Nov 24, 2007, 11:01 PM // 23:01
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#61
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Desert Nomad
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Quote:
Originally Posted by eudas
too many overpowered pve only skills and too many consumables are ruining the game, imo.
i would suggest severely scaling them back, if not removing them altogether.
eudas
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Removing them isn't viable at this point, but PvE skills could definitely stand to be toned down a bit. Some of them are just way too good. Why would you ever NOT carry pain inverter, for example?
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Nov 25, 2007, 09:14 AM // 09:14
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#62
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Ascalonian Squire
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For all of you people suggesting the removal of titles/pve titles, leave my titles alone . Ive worked hard for my titles thus far, Im at 22 maxed titles, and plan on going for 30. Achieving titles is what keeps me going, and what will keep me going till I hit God Amongst Mere Mortals.
I spent many days working on titles such as Legendary Skill Hunter, Legendary Cartographer, Legendary Vanquisher.
Just because you do not like something, does not mean you should assume everyone else hates hit and should be nixed :P
Also, for the love of god, remove heroes. Hell, remove henchman for that matter. Sure theyre conveniant at times, but guildwars was already becoming anti-social before Night Fall came out, it just got worse when NF was released. What in hell happened to people playing together? Seriously, makes no sense to me, I didnt buy a multiplayer-only game just to always play with bots.
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Nov 25, 2007, 09:33 AM // 09:33
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#63
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Jungle Guide
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Quote:
Originally Posted by MegaPsycho
For all of you people suggesting the removal of titles/pve titles, leave my titles alone . Ive worked hard for my titles thus far, Im at 22 maxed titles, and plan on going for 30. Achieving titles is what keeps me going, and what will keep me going till I hit God Amongst Mere Mortals.
I spent many days working on titles such as Legendary Skill Hunter, Legendary Cartographer, Legendary Vanquisher.
Just because you do not like something, does not mean you should assume everyone else hates hit and should be nixed :P
Also, for the love of god, remove heroes. Hell, remove henchman for that matter. Sure theyre conveniant at times, but guildwars was already becoming anti-social before Night Fall came out, it just got worse when NF was released. What in hell happened to people playing together? Seriously, makes no sense to me, I didnt buy a multiplayer-only game just to always play with bots.
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But some of us did buy it to play as a single player game.
Your post was completely hypocritical, complaining that people want something removed that they don't like, then you go onto suggest Henchemen ruin the game? Guild Wars has always been advertised as a game you can play solo, and that's the entire reason I bought it. I play with a friend or two occasionally but I do not want to have to team up with random people all the time.
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Nov 25, 2007, 09:45 AM // 09:45
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#64
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Ascalonian Squire
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I realized the hypocrisy even as I typed it.
But, my point with the henchmen was for a few reasons, and I dont want them removed simply because I dont like it. I believe they should be removed for the good of the GW community. Seriously, remember when people actually partied together?
But more to the point, if Anet wants to allow for singleplayer gaming within GW, its their game, fine, but why force people to play online only if they dont plan to play the game with people?
And I have yet to see any real reason as to why titles should be removed, other than "I dont like grind" or more or less "I cant get them so it should be purged."
[edit]
To further elaborate, I would sure as hell love to use Charm Animal on a Vengeful Aataxe, and bring it into PvP.
If it were possible, could I resist the urge? No, I would do it in a heartbeat.
Should it be allowed? No, no, and more no.
So if someone simply wishes for removal of PvE titles, or If I want heroes removed, should it/would it happen? In most cases it shoudnt happen, and often even if it should happen, its not likely to, but its still fun to dream XD
Last edited by MegaPsycho; Nov 25, 2007 at 09:59 AM // 09:59..
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Nov 25, 2007, 01:30 PM // 13:30
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#65
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Forge Runner
Join Date: Apr 2005
Location: Canberra, AU
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Separation of PvE and PvP is retarded. Then you have two different skill balances for each side with identically named skills that two completely different things.
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Nov 25, 2007, 02:18 PM // 14:18
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#66
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Desert Nomad
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Here the BEST change for GW1: DON'T develop GW2 as an individual game, instead make a new big standalone game, equivalent to GW2, with playable races and all GW2 features, including better graphics, etc, and you just merge it to your GW1 account.
And Nightmare Mode, I just posted in suggestion forum
Last edited by NeHoMaR; Nov 25, 2007 at 02:44 PM // 14:44..
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Nov 25, 2007, 07:07 PM // 19:07
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#67
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Wilds Pathfinder
Join Date: Jan 2006
Location: Elona
Guild: Clan Eternal Legion
Profession: D/W
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Nothing to change, all major improvements will come in Guild Wars 2.
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Feb 12, 2008, 01:47 AM // 01:47
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#68
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Frost Gate Guardian
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Quote:
Originally Posted by Gregslot
Separete pvp skills from pve.
