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Old Apr 17, 2007, 04:10 PM // 16:10   #101
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Right... 1stly apologies if this HAS been mentioned, but regarding the Hall of Monuments, it would appear that you can 'transfer' titles, minipets, maybe even items? But what if, your character's soul (from GW 1) could be kept in the mists, and then summoned back into a new body? It would have to be only accessible by completing a very hard, high-end quest in Guild Wars 2 (otherwise people would just be able to start with their experienced char.), with a corresponding, equally challenging quest in Guild Wars 1.

Perhaps the character in GW 2 will receive certain benefits (such as having a large no. of skills unlocked if in GW they had UAS or close to it), maybe coming into the game with a level based on their XP in GW 1? I dunno, just a thought, if you don't like it, try not to flame.

PS: I don't have a character that has FOW armour, or such hard to aquire things, I would just like to hang onto my character for sentimentality (ie. same name, same appearance etc)

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Old Apr 17, 2007, 06:11 PM // 18:11   #102
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My 2 cents

Level cap:
Making no level cap will probably either have no influence on the skills (like in morrowind) or have fading influence after some time in order to be balanced for newcomers.

Skills:
The best and worst part of GW was his skills. A good combo/usage of them could mean a victory and a bad combo or bad usage almost always spells defeat. The skills ensured balance and caused monotony. Arena net could go for "what you do more often you get better at" prinicple (like morrowind). You cast spells of certain attribute and become better at them. You fight a lot and your attacks deal more damage. But this ain't flexible though Imagine getting some high rank in fighting and decide you want to be a spellcaster. Tedios to reach the same level again.

Items:
They weren't unique but kept the balance. Apparently people want more customization of their weapons or atleast make them so unique no one has a same sword like them. This is quite elitistic and I really don't agree with them.

Ok I have no idea what arena net will do but I know what I don't want her to do:
1. Make PvP unbalanced or balanced through racial differences (like Charrs>Humans Humans>Sylvani, Sylvani>Charrs) I want skills to be balanced so all races/proffesions are more or less equal. I want that skills decide the winner of the battle not the time invested in the game
2. I don't want it to be unaccessible through dial up.
3. I don't want items that level with me.
4. I don't want NPC for hire to be completely removed from game.

Last edited by Sithicus; Apr 17, 2007 at 06:24 PM // 18:24..
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Old Apr 17, 2007, 07:53 PM // 19:53   #103
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- More effects to weapons and armor (glows, aura's, etc.)
- 1 world map and no boat travel(could be implemented in GW1 aswell)
- Central Market place where people can take place behind market stands and sell their items whilst being afk(or not)
-More features to make your character unique. (compared to the rest of the players)
- Limited map travel. (so that characters can no longer just go to a place in 2 seconds.) Instead make region capital's where you can map travel to and walk the last few miles on your own.(Imagine being to travel only to Droknars, Lions arch, Ascalon city, Henge of denravi and the Amnoon oasis)
Since their will be a persistent world this will make players need to "walk the earth more" which will make the persistent world better and more lively.

Next Gen Alliance battles for Guild Wars 2
In guild wars 2, you should be able to make you own guilds n stuff just like in guild wars 1. But here come's the catch; alliances should work differently.
An alliance should be a massive army of not just several guilds, but with a maximum of 20 to 50 guilds, depending on how much players a "world" can harbor. The battles between these alliances should be a new pvpve option.

These alliances will then fight over land and territory, comparable to factions. But this time they will have more freedom and The leaders are humans, not npc's. There are certain areas in Tyria that can be conquered. An alliance can only own 1 of these areas, else the mayor alliance's would own the entire land and the smaller alliances would have nothing.

Of course the Mayor alliance would still own the mayor cities, where they rightfully fought for. But Smaller, less skilled alliances shouldn't be left out on all the fun. Each area which is conquerable should be occupied by NPC's the first time an alliance attacks it. After this happens, The wars between guild alliances can start. Smaller alliances will fight over the less important land, while the big alliance fight over Lions arch for example. Of course there should be quite a bit of these conquerable areas to keep the alliances powerfull enough to conquer land pleased.

Also, alliances can mod the land they own. For instance, alliance A is controlling Lions arch. While they controll this city, they can change it a little, meaning flags of the alliance hanging at pre designated points, alliance npc's guarding the city, that sort of thing. Also each conquerable area should have a place where the alliance that owns it can build their base. Of course you would have to buy the buildings n such you build in that area with alliance faction you gain during alliance battles, but once you've "unlocked" them by having build them before, the price will go down a bit, because else you have to invest faction over and over again each time you get driven of your land.

I can hear you thinking; But wouldn't you have to be online for 24/7 to defend your piece of land? Else you might check up on guild wars 2 and have lost all you'r hard earned land in the time you weren't playing. No this isn't the case. You can only lose land if you challenge another alliance or get challenged by another alliance and accept and lose 3 battles. In order to prevent alliances from conquering a piece of land and then never doing a battle again to preserve their land, alliances should do a number of alliance battles every 2 months. If you don't do this,you will lose your land automaticly.

These alliance battles will be kinda simmilar to the world battles suggested by Anet, only on a smaller scale and with more up to 25 to 10 vs 25 to 10 players + 25 to 10 bots on each side. the number depends on how important the land is you control. This way you dont need half you alliance to be online to do a battle. As long as you have enough players online to do a battle. (50 if you are a big alliance of 20+ guilds, but then that should not be a problem )

I also mentioned alliance npcs. Lets face it, guild are bands of heroes, but alliance are huge armies who need more than just human players. Alliance npc's are comparable to normal npc guards in guild wars 1. Of course they come in various classes, but they should be present when an alliance is in controll of a city/piece of land.

Just to make you get a better idea of how this would effect the gw2 world: You and your guildies are hunting a high level drake near droknar's. Suddenly you are ambushed by ice golems and find yourself in a bad position. Fortunatly, some "blablabla" alliance guards(npc's) happen to be patrolling nearby and hear your shouts. They rush to your position and help you defeat the ice golems.

A few days later you and you're alliance deicide it's time you conquered a better piece of land. After some alliance battle scrimmages you feel you are ready, and you set up a medium lvl alliance battle for the sanctum cay area. After a brutal fight which lasts 1 and a half hour your alliance wins 2 out of 3 battles. After cheering and getting drunk on hunters ale, you and the fellow guild leaders in you alliance decide to start "decorating the place".

After finishing you new base of operations a few weeks pass by, but suddenly you get a challenge to an alliance war. Your alliance seems to be sober enough to fight so you accept. Unfortunaly you lose 2 out of 3 matches and get kicked out again. This time you feel you need to step down a bit and do a small alliance battle over the dunes of despair area. You win and decide you don't want to move every 5 seconds so you decline challenges for the next 5 weeks.

Hope you guys like the idea.

Last edited by silvershock; Apr 17, 2007 at 09:43 PM // 21:43..
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Old Apr 17, 2007, 07:56 PM // 19:56   #104
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maybe its just me but it seems like over 50% of these posts want GW to be more like WoW, ive even read some that suggest making the game more item based.

IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"

max items should be easy to get so that it keeps players on an equal playing field which relys on the skill of the player not the items they use

if you want a WoW like game go play WoW, dont ruin the essence of GW.

my 2 cents

ps. i just read a post that suggests gaining small benefits for every level you get over 20, that is just retarded. it might sound good. but what happens when the game has been out for 2-3 years? some idiot who farms all day will have like 5k+ health and all the casual players only have 500-600ish.
no offense to whos idea that was, but thats just dumb, again if you want that go play wow

my other 2 cents
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Old Apr 17, 2007, 10:00 PM // 22:00   #105
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Quote:
Originally Posted by Mrawskrad
maybe its just me but it seems like over 50% of these posts want GW to be more like WoW, ive even read some that suggest making the game more item based.

IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"

max items should be easy to get so that it keeps players on an equal playing field which relys on the skill of the player not the items they use

if you want a WoW like game go play WoW, dont ruin the essence of GW.
Agreed. I think that ANet is really doing the right thing this time, by making GW2 everything GW1 was supposed to be. I love the fact that they added a persistent world to give te gameplay a GIANT boost. The reason i quitted guild wars for a few months at a time once every years was becuz it gets so f*cking boring. THe features in guild wars 2 are mostly what I hoped would be implemented in guild wars 1.

Your point on guild wars not evolving into WoW is, in my oppinion, absolutely true. WoW and GW are different, and should stay that way. Evolving the game is a big +, but let GW stay GW and WoW stay WoW.
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Old Apr 17, 2007, 11:27 PM // 23:27   #106
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Maybe this was said, sorry for any retakes.
I was thinking maybe a marriage system?
(Married couples really do play GW)
I was wondering that if two people really wanted to they can get married in GW2. Of course this will cost and have a few requirements.
They gain a kid (Hero) and the Married title. This kid can only be named by the married couple and the name must be agreed upon like trading. The kid will be at a medium height and have a random sex type chosen by the server(the married couple can chose to change it's type if wanted for a price (5k maybe)). Its aperance can be chosen by the person who paid for the marriage. This kid's primary profession will be chosen by both people and will be similar to the charcter naming system, two names and not the same name used by anyone else. After chosing this the couple can use this hero/kid like a hero from GW. With one exception, the kid will have a better AI system and take a new set of orders not just defend,attack,and evade but it can also protect an assigned person. This kid/hero will also be able to collect items and based on how many times it dies and how often it dies the kid can chose to throw away its items or sell them. For example yor kid gets a rare gold item and you let it die too many time it can chose to give it to you or throw it away, since you let it die too many time the kid will throw it away. This does not affect the character ,whos using the kid, drop rate.It actually worstens it like a hero does.
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Old Apr 18, 2007, 04:02 AM // 04:02   #107
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Quote:
Originally Posted by Aar0n
-Much more physical combat. Sure, now, I can just move up to my target and spam my skills in sequence. In GW2, I want to worry about my opponent picking me up and throwing me into a wall. I want to be able to roll out of the way of a troll swinging a club at me. I also want my Elementalist's fireball to blow my opponent back some distance and make a huge scorch mark in the ground. All in all, believable combat will add a lot to the game's immersion; I won't just stand there while a 50-foot demon swings his sword at me. As masochistic as it sounds, I want to be crushed, slammed, and thrown.

-Better enviorments. In GW as it is, I have the occasional moment where I think "Oh, that looks nice." In GW2, I want to fill up my screenshots folder. I want to be able to just chill in the village tavern, so swim in a river until I find where it drains off into a lake, and to climb the highest mountain I can find just for the heck of it.

-VERY personal weapons and armor. Add several hardpoints to each weapon and armor piece where I can modify them. Like, a single metal spaulder mixed with studded leather and chainmail for my Warrior. A bloodstained robe for my Necromancer. Expensive mods could add glowing sigils or auras, or even personal inscriptions. In addition, my sword could have one of many pommels, handguards, even fullers.

-More advanced AI. I want to be able to stalk the hills until I find a Charr encampment, then I want to be able to make mayhem by sending a fireball right into their tents. Having the enemy spread out, flank me, or try to break my group's formation would be VERY cool.

-Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game.

More to come.
I just have to re-iterate these points, 'cuz they're great. Probably the best ones I've seen; while I don't think melee should become a God of War clone, some rolling, block anims., etc. would make combat much more interesting [maybe only happens w/ stances?]. Also, better skill sets/builds, for the mobs. And, of course, my earlier post on multi-platform

Last edited by Yggdrasil; Apr 18, 2007 at 04:15 AM // 04:15..
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Old Apr 18, 2007, 04:04 PM // 16:04   #108
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From those points I agree with advanced AI and generaly more mods to make the items more unique.

But I mean advanced AI as in different AI for each creature other than having one same monolithic AI(bugs acting the same way as humans is ridicilous). Also all mods should be easily obtained and balanced because of PvP oriented players who don't have the patientce to do many quest/grind. Also making PvE mods unique in their appearance could be good.

As for crafting/salvaging/leathering/smithing if implemented then it would be recommendable to be a sort of a minigame. I don't think potions/food should be allowed in GW so herbalism and other proffesions are redundant. Or you could keep them as a pure PvE thing.

As for enviroment, sure but that should only be for non-mission zones if they exist. I don't want someone to try pass over the mountains while I get attacked by Charrs.

Also sure additional anims and physic would be interesting but
A) Not everyone want to go and get pumbled by a giant.
B) Not everyone has a PhysX card or a good comp.
C) Lag/Server Issues.
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Old Apr 18, 2007, 04:22 PM // 16:22   #109
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How about this:

There is not an aggro circle, but rather a view point. Like say that character x is looking north. Character y, who is moving up from south, sneaks up behind him, and because character x cannot see character y, character y hits his back, and lands a critical.

There could still be a radar...just if you're not paying attention, you would be killed.



-Koku
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Old Apr 18, 2007, 06:16 PM // 18:16   #110
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Since Anet said they dislike having to recreate a starting area each time, why not have the Zaishen islands and an all-campaign access area there where players can start? After they graduate (hit 20 or the equlivilant) they can move on to the campaigns. There could also be a new small island added with every new campaign that has some of the foes you'll meet in that campaign. It shouldn't be big, maybe a town and an explorable area.
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Old Apr 18, 2007, 09:28 PM // 21:28   #111
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How about some support for mods? Not too be mean but I can't find any mods for GW and I need to check the internet every few minutes to see what my stuffs worth.
But to solve this I think we should have a auction system similar to the WoW system. A lot better and more stats on how much an items really worth of course. At the very least we need something to link all the trades together like the new party search feature.

To put it simply
I DONT want an auction system
I do want a trade system similar to the party search system
Example:
You go use Ctrl+T to pull up the Trading Post window
It has three tabs:
Selling Items/Buying Items/Sell An Item
You Click Selling
It shows an extra table:
Seller/Item/Price/Pm Seller
To buy the item you Pm the seller and set-up a trade
Same goes for buying, you find a buyer and sell through a trade
As for the selling an item tab.
It will give you a Text box to enter your Selling description and the asking price in a small money counter like the trading one, on the bottom near the confirm sell tab.

To sell an item someone must pay 10% of what there asking price is and buy a Selling license. However buying an item is free except for paying the seller. After the buy is made the seller can take off the selling add or wait 12Hrs for the selling/buying time to run out and there add is taken off automatically.

Last edited by viper11025; Apr 18, 2007 at 09:45 PM // 21:45..
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Old Apr 18, 2007, 10:21 PM // 22:21   #112
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Quote:
Originally Posted by Aar0n

-Better crafting. Guild Wars has a good system for salvage as it is, but it's too predictable. If I could hunt some bears for leather, melt down Charr weapons for iron, and use the components to make studded leather and a metal ring, I would be much more satisfied than if it just got taken out of my inventory. Better yet, make crafting and salvaging a mini-game, akin to Oblivion's diplomacy. Not too demanding, but not repetitive. As I mentioned earlier, accessories for weapons would be a great use of material. A brass trinket I took off a fallen Charr boss could provide material for a chain that would dangle from my sword's hilt. Pointless? Yes, but I'd feel much more involved in the game.
Your wish has been granted

Jeff Strain (member of arenanet) told the interviewers of a Dutch/Belgium game magazine that there will be a different crafting system in guild wars 2, which will work much better than its GW1 brother.
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Old Apr 18, 2007, 10:32 PM // 22:32   #113
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Sorry if this has been mentioned already but I think its worth looking at.
Apologies also if I'm not entirely correct in my assumptions, as I only own Prophecies and not the other campaigns.
Anyway, on with the suggestion...

What I'd like to see is alternative ways of making money that don't involve combat.
Just speculating here, but if the developers at ANet are planning on adding a lot more
diversity to the game, then there's likely to be much more stuff to spend your money on.

I personally don't like the idea of constantly farming for items or constantly
being in combat either, so how about some alternatives?
Something along the lines of mining, crafting etc.

Any thoughts or suggestions?
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Old Apr 18, 2007, 10:52 PM // 22:52   #114
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You can....open free chest in NF.
You can get 1K a piece I think. And gold items.
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Old Apr 19, 2007, 08:50 AM // 08:50   #115
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In my point of view, games are constructed upon three simple structural parts; a storyline, a style of gameplay and visual effects. Now just so I don't bore you to death I'll cut straight to the chase try to make my points very clear. I will compare the current Guild Wars with that of the other two titles; Factions and Nightfall, and contrast some qualities from those titles with World of Warcraft (being the most popular MMORPG in the world, it was the most obvious choice).

First of all, I think that the storyline wouldn’t need any covering because I’m sure they’ll do a fine job doing that, knowing that the past three were alright. I just hope that they will take time in finalizing the storyline and try to include as much detail as they can, to include as many possible story outcomes depending on your character’s actions. The creators should also make it as long as possible to, knowing how quick and easy completing those missions was. Unlike WoW, the storyline around Guild Wars and the other two titles were very strict and precise, but too short and basic for my liking. I will admit I haven’t played much WoW, but because of several factors such as the higher levels of characters I don’t see how Guild Wars can be greater in that aspect. When you finish the game, the few things you can continue on include gaining titles (things such as “Protector of Cantha”) which depict a character’s achievements throughout the game. I don’t know for sure but seeing how much time people spend on WoW my guess is that there is a lot more to pursue or develop on, and this I see as the first flaw in Guild Wars. I don’t feel like picking on the storyline anymore, but I’m sure that most people will pick up on more related things.

My biggest concern about Guild Wars 2 will be the detail and higher development of the style of game play. I know that one of the first things that WoW players pick on when they play Guild Wars is the lack of free movement and action that the character is allowed. It becomes the most annoying thing when little obstacles such as stairs or environmental objects get in your way, some things as little as trees or rocks easily block your path. Sometimes there are little segments of hill that break off like a cliff and you can’t even jump off it. There are times were you can’t go any further into the shallow water because you can’t even swim. All of this has been addressed however, and it has even been stated that there will be a lot more free movement for the character such as jumping and climbing trees. I only wish that the developers will take into account the amount of detail into this, they should expand your free movement as much as possible, and custom assign actions for different situations, making it as diverse as possible.

This is only one of the many things that I would like to see covered. As well as free movement, your character should be able to express emotions a lot more. Different aspects should have different effects on a character, such as if your character is weak or low on health, his/her movement should be somewhat affected and your character should clearly display that he/she is wounded or poisoned etc. This should also be considered with verbal actions maybe, you should be able to interact a lot more verbally with your character instead of hearing the occasional moan or whine. That being said, there should be more actions which have active sounds. A character should have some quotes or personal expressions which also define the character and his/her personality.

A lot of this, concerning the customization and high detail of a character and it’s personality should be taken care of when first being created. This is the same for just about every online RPG there is, because there is simply not enough customization. I don’t care whether it’s got to do with too much data that has to be taken care of; we should be able to store a lot more information in a smaller space now with the development of higher technologies becoming increasingly powerful every day. When creating a character first off, we start with their height, the colour of their armour, face design, skin colour, hair colour and style and that’s about it. That might be all we can really take care of, but I believe there should be more choices from a wider selective range (we could also include things such as eye colour, muscular appearance and definition). One really important factor should be his or her personality, this includes things such as the sound of his or her voice, what emotions better affects him or her in whatever situations etc. Another item of customization that should be taken care of is miscellaneous details, which may include tattoos, piercings and body stance and so on (this may also only be available when customizing certain type of armour).

As far as customization is concerned, there is not nearly enough. When it comes to colouring with dyes sure, there’s no issue there but there’s not enough physical or visual changes, because at the moment it’s mostly technical. For example, when adding upgrades to your sword or staff, they take effect but there is no visual change in the weapon. This could be addressed; I think that there should be a lot more detail in things such as weapons and armour than there is already. With armour, there is usually four or five different visual types that differ depending on stats or area in which they are originated. As well as weapons, armour should change and modify according to that characters personality and experience. Experience should also be able to somewhat change your characters general physical appearance, but I think that might be taking it a bit too far. In general, the game should involve a lot more character development; I believe it is essentially one of the most important things that any game should build on.

Okay, so far I’ve covered the basics of which I want to see happen. Now for the more less important, detailed things. To begin with, one of the things that I’ve really wanted to see is a system designed for mounts. The only thing remotely related to mounts is pets, they are somewhat useful, but so far only rangers can tame them. I’m looking for a system of which can incorporate mounts not only as a form of transportation, but as a very useful aspect when it comes to missions and quests. As I have addressed before, customization is a vital factor to these, because one should also be able to modify the mounts abilities, armours, any miscellaneous appearance and developed personality. They should be something you can adopt or tame in the wild, and mounts should come in a variety of regular species which might include large cats, canines, lizards, phoenixes, dragons (decent looking ones in that case) and so forth. When it comes to things such as guild battles and whatever, of course they should place restrictions because having a mount would be a very unfair advantage obviously.

Another little issue I want to see covered is animations and effects. So far there’s not much to complain about, but I would like to see more spectacular and original types of effects when casting spells and everything else. Not only should those effects improve (which I’m sure they will), they should also have environmental affects. For example, spellcasting effects should include defined lighting properties that might light up a cave or something, but they should also include environment damage so that if an elementalist casting something like a fire storm or whatever, the ground should appear visually disrupted. I’ve thought about this for some time, however it might be too complex and just waste more memory on unimportant factors like these.

I think for now this is enough, if I come up with something later I’ll post it.
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Old Apr 19, 2007, 10:45 AM // 10:45   #116
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Things Id like to see in GW2 :

Responsive Combat system : Give body parts hitpoints and have the chance to seriously damage a leg rather than simply hamstringing someone for x seconds make the condition permanent until they are 'healed' back up to a certain level. Taking away condition removal spells. Your legs been hacked off? Well tough titties now you can't run, walk, dodge. Now stand still whilst I take your arm off.... Of wourse what this aims to address is I've just spent a bit of time and adrenaline to inflict a condition and it can be removed with a spell in no time at all?? It could be more realistic if healing a bleeding artey or a 'deep wound' (which in itself indicates a gaping hole and penetration through muscles) would take some time rather than just negating it through one spell. This as always given combat a Paper Rock Scissors feeling for me. I do this, you do that. Id like to see the combat take a more realistic (in sense of physics and reality - not as in spouting fountains of blood ) turn and make it more intuitive. Allow for the possibily to 'aim' your attacks rather than simply combo'ing skills to give certain effects. This is generally trying to aim more towards a realistic level of gratitious violence and Im sure Anet have to tone it down to make sure some of the kiddies can still play, but dammit I wanna see more blood.... and possibly severed limbs.
Decapitation is well what Im after.
Instigate an armour system that reflects the reality of what we're seeing. Vanity skins are all good and well but my logic tells me that the platemail armour should give FAR more AR than the Gladiator Armour. However my warrior should in practise be able to move a HELL of a lot quicker in the Gladiator Armour.... I would also like to be able to roll out of the way of attacks (something maybe you could do in leather armour with the necessary mobility and not even attempt with big mo-fo metal plates bolted onto your skeleton....) Also make the armour protect what it covers. Id like to see a far more in depth collision detection system that doesnt simply rely on if Im in this stance I have a % chance not to be hit. Or if I kite I probably wont get hit by arrow, projectile etc. If we can speed up the actual movement of the people and be able to jump (somersault, roll, CARTWHEEL) around the opponent then I hope that the collision detection system follows as well.



Perhaps have a points system that could be allocated to Agility, Endurance, Strength and Intelligence, Guile, trees rather than Strength, Axe, Hammer etc. This could be implemented into making skills dependant on Strength all become more efficient as you become stronger. (IE all attacks with whatever weapon you take be it Sword, Axe, Hammer, Club, Halberd, Lance, Jockstrap, gain effeciency and power as you pump the strength column. Whereas equally Big ball of Flame, Rise the Unholy and Blue Ray of Healiness are pimped up as you pump up the intelligence. However you can't evidently pump both. Perhaps make it equal by creating fashion to penalise one tree if you raise another too high. Like -1 in intelligence for each level past 10 in Force. Something silly like that to balance out the game - and in any case in true RPG tradition Thorak The Bezerker was never the most intelligent of people.


Ive seen a lot of people constantly going on about the level cap. How about having NO LEVEL CAP however the attribute points stop being given at level 30. Therefore if anyone sees another player with lvl 786 walking around, anyone at lvl 30 has a chance to beat the crap out of him. A lot of people in Guild Wars seem to believe that they are owed something by Anet for their loyalty to Guild Wars 1. Something that needs to be shown as a reward for their many hours devoted to the computer game. Let everyone see that they have a level 786 character which evidently proves that they have spent 7000 hours playing the game. For game balance issues just stop giving them the attibute points to ensure people stay on an equal footing.

I think that anyone form Anet looking at this thread gets the general consensus of people wanting hairstyles, customisation, belts, rings, fetishes and tatoos (tattoos been mentioned yet?) And Auction House to get rid of WTS spammalots.

What I would prefer not to see in GW2

GW1 characters. Please Anet - GW2 new game new world. If people are so devoutly in love with their characters then please continue giving them a reason to play in GW1. Add new dungeons or maps or whatever that doesnt need new classes or skills to be added so that people can continue using their beloved characters. But please dont bring them into GW2. You've already buckled enough at the knees with the Monument of Heroes or whatever the hell its called.

Oh well back to work.

Last edited by BSSuperman; Apr 19, 2007 at 11:00 AM // 11:00..
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Old Apr 19, 2007, 03:32 PM // 15:32   #117
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
Cool Top 10 Requests

Top 10 Requests
1) Trade hall, auction house, where *everything* can be sold and bought at a price dictated by economy. Sorting through multiple cities looking at WTS spams for a specific item is a pain.

2) Keep adding races: wild races like insects would be great, as well as extra good-looking humanoids (e.g. Sylvari, humans, ...).

3) Keep the game replay-value heavy (it's short, easy to max your items, but with lots to do when you're done with the main missions). Some randomly-generated levels would be great. Stealthy race would be great.

4) Keep casual-friendly (i.e. map travel, henchs & heroes, minimal grind). Don't remove the party system for missions and some quests, I still like to select and control 6-8 characters, even though I'd also like sometimes to be in persistent spaces with random people.

5) Keep adding profession: summoner class (necro and rit were fun, but I'm talking summon-and-forget summons that don't require constant caretaking; see war summoner idea), and a melee-ranged class (one which works both at melee and ranged within the same build) would be great. Stealthy profession would be great.

6) Add more character customization (body type, eye color, tatoos), and re-customization (everything except name can be changed later), with perhaps some customizations being available later in the game (think elite hairdo and endgame tatoo). Different classes could all use shields, staves, etc up to their liking, instead of forcing only warriors & paragons the ability to use shields. More choices of ways to display your Guild than just cape would also be good.

7) Be careful with changing the controls. I like being able to play with 1 hand and chew something with the other, when running places or engaged in fights when I have the upper hand. I like being able to move around using only mouse or only keyboard.

8) Keep ability to look at self... Give better choices in appearance in character selection screen (with weapons, hat off, pet shown), especially as this can be done client-side. Bonus if you don't force the character to be centered, so I have places to put my menus on one side.

9) Fewer more functional displays, e.g. multi-role displays. Compass and mini-map could be combined, with zoom ability, and toggle switches for where you went, other players, etc. Party window could dynamically adjust in size to accomodate extra NPCs that are added, and include command buttons like a button to switch between AI modes (guard, flee, etc). Ability to group characters & humans and assign a flag for each group would be great.

10) Mix account-based and character-based titles whenever possible: too many titles are character-based (including most fun ones like Protector & Survivor), too few are account-based (and those that are often take too long with too little skill). This discriminates against people who achieve the same titles with different characters, even though they have to do extra work as each char has to be developed separately. Instead, most titles could be mixed, e.g. Protector shown as both account-based as well as character-based, such that if you gained the Protector title with one character, you can still display it on others as "Sibling of Protector of Tyria". Have the maxed-titles account-based (or mixed), and either do not count repeats of a title or make the repeats count for less than 1 each. For example, if I get Protector of Tyria twice on the account, it would count as 1 or 1.2 or 1.5 maxed titles (not 2). Most current titles could easily be changed to work this way, to reward players achieving titles across multiple characters. Most grind components should also be account based, e.g. lightbringer & sunspear points, perhaps beyond a minimum that you need to get per character, just like Luxon and Kurzick faction was account-based.

Last edited by Alaris; Apr 19, 2007 at 04:44 PM // 16:44..
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Old Apr 19, 2007, 04:41 PM // 16:41   #118
Ascalonian Squire
 
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Join Date: Apr 2007
Guild: [PHO]
Profession: N/
Default

Ok... i thought about these options

-ability for things to break, like if your scying glass staff gets hit by a meteor, wont it break? (yeah gold waster NPC that will repair it)
-to jump from bridges and cliffs and etc.
-different injuries like broken leg or arm
-if you are afk so your character will: sit, sleep yawn or draw on the floor
(dont characters get bored?)
- and WALKING why do they have to run?
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Old Apr 20, 2007, 02:03 PM // 14:03   #119
Lion's Arch Merchant
 
Join Date: Aug 2006
Location: Scotland
Guild: Region of Chosen Kings [R.O.C.K]
Profession: E/Mo
Default

Quote:
Originally Posted by Mrawskrad
IMO that sucks, it would ruin what GW is about, which is player skill and not "i grinded more than you, i win" or "i bought my items from ebay, