrior/Elementalist if you wanted to see how well a Necro/Mesmer build would do, and I think it'd provide worthwhile feedback in the sense that you can see what skill sets/tactics work and which don't, so you can hone them a bit before leaping into the Arena or Guild-to-Guild battles.

Just seems that in the Arena battles, which have random teams and such, it's not totally possible to see what works and what doesn't, because with the random teams, it certainly can come down to three Warrior/Monks laying into your Ranger/Ele combo...and it just doesn't seem like an accurate gauge of what the character can do.

Yes, when you bring that character into the group battles, you're going to be faced with that group battle situation, so some tactics employed in the 1v1 may not fully apply, but you'll at least have a better idea of how to knock out the opposing characters before it comes down to that 3-on-1.

---

Thoughts? I don't visit here too often, so I may or may not reply for a few days, but I wanted to throw those three things out there.
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Old Mar 22, 2005, 08:05 AM // 08:05   #162
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This BWE seemed to move GW much closer to a polished game. I found very few things I didn't like, and there are only a few I would really like.

1. Account Wide Storage: I've heard that this will be in by release, but this is something I've wanted in GW for a long time. It doesn't need to be massive, but I would like a place to put items to be saved for guild members who aren't online at the time, crafting matierials for other characters, and a place to put stuff so I don't have to ask someone to mule for me. This would clear up alot of my inventory and I wouldn't always get the "Your inventory is full" message when I want to keep everythign in my inventory.

2. More Character Slots: Simply, 4 is not enough. I have four characters they I want to play and have had to ignore 2 other primary classes since I don't have enouhg room for them. Also, with the option of PvP characters using skills/runes/upgrades you have unlocked I would like an extra slot to use for a PvP char. I would settle for 5 slots, but 6 or 7 would be even better.

3. Variety in Arenas: The new Coastal Arena is great, but it seems to be a copy of the Gladiator's Arena. I'd like to see this one changed to 6v6 and have another Arena where you choose your own team of 4 (like a mini tombs but arena style).
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Old Mar 22, 2005, 08:30 AM // 08:30   #163
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Thumbs up MBWE~Impressions, Bugs, and Suggestions (Many)

Before I get fully into the topic, let me say that this was my first beta weekend, and the game environment left me in a state of amazement. It was down to the last 10 minutes, my party had just reached the place where you cannot cross the bridge, and we had all been gawking in wonder at the scenery. GW artists and artisans stand straight and proud, I salute you. These are no mere “graphics”; this world is a work of art. I kept finding places that I wanted to visit for real. I WANTED to go there.
Anyway, it felt like an awesome SF movie where you are stranded on an alien planet that is about be destroyed by an asteroid or something. We knew we were about to die and we said our goodbyes (trying not to sniffle audibly or say "I love you, man" too many times) exploring and battling the enemy to the very last moment when we knew we would be obliterated instantly in a shock wave we would not even feel coming. I was just reaching for the keys to tell my loyal friend Baptiste thanks for watching our backs when the world came to an end.
Somewhere, somehow a world really had come to an end. It was sad. Too late for final thanks to those who had fought at our side.
I have been playing computer games since they were at a resolution of 240X180 (the artistic equivalent of stick figures) and you got color only if you had a spare color TV. I am 40 years old and have never, ... ever, had a game environment draw me into this kind of immersion. Guild Wars is now the standard to compare all others against, and no one can yet compare. Thanks.
OK back to business, [Bonefoot Lightarrow takes a deep breath], Here are my thoughts on gameplay, bugs, and features:
1. I had failed to skill a pet REZ (duh, I thought I would have a chance to prepare before battle, silly me. Why would I expect Army training before being thrust into battle?) and ended up mapping out to town. The message said to logout and back in so I did. Then, no amount of rezzes would bring the cat back, and after a few zones it disappeared completely. I was a naked ranger without the cat, and I died more often because of it. Need some way to regain the pet or my character is crippled. People were whispering behind my back. ;~)
2. In one quest we found a refugee, but lost him during a battle. Disappeared. Never did find him again.
3. That’s all for bugs and impressions. Now to suggestions. Finding groups in GW is a lot easier than in some online games. Going solo isn’t much of an option. But please find a way to signal LFG without having to shout it over and over again. Some people sit there quietly waiting for someone to tell them what to do, and it would help for experienced players to be able to find them. I suggest a text command or button that changes your name color. With a single key press you would then be able to see all the LFGs in the area as a special color.
4. Also, in the group staging areas please place more unique objects. “Group forming over by the tree”, no wait, there are 2 trees. “Group forming over by the blue tent”, no wait, both freakin’ tents are blue. “Over by the signpost”, dang it, there are two signposts! “Over by the obelisk”. Over by the fountain. Over by any one of the unmistakably unique objects or features in the area--please.
5. During character creation I thought the male Ranger looked too much like a woman, but in the game he was totally cool. People kept asking me “where did you get that armor!” All I could say was, “Ranger garb.” Please don’t mess too much with a good thing. Options are good, but the Stryder-type Ranger look is great. (This is not a complaint, of course, but I had to throw in the compliment)
6. I never did PvP where you get to see all skills, so sorry if this is there already, but I would like at least ONE Ranger group buff skill. Like to contribute to the group in some way. Every class should have at least 1 group buff skill available.
7. Got tired of dropping something to free a slot with a full inventory, then picking up an item, then dropping it, then picking up my original item again just so I can allow someone else to loot an item. Simple Rt. Click on the loot on the ground could toggle “reserved” to “open for all”. Otherwise I like the division system.
8. At the same time, 1 exception, the loot-free timer was a bummer. My first and only Ascalon Armor drop was up on a path far out of reach. 8 or 10 minutes later we finally got around there and somebody grabbed it, I didn’t want to make a stink but I would have preferred that it stay reserved for me for whenever I could get to it.
9. Hey, sitting does work for visual AWK, but doesn’t tell a remote whisperer what’s up. They think you are ignoring them. Please fix. I'd rather not have to log out every time the phone rings just to be polite.
10. Ready-flag button is needed before mission as others have said. Add my vote: yes.
11. Pet naming, please do. Name color or text [Pet] denotes pet from player to avoid confusion.
12. While logged in but not playing, continue any and all downloads until completely done rather than waiting to zone. Very irritating to play with a dial-up member. You can’t fix transfer rates, but you can do everything possible to allow a player to dial in all night every night until they synchronize every possible file. Updates happen, but if the computer is sitting there idle—use it. Also, what’s up with this decompressing business? My laptop is marginal on specs but I still have Gigs available. Recommend a “decompress all files” button at logon screen to optionally avoid the delay of decompress at zone time.
13. I vote “Yes” to a Friend-Online message. Also, a block-friend-online-message option per-user to hinder stalkers. Don't people know we really don't look like our characters? Geeze.
14. I personally like the “identify” kit, but think you should have to use a skill point or complete a quest to enable the know-how. Identified items should be worth significantly more than their non-identified counterparts. Same goes for multiple levels of dyeing, salvaging, and multiple levels of crafting. Nobody should know these things by default. Earn it, Quest it, or Buy it.
15. Speaking of earning things, I’ve seen more whine on forums than at an Italian restaurant. For those who say “I played all weekend long and didn’t unlock every skill and didn't get the best armor”, I have this advice: Buy a different game, type in the cheat code for GOD-Mode and proceed to feed your whining mouth a bottle of baby mush because NCSoft is already spoon-feeding you more than you deserve and what—can I hear the audience say, “what”?—good is a game where you reach every goal in a couple of weekends of play? Work for it, man. When you get that armor or that skill you should be dang proud of it and [Shout] to all of your [Friends] or your Guild members and say, “hey look what I got!” Yes, the goal is that all characters are relatively similar in power levels but have some respect for what you earn, dude. I would have personally fought for making e-v-e-r-y s-i-n-g-l-e skill a quest reward if I had been on the design crew. Better yet, make it a choice of ONE of several skill rewards. Do the quest a second time to get a second choice of reward. Obviously, PvE is different from PvP but there have to be some goals for future play. Otherwise how soon will the other game elements fail to be enough to bring you back every chance you get to play? Longer time players are rewarded with options rather than power, that’s the concept. Me? I would give you a gold star point for the quest and still make you pay big bucks for the skill at a trainer. Cheap armor, cheap skill=cheap thrill, no lasting satisfaction. Quest it, buy it, EARN it.
16. Other whines: I had some lag but not a killer and I am way out on rural DSL with high latency. Either some players got a bad service provider or were on an overloaded game server. I played all day, all weekend, and most of the nights with only a handful of real lag-moments and none bad enough to complain about. Just a data point here, no prob. (though I did get bumped off unexpectedly a few times, did you have some server crashes?)
17. Big-number low-level mobs provided some of the most challenging and exhilarating fights all weekend. Stop whining about the difficulty. That’s what REZ is for and learning how to play without dying. Swarms get the heart pumping. Nothing like making a comeback from half your party dead to kicking butt and taking loot in the end. Woo-Hoo!
18. Also, zero-XP is a bummer. I say give us 1 experience point per kill, minimum. Nobody in their right mind is going to slay 9,600 level 1 Mobs in an insane attempt at leveling (and if they do I s’pose they deserve a level). Throw us a bone, here. It’s all about reward. Even if the bone is old and moldy. 
19. Stop those idiot lemon salesmen. If I hear, “CRUSHING HMR 4-6 Dmg JUST 30GP SOMEBODY F***ING BUY SOMEFROM ME 4 I SH**ING CR**M MYSELF I AM SO PISSED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!” I should be able to click the name of the offensive Id10t and filter their butt out of my game experience. Let me build a personal offender filter list that would also gray their character name out in the common areas to make sure I don’t accidentally invite them on a mission. Also, make it an option to announce and/or participate in auction talk or tune it out. Anyone who auctions outside of the rules or outside of the marketplace is pure SPAM and should expect to get filtered. In my book they get one chance. Don’t mess up my game, man. Also, in a future rev you could have a SPAMMER option that players could choose that would filter out the top people who have been filtered by other players. I know the real world is full of low self esteem, misplaced anger, and otherwise maladjusted individuals, but the real world has many controls and this world should have them, too. We should have community consensus action, teach them that they have to behave to have full rights in any world. Here’s an idea: disable player trade windows outside of trading zones. Second Idea: Implement some kind of Role-player mode that is stricter on behavior than for non-role-players. I'm a role player, myself. Nuf sed.
20. Pets: Holy Moly do I have a lot to say here. Sorry for the length (20?), but I think I have a relevant position to express. More control over pets? What—Is—Your—Point? Geeze. The skill is called “Charm”, not “Mind Control”. You whiners. A large feline, no matter how smitten or charmed it is, is STILL A BEAST, MR. BEASTMASTER. It is a living creature that I think reacts admirably well to your lead. You target a creature, the cat targets the same creature. It acts as your living shield just because you convinced it that your sorry butt is worth protecting and if you want to carry a dead-meat-shield become some other class, for crud sake the Ranger is not for you. Have some respect for the critter.
T-h-e c-a-t i-s n-o-t a r-o-b-o-t.
In fact, I propose an expansion to the Pets concept.
a. Allow for different pets with different attributes and skills of their own. Such as a bear that acts as a tank but is slow to react, the cat who is well-balanced, or the flying snake that spits poison to temporarily blind opponents and do other DOT poison effects but has low melee damage. (gotta love it, I would pick the flying snake).
b. Allow Rangers to train their pets. Give simple commands, yell, or scratch them behind the ear at appropriate times to provide positive or negative reinforcement at the right behaviors in certain situations. Even teach them tricks. Attention to detail and training skills here would give those who want to precisely control an animal the ability to do so, and those who prefer to respect the individuality of the creature to do so. Of course, some animals are more trainable than others, (hint, hint). Perhaps what you really want is a Doberman Pinscher or Labrador Retriever; who has a little less melee damage but is very trainable.
c. Give pets to some other classes, but with non-melee abilities. Examples: The Mesmer who learns the skill of falconry could have a bird pet that extends their scouting range (see wider area map) but does no fighting. And get this! The thought has me LOL’ing at the keyboard here.  Imagine a cute chick (female Elementalist) with a Toy Poodle bounding into battle! The poodle is tougher than you might think, having the ability (agility) to avoid most melee attacks (except for the Giant “stomp” which they might be susceptible to), but who has the particular ankle-biting ability to cripple enemy monsters and keep them from running (as in the “pin-down” ranger skill) and is particularly effective in tripping the enemy so that they fall at times. I love it! I can just see the little fluffy white poodle growling and snapping at the ankles of an earth elemental and causing it no end of distraction. Too funny. Too, too, funny. Or, an Elementalist could have, um, let’s see, an elemental as pet? The Elemental would have some minor skill-casting ability, sit on their shoulder like a parrot or a little devil’s advocate, and naturally enhance the effect of spells of their particular domain (Earth, Air, Fire, or Water, naturally, as a + to the elemental skill realm of choice).
d. And finally, please, please, as in #11, let us name the pets. A single name would fit with the standard social convention but would NOT require uniqueness within the game (could take on the last name of the player, or just put a number after any dupe names within a group).
OK. Um, I stretched #20 out as far as I could. I’m done now, more or less. I agree with some PvP suggestions given on various forums but have not played that yet so can’t take a side. The “Fame” concept certainly has some merit in the PvE environment as a role-playing element. NPCs could react differently to characters with high fame, or offer additional quests, lower prices, better trades, etc. (or quests could start seeking YOU out.) Also, [certain] other online games are now relatively obsolete, but the “Find” feature of NPCs in other games would be in keeping with the GW “take away the pain” concepts. I have to draw a map by hand and label it with names and collectors or I can hardly ever find anybody.

Thanks for reading,
Bonefoot Lightarrow~Ranger/Elementalist 4 life
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Old Mar 22, 2005, 09:22 AM // 09:22   #164
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Just to clear some things up for you,

1. There are two skills to resurrect your animal companion, one being Revive Animal (resurrects your own and other's companion), the other being Comfort Animal (heals your companion and revives if dead).

4. Rather than indicating a physical location, it is easier to ask people to request an invite from the party leader if they want to join. In mission staging areas they will have a group indicator above their heads, in cities people can hold down ctrl to look for the party leader to request participation.

6. Nature Rituals are exclusive to rangers and usually benefit everyone in the group (but those in the opposite team as well). There are currently fourteen different nature rituals, so there's no need to worry rangers lack group buffs.

20. Control over pets isn't as awkward as you think. I'm sure you've heard of 'dogs', you can teach them to 'sit', 'stay', 'roll over', 'fetch', 'attack', and if you're lucky 'stop barfing on the carpet'. Animals are not brainless. A large feline might not be interested in doing what you tell it to do, but it sure as heck won't charge in at a pack of twenty-odd hulking undead monsters, rather fleeing to the safest place it can find. It's not a question of realism, it's a question of simple game mechanics - pets tend to get entire teams killed (similar to warrior henchmen), and people would appreciate some way to prevent this from happening short of not bringing the pet/warrior henchman. Guild Wars is all about the question "Is what I'm currently doing fun?", and I can assure you that apologizing to your team for the third time in two hours because your beloved little furball brought home sixteen very upset monsters instead of a dead mouse is not.
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Old Mar 22, 2005, 11:56 AM // 11:56   #165
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Hi,

This is my first suggestion and 2nd post, not quite sure how seriously the suggestions are acknowledged here, but regardless I want to put an effort to help improve the "only" game I'm going to be playing in my free time once its released.

First and foremost I would like to stress on more drops for items like Runes, wands, staves & unqiues which if possbile should be directly proportional to amount of time a person has played a certain map or killed certain monsters or by some other mathematical criteria. Infact I'm bored with excessive # of drops for bows, hammers, swords and alike. It would be better if there was euqal number of chances for each of those items and every profession could benefit from drops. For eg, I tried to get Runes for Ele from Monsters following the Salvae item guide and after spending 4 hour doing same map over 6 times(killing Charr monsters, over 30 per level) I was unsucessfull to get a single decent drop and times when they did drop salvagable item, they never gave any Runes. I would rather kill 20 Rift wardens (lvl28) just to get a Rune then waste 4 hours and end up unsuccesfull. So much for the exclaiming that this game wont require hours of playing to be a better player. Although most players who are in pvp, killing it, had 14 or higher in their respective specilization, which is by improving there respective skill levels using rare runes which unfortunately I never get to see.
Also master armour prices were extreamly high this BWE 1500gp per piece of armour was outrageously high to say the least (add crafting material to it and you're just being extravagant). I hope that area of costs is subjected to a second thought especially for people who arent keen traders on Lions arch and dont wish to spend excessive time trying to sell there loot for obnoxiously high price.
I mean both those above things totally contradict what I read on most of GW related websites, that basically this game would not require players to play for infinite # of hours but rather how skillfully they choose & execute w/e litltle skillz they enter with, in a game. It would be only fair to say on behalf of all moderate gamers that dropping system needs some improvemnt, especially to reduce all that trade spamming etc(no teamwork there, meh!!).

Thanks, lovely game, TeamWork Ownz!!

Last edited by N0MaD; Mar 22, 2005 at 12:07 PM // 12:07.. Reason: No Punctuation = hard to unerstand
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Old Mar 22, 2005, 12:28 PM // 12:28   #166
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Second beta weekend for me. and I was very happy with this build. More gold for kills, better economy on items, and actually able to get things like better armor and boots ect... that seemed completely unattainable when we were only getting 1 gold per kill no matter what it was...

I saw a guild thief in GvG mode. whats that do? anything yet? I'm hoping this means we may have a guild treasury or armory in the future to mule things between characters. it seems that was the most requested thing from the previous beta weekend...

I also saw what looked like a map frame in the ice Island guild. So I picked that one for ours right away. (since that was one of my suggestions previous )

Something that came up this weekend was why not have a guild arena, so you can battle with your guild members as practice? The current arenas are nice but you can not seem to pick your teams... its just random. if there was a guild arena then you could go in with whom you wanted to practice for battles against each other.

Also The Guild battles are very interesting... But I had a hard time issuing challenges. I had to do the random one all the time. is there a way to make guilds be listed on a challenge board or something? Like the friends list. We wanted to play with some of our friends many times but could not figure out how to fight their guild directly. even when they were in their guild hall waiting for it. Is it by the leader of the guild or the guild name? I guess that is something they have to work on more...

And I still wish we could form a party in the guild and then choose where to go as a party, so the group stays together. its such a pain trying to find everyone again once we meet in guild. If it wasn't for teamspeak this would be very difficult, its lots harder with just text or guild chat to coordinate.

As to pets. once they level up some they get much more manageable. they don't just charge into a large group and bring em back to you. in fact I have been able to get them to act as a distraction many times to run past large groups. Also them more they level up the more the stay closer to you. If your attacked they attack the thing attacking you instead of attacking your target. Mine was a level 17 Playful lynx, and it was very good for later battles... The level 7 Stalker however was a pain in the butt most of the time. I came within 2 slim Bars of charming the bear this time... I was a level 8 ranger with all my attribute points on animal skill... I'm gonna get one next beta I absolutely have too... I also saw one guy with what looked like a small lizard as a pet... what was that? I got to find that one too...

Ingram of Haz

Last edited by =HT=Ingram; Mar 22, 2005 at 12:37 PM // 12:37..
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Old Mar 22, 2005, 12:34 PM // 12:34   #167
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Quote:
Originally Posted by N0MaD
First and foremost I would like to stress on more drops for items like Runes, wands, staves & unqiues
Uniques are uniques for a reason which is that they are not dropped often .
I just can't imagine a rare item being dropped 9 times out of 10. As for staves/wands, I see them dropped a lot of times, of all tastes and colours.

Quote:
Also master armour prices were extreamly high this BWE 1500gp per piece of armour was outrageously high to say the least (add crafting material to it and you're just being extravagant).
Last BWE the armour price was 150 gold. This time ArenaNet multiplied the ammount of gold by 10 hence nothing has changed. I had 88 gold at the end of the last BWE which was automatically increased to 880 at the beginning of this weekend. 1500 gold is not hard at all to gather.

Quote:
I hope that area of costs is subjected to a second thought especially for people who arent keen traders on Lions arch and dont wish to spend excessive time trying to sell there loot for obnoxiously high price.
If you drake-hunt, for example, you are very likely to find 150 gold rare items along with lots and lots of gold and other trinkets.

You are not suggesting making every single item dropped by monsters an artifact, do you?
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Old Mar 22, 2005, 12:57 PM // 12:57   #168
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I like to add more, since all my weapon and gold transfers between Characters was only possible with the help of my guild members(who sometimes are hard to get hold of) who temporarily kept my belongings after which I had to sign out and get them back after I logged in with my other character, it would be better if these transfer of items within own characters was possible in a much simpler way. Not like it cant be done, so why not just make it simple for what you already earned as gold etc in another build to be shared with future characters.

THanks

Last edited by N0MaD; Mar 22, 2005 at 01:00 PM // 13:00.. Reason: Spelling!!
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Old Mar 22, 2005, 02:32 PM // 14:32   #169
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i thought of a clever idea with the pet control system...
Maybe have it where the more beast mastery you have the better controlled your pet is... so as you pump it up it might unlock options where you have trianed your pet to sit, attack, stay and so forth... and with higher beast mastery the more likely they are going to do what you say... just thought that would be neat
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Old Mar 22, 2005, 03:39 PM // 15:39   #170
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This is something I thought of last night. DO NOT automatically skip it for whining about levels (because I believe completely in the level cap). Anyways this is what I was thinking.

How about giving a near infinite amount of DUMMY levels.. i.e. a player can reach levels 21-1000 but he DOES NOT benefit from it (i.e. no more attribute/skill points). The way I understand it most people just want to be recognized for the amount of time they put into the game (and this will help with the loaners that don't wish to be a part of a guild or gain popularity only through PvP). You could even give members a different colored or shade of baldric/sash (that does nothing) but will signify that that character has played for a long time and is due a little respect.

Downside: ARENAnet will have to make it VERY clear that these are dummy levels (maybe pop up box signifying that level 20 IS the end). This is just a thought let me know what you think of it people... I really like the baldric idea.

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Old Mar 22, 2005, 03:48 PM // 15:48   #171
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Quote:
Originally Posted by Aria
This is somewhat of a silly suggestion -- nothing serious

But I would love to have a /panic emote.

I know Scaper wants a /hug emote too.. With /hug, /panic would definitely come in handy..
Haha, yeah, I want /hug and /panic too!

Dragonne - that's a great idea about the intro popups, I think. Not everyone has played an MMORPG.. this game will have new and experienced players of all ages. My younger sister just pre-ordered the game and has never played an MMORPG before (except that she would sometimes level my low level characters on FFXI) and found herself a little confused when playing Guild Wars. I had to explain a lot of things to her.

Last edited by Galatea; Mar 23, 2005 at 12:55 AM // 00:55..
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Old Mar 22, 2005, 03:58 PM // 15:58   #172
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Quote:
Originally Posted by Lansing Kai Don
The way I understand it most people just want to be recognized for the amount of time they put into the game (and this will help with the loaners that don't wish to be a part of a guild or gain popularity only through PvP). You could even give members a different colored or shade of baldric/sash (that does nothing) but will signify that that character has played for a long time and is due a little respect.
Not sure they would do this because they have said time and time again that reward is based on skill not time played. A reward for playing alot should be an awesome win-loss record. Maybe they should have individual stats showing wins and losses. Thus if you play alot, you'll have alot more wins and losses under your belt.

There are many other games out there that reward time spend playing by levels. I'd rather ArenaNet set themselves apart by the system they have now instead of being a EQ/WoW/(put your fave MMO here) clone
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Old Mar 22, 2005, 03:58 PM // 15:58   #173
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Ranger pets are bad enough in PVP, without even the very basic commands they're completely worthless (not that they aren't fun to have around).

I don't expect A-net to do anything about pets until well after retail though, this has been suggested numerous times since E3


Also, some small changes that would go a long way to make gameplay more informative and organized :

Ability to Control-click on a target without calling it, or just an option to completely turn off target calling.
Ability to permanently bring up a list of enemy names, as if you were holding CTRL.
Separate targetting for enemies and teammates, like in WoW.
Show what debuffs/conditions your teammates have on an enemy, again like in WoW.

It's pretty clear where you guys drew inspiration for the customizable interface from, now you just have to go the whole way =p
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Old Mar 22, 2005, 04:06 PM // 16:06   #174
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Quote:
Originally Posted by WolfpackEE
Not sure they would do this because they have said time and time again that reward is based on skill not time played. A reward for playing alot should be an awesome win-loss record. Maybe they should have individual stats showing wins and losses. Thus if you play alot, you'll have alot more wins and losses under your belt.

There are many other games out there that reward time spend playing by levels. I'd rather ArenaNet set themselves apart by the system they have now instead of being a EQ/WoW/(put your fave MMO here) clone

Hence my reason for dummy levels. But ANY form will do, the W/L record is a great idea, but what about those for purely PvE? How about an hours spent playing stat or enemies beaten? And I agree wholeheartedly with you, this is a game apart and the last thing I wanted was my thought to make people think I wanted more levels (nowhere further than the truth), just an idea to give those that love to PvE a lil more recognition... since I'd say a good portion of th game is PvE'ers.
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Old Mar 22, 2005, 04:10 PM // 16:10   #175
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Default Just thought I would throw out my thoughts

maybe you could find a way to make the microphone chat free or at least incorperated into the collectors, I feel that there should be a drop system on items that are not wanted, maybe a drop blog above below item, I thought the system was really well built, nice job fellas, beautiful game, if you guys were thinking about putting out an editor so kids could submit new quests out there or something? Well, dig the game, hope you fellas have a great day and hope the quality of the game sells. Just thought I'd drop my mind, thanx for your time,
Jimi
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Old Mar 22, 2005, 04:23 PM // 16:23   #176
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In PvP, it's possible for a situation to arise where neither team can win; simplest example being three on each side are dead, and a warrior and ranger remain, neither with resurrects, both with heals (troll unguent and healing signet), the ranger has pin down, the warrior has no speed effects. The ranger runs away (around the circular edge of the arena) and pins down, with occasional other shots, preventing the warrior getting more than a hit or two in. The warrior chases and does his best to get a bit of damage in, using the healing signet where necessary. There is no way to break this deadlock other than someone giving up. It seems very poor form for the winner to be whoever is willing to endure the tedium for longer, which is currently how it works.

Possible solutions would be:

Solution 1. Prevent all healing effects (including natural regeneration) after a certain time limit. Potentially an unfair disadvantage to healing types, but a nice global solution - there is no way any battle could ever be perpetual with this effect in play. A ranger with a speed-enhancer or pin down versus an unspeeded warrior wins, under this condition, which I think is the correct result. This also has the advantage of probably being quite easy to implement.

Solution 2. After a time limit, gradually decrease the speed of anyone running away from all opponents. I could argue a case for this being the right result (that if you're running away then you really should be the one to lose the fight), and it has the advantage of discouraging those annoying "run for the hills" types that are quite common at the end of PvP battles. Solution 1 would encourage fast characters to flee and wait out the time limit then do ranged damage; this one discourages waiting out the time limit since there would never be an advantage to be gained by it.

Solution 3. After the time limit, gradually decrease the size of the arena, either by shrinking it or by slamming new barriers into place (barriers could be made of unkillable spirits). If there isn't a circle to run around, a runner can no longer keep on escaping damage.

Solution 4. Institute natural energy degeneration after the time limit. This would tend to be the opposite of solution 1, probably unfairly favouring healers instead of unfairly disadvantaging them - I think that's worse, since there's already a pretty strong bias towards healers in teams.

I think my favourite of these is solution 2, being the most elegant from a player perspective, and the most likely to avoid unpleasant side-effects of encouraging annoying behaviour. It disadvantages ranger-types a little, which is a shame since I quite like playing rangers, but I've never been one to keep running away beyond the ten minute mark either (in the 4v4 arena) - so such a change wouldn't negatively affect anyone who isn't being a jerk, really.
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Old Mar 22, 2005, 04:31 PM // 16:31   #177
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Quote:
Originally Posted by RavenBlack
In PvP, it's possible for a situation to arise where neither team can win; simplest example being three on each side are dead, and a warrior and ranger remain, neither with resurrects, both with heals (troll unguent and healing signet), the ranger has pin down, the warrior has no speed effects. The ranger runs away (around the circular edge of the arena) and pins down, with occasional other shots, preventing the warrior getting more than a hit or two in. The warrior chases and does his best to get a bit of damage in, using the healing signet where necessary. There is no way to break this deadlock other than someone giving up. It seems very poor form for the winner to be whoever is willing to endure the tedium for longer, which is currently how it works.

Possible solutions would be:

Solution 1. Prevent all healing effects (including natural regeneration) after a certain time limit. Potentially an unfair disadvantage to healing types, but a nice global solution - there is no way any battle could ever be perpetual with this effect in play. A ranger with a speed-enhancer or pin down versus an unspeeded warrior wins, under this condition, which I think is the correct result. This also has the advantage of probably being quite easy to implement.

Solution 2. After a time limit, gradually decrease the speed of anyone running away from all opponents. I could argue a case for this being the right result (that if you're running away then you really should be the one to lose the fight), and it has the advantage of discouraging those annoying "run for the hills" types that are quite common at the end of PvP battles. Solution 1 would encourage fast characters to flee and wait out the time limit then do ranged damage; this one discourages waiting out the time limit since there would never be an advantage to be gained by it.

Solution 3. After the time limit, gradually decrease the size of the arena, either by shrinking it or by slamming new barriers into place (barriers could be made of unkillable spirits). If there isn't a circle to run around, a runner can no longer keep on escaping damage.

Solution 4. Institute natural energy degeneration after the time limit. This would tend to be the opposite of solution 1, probably unfairly favouring healers instead of unfairly disadvantaging them - I think that's worse, since there's already a pretty strong bias towards healers in teams.

I think my favourite of these is solution 2, being the most elegant from a player perspective, and the most likely to avoid unpleasant side-effects of encouraging annoying behaviour. It disadvantages ranger-types a little, which is a shame since I quite like playing rangers, but I've never been one to keep running away beyond the ten minute mark either (in the 4v4 arena) - so such a change wouldn't negatively affect anyone who isn't being a jerk, really.
Or how about a draw? Instead of disadvantaging those players whose role isn't to physically attack but rather hit and run attacks?
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Old Mar 22, 2005, 04:44 PM // 16:44   #178
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It's annoying in PvP when that happens.

One time, our whole team survived (Mo/Ele, Rng/Mes, War/Mo, Ele/Mo) and we were fighting a single War/Mo who kept healing himself, but didnt' have any crazy damage. The four of us were just attacking, and none of us were getting hurt -- I was the Divine Healer monk and I didn't even need to heal because the War/Mo we were fighting couldn't hurt our team members.. and we were hurting him, but not enough to kill him. He didn't even run, he just stood in one place.

That went on for maybe five minutes. Longest battle, ever.

I agree with having a "DRAW" or something of that sort. There was no point to this battle really, he was surviving but couldn't damage any of the four of us. And we just didn't have enough damage (and he had too much healing going on) so we couldn't kill him. Somehow we may have interrupted his spell though and eventually killed him off.
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Old Mar 22, 2005, 04:44 PM // 16:44   #179
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Quote:
Originally Posted by Lansing Kai Don
Or how about a draw? Instead of disadvantaging those players whose role isn't to physically attack but rather hit and run attacks?
Ah yes, I meant to mention that. The problem I see with a draw is that if it just occurs of its own accord at a time limit, someone might be just about to win and that'd be really annoying to have it declared a draw. If instead a draw has to be agreed, we'd end up with the same jerks saying "no, I'm staying until you give up" even though they have no chance of winning properly.

A combination might work though - offer a draw, and if it's refused then institute the slowdown on running away for any side that refused the draw.
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Old Mar 22, 2005, 04:46 PM // 16:46   #180
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Quote:
Originally Posted by RavenBlack
Ah yes, I meant to mention that. The problem I see with a draw is that if it just occurs of its own accord at a time limit, someone might be just about to win and that'd be really annoying to have it declared a draw. If instead a draw has to be agreed, we'd end up with the same jerks saying "no, I'm staying until you give up" even though they have no chance of winning properly.

A combination might work though - offer a draw, and if it's refused then institute the slowdown on running away for any side that refused the draw.

I like it! Give them an option to end it honorably and if they refuse. Then initiate a slow down.

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