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Agree!
Or at least fix it so that the nerf from PvPers does not affect the PvEers.
A sign can pop up that says:
"You are now entering a PvP area. Some skills may be modified."
That way there can be some overlap, if others want it that way, but the nerfs will only affect the PvP section of the game.
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Feb 12, 2008, 02:03 AM // 02:03
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#69
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Krytan Explorer
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Update that deletes whole account if people continue to create stupid GW2 threads when there is no info on it whatsoever, and every aspect of it got it's own topic like 100 times by now.
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Feb 12, 2008, 02:16 AM // 02:16
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#70
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Righteous and Honorable (RAH)
Profession: N/Me
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Quote:
Originally Posted by reddswitch
Remove heroes.
Remove titles.
Remove pve skills.
Remove consumable type items.
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I agree with this, As for consumables, I'd turn it into a skill and it doesn't use energy but uses consumables.
Don't allow players to carry consumables. Only eat/drink them within 5 minutes from when they were bought/dropped. This would replenish their skill that uses food.
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Feb 12, 2008, 03:26 AM // 03:26
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#71
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Academy Page
Join Date: Feb 2006
Location: Arizona
Profession: W/Rt
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1. Take off weapon dmg and armor caps
2. An auction house (similar to WoW)
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Feb 12, 2008, 03:50 AM // 03:50
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#72
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Frost Gate Guardian
Join Date: Oct 2007
Location: Bay Area
Guild: Looking 4 PvP Guild!
Profession: R/
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weapons in town is just a way for people to show off there rare weapons skins...
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Feb 12, 2008, 05:13 AM // 05:13
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#73
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Us Are Not [leet]
Profession: W/
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I don't know if anyones said this already, but i've seen a few other future MMO's with some nice ideas.
I believe from Conan, tree climbing. How cool would it be if your wilderness survival ranger could escape up a tree, or snipe from a tree, either i'd be cool.
I also like the ideas from Vanguard SoH.
Being able to build your own homes, in possible instanced "neighborhoods."
I would love to see this: "wtb 500 wood planks so i can add a restroom to home" 10k obo." Would be cool.
Also, this could apply to other things, and i feel like ranting my pent up ideas now, a guild bands together to collect resources and guess what, they are building there own instanced guildhall. Maybe you could even make boats, etc.
Also, before i heard about the destruction of the Luxon and Kurzick clans i thought in a World PvP scenario: The alliances, of the: Unnamed Faction could assign and gather pieces to build something amazing for World PvP. For example: Luxon alliance's (which could be limitless alliances) could have guilds volunteer to gather and then build seperate pieces of the Grand Crab. My guild could gather steel and wood planks and maybe some jadeite to assemble the jade catapult on top of some luxon siege machine.
Just some ideas of mine that i've had for a while, what do you think?
EDIT: These ideas are for GW2, for clarification.
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Feb 12, 2008, 05:47 AM // 05:47
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#74
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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PvP =/= Pve
1 2 b l o o d y c h a r s
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Feb 12, 2008, 05:51 AM // 05:51
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#75
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Wilds Pathfinder
Join Date: Sep 2006
Location: Home...
Guild: Vier Reiter [Vier]
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Please please...keep click to move. Seriously. Please. Believe it or not, that option is a selling point for GW2 for many ppl I know including most of my guild. Please keep it as an option. The keyboard crew can still have their buttons...let us have our mouse (mice?)
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Feb 12, 2008, 05:57 AM // 05:57
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#76
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Jungle Guide
Join Date: Nov 2007
Profession: R/
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Keep autoattack, seriously.
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Feb 12, 2008, 11:56 AM // 11:56
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#77
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Lion's Arch Merchant
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A bit of what I would like to see. I am sure there are a few things I missed.
Two-Weapon Combat (Should have been implemented with Factions for Assassin's)- Possible Mechanic: Dual-Wielding weapons increases the net attack speed of a character, while decreasing the attack speed of each individual weapon. Example: Sword A attacks every 1.33 seconds when single-wielding. When dual-wielding, Sword A attacks every 2 seconds, on second 1, 3, 5, ect.. Sword B attacks every 2 seconds, on second 2, 4, 6, ect, for overall attack speed of 1 second per swing.
- Speed used is for example only - will likely need to be adjusted based on several factors, including increased damage, lower armor rating, increased adrenaline gain, & increased utility (using both Furious & Zealous modifiers, one on each weapon - two caster wands with appropriate modifiers will provide a challenge for proper balance. Although unfortunate, it might be best to disallow wands to be dual-wielded). An interesting thing to see if this happens would be characters using both axe & sword skills simultaneously on a single bar. This is another possible balancing issue.
- (Note: If my above suggestion is accepted & implemented, daggers should no longer be found as pairs, and should become single-handed weapons.)
Double-striking & dual attacks will only be available while dual wielding. Double-striking will become interesting if it allows any weapons. Dual attacks might be allowed to be used with one dagger & one non-dagger weapon, or may require two daggers, depending on balance issues.
Adjust PvE skills:- Remove all mechanical benefit
- Allow up to x PvE skills to be equipped separately from your skill bar
- Remove the ability to equip PvE skills to your skill bar
- Adjust all PvE skills to provide a way to interact with the game environment (Example: Light of Deldrimor's second effect)
- Alternatively, remove PvE skills entirely.
Improve trade system (Xunlai Marketplace)
- Improve skill balancing
- Improve usefulness of secondary profession skills
- Improve skill descriptions & templating
- -Display Adrenaline, Energy, Maintenance, Sacrifice, & Exhaustion as costs to activate skill in line 1
- -Display Skill Type, Duration (Instantaneous, Sustained, x..y..z Seconds), Activation Time, & Recharge Time in line 2
- -Display clear mechanical description of what the skill does in text box (AKA remove the 'fluff'
- -If the 'fluff' is required, provide an italicized text box detailing a quote, origin story, saying, or other that has relevance to the skill - KEEP IT OUT OF THE DESCRIPTION!
Disclaimer: I am not a professional in this field, and so have not suggested any specific change to a skill(s). The following are my suggestions based on years of experience in the meta's of various other games (primarily M:tG), their end-result balance effects, and insider columns into the design process.
- Personal Suggestion on Effective Skill Balancing System
- -Create a chart ranging from 0.0 to 5.0. Rate all skills on this chart for Power, Utility, & Frequency ([how effective the skill is] [how many situations the skill is useful in] [how much the skill costs, activation speed, & recharge speed]). Rate the skill's overall effectiveness on the same chart based on the previous 3 ratings (Note: simply taking the average will frequently be inaccurate - a more complex method will be required). Non-Elite skills should range from 3.0 to 3.5 to remain in the balanced section. Elite skills should range from 4.0 to 4.5 to remain in the balanced range. Any skills above this mark should be nitch skills suitable for very specific builds only, and carefully monitored. (Note: some skills may fall under this range - these skills should only be those with unusual mechanics to promote creative builds, and should not be more than a handful)
- -After the ratings are determined of skills in their current form, *minor* (Such as one of the following)weekly adjustments should be made to 10-20 skills.
- Change the duration by no more than 10% (rounding up)
- Change the numerical effect by no more than 10% (rounding up)
- Change the energy cost by one step, up or down
- Change the activation speed by no more than 10% (rounding up), or by one step if 1, 3/4, 1/2, or 1/4 second activation
- Change the recharge by no more than 10% (rounding up), or by up to 2 seconds if there is no recharge
No skill should be changed two weeks in a row, or more than 2 times a month. [I]Exception: Any skill that becomes clearly overpowering should be returned to it's previous form immediately. Be cautious about which skill is truly causing the problem - enablers may sometimes need to be changed *instead* of the active problem skill.
- -Once all skills reach a balanced state, minor changes can be periodically implemented to mix up the current meta without ruining or over buffing skills.
- Suggestions on Balance Options
- Allow variable Exhaustion, instead of the fixed 10 points.
- Allow skills with both Adrenaline & Energy costs
- Allow a greater variety of maintained skills, including AoE spells, Hex's, & Stance's
- Allow variant maintaining costs, such as 2 or 3 points of degeneration, health degeneration, accumulation of Exhaustion, & even "Disables All Other Skills"
- Allow Non-Signet skills to have a 0 energy cost
Additional PvP formats- Prophecies/Core skills only, Prophecies/Factions/Core skills only, Prophecies/Factions/Nightfall skills only, ect.
- "Guild War" PvP format
- Large scale guild battles (24 members per side)
- Would require new large maps (possibly use the Guild Hall of both participating guilds on opposite ends, with a middle ground based on the halls of the two guilds)
- Would require multiple win conditions to reduce possibility of overpowering/mobbing. Possibilities such as Capture Points, Annihilation, and removal of enemy Guild Lord all on a single map
Adjustment of the "gate" PvE system used in Factions, and partially Nightfall.- Adjust all campaigns to follow similar to Nightfall (You can go almost anywhere, but must complete the preceding Primary Quest/Mission to access the next, except have an account-based Unlock for available missions, so you cannot be effectively run to the end of the game your first time through, but after completing it, you do not have to repeat everything with new characters.
Adjust titles, particularly remove all mechanical benefits, and adjust acquisition of Defender of Ascalon & Survivor
Provide a new multi-tab quest log- Tab 1: List of active quests on left side, with improved organization. Full log of quest update of selected quest on right side (not simply acquisition text)
- Tab 2: List of Completed Quests, with improved organization, and full log on right as in Tab 1.
- Tab 3: List of non-active, non-completed quests, with improved organization. Unobtained quests displayed as "?" (Listed in their appropriate area - aka Ascalon, North Kryta, ect), abandoned quests displayed with their name, who gives it, and what zone it is obtained in.
- Adjust quest specific item system - Quest specific items cannot be removed from your inventory. When a quest is abandoned, all items associated with that quest are deleted from your inventory.
Mini pets & 3rd birthday[LIST][*]Supply mini pets for character's 3rd birthday to avoid whines.- Remove white/blue/purple/gold/green rarity from mini pets - give all mini pets an equal chance to spawn. Make all birthday mini pets (regardless of year) available for a character's birthday (regardless of year). Example: First birthday would receive a mini pet from the first or second year list. Second birthday would receive a mini pet from the first or second year list.
- For account's 3rd birthday, provide an account cosmetic unlock. Example/my preference: Aura's for each class - example: Necromancers would have small icicles on their skin, & surrounded by mist. Make activation & deactivation of aura a command, AKA /aura, or /bonusaura. Aura should be displayable in towns/outposts, explorable areas, & PvP arena's
Make heroes equipment & level account based, not character based.- Example: If you have Acolyte Jin as level 20, with a tormented bow & superior vigor on one character, as soon as she becomes available for another character, she is level 20, with a tormented bow & superior vigor. Removing items from a hero on any character would remove them on all characters to prevent duplication.
Improve character customization- Make all hair, facial, & skin color options available new characters, regardless of starting campaign.
- Provide a superior way to change cosmetic options on a character
- Provide armors with a 2-layer dye setup (an application of dye can dye layer 1, layer 2, or layer 1 + 2 of a given piece of armor)
- "Hair Dresser" - a way to change appearance without creating a new character
Improved Difficulty Level- Provide monsters in all campaigns with a secondary profession, and improve skill bars.
- Remove the innate double damage of boss' from Factions, Nightfall, & Eye of the North. Higher level multi player & higher attribute rating should be plenty.
- Hard Mode:
- Improve monster AI
- Randomize monster spawns
- Spawn Location
- Size of Group
- Type of Monsters in Group
- Monster Skill Bars
- Provide 2 or 3 skill bars for each monster - randomize which one each monster (not all monsters of a type) are equipped with when entering a new zone.
- Remove the retarded 50% boosts to Hard Mode monsters.
Improve the Hall of Monuments- Allow the display of mixed armor sets including non-'elite' pieces (Only allow armor sets made of 50% 'elite' pieces or more to be displayed, to preserve the achievement aspect. Example: 2/4 or 3/5 of the displayed pieces must be of an Elite, Vabbian, Ancient, or Primeval set
- Allow the display of up to 20+ weapons
- Expand the requirements of weapons display to any Maximum statistics, requirement 9 or less gold Weapon, Foci, or Shield
Improved Storage Options- Use the Hall of Monuments as a storage mechanic for customized armor & weapons
- You can spawn any item stored in the Hall of Monuments for your character. Items spawned this way should be customized, un-salvageable (materials only), and clean of any Upgrades, Inscriptions/Insignia's, & Runes
- Provide the ability to increase Material Storage by 50 per material for a gold fee. Example: For (50 * X) + 50, where X is the previous number of upgrades, you can increase your material storage by 50. 1st upgrade - 50g, 250 storage slots. 2nd upgrade - 100g, 300 storage slots. 3rd upgrade - 150g, 350 storage slots, ect. This should max out at some point - probably 1,000 or 1,500.
- Provide a Rune/Insignia storage
- A tab for Runes/Insignia's. When selected, there are 11 additional tabs listed below - one for each Profession & one for Universal. Each of these sub-tabs will allow for storage of up to 5 of each rune/insignia available for that profession. This can be increased by the same method described above for material storage, excepting a 1 point increase instead of 50, and the maxing point being 1/50th that of the material maxing point (if materials max at 1,000, runes max at 20)
Last edited by Muspellsheimr; Feb 12, 2008 at 11:59 AM // 11:59..
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Feb 12, 2008, 12:29 PM // 12:29
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#78
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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I would delete all PvE only skills.
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Feb 12, 2008, 12:47 PM // 12:47
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#79
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Hm...
- Retroactivity.
It's the most important thing GW lacks. When a new system or a good idea is added to a new campaign, it's not added to the previous ones almost never.
We got the Insignia update, but excepting that... what else?
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Feb 12, 2008, 12:50 PM // 12:50
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#80
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Raiin Maker
Non-instanced area's
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This, along with open PvP (or, "duels") in PvE. PK'ing is so much fun
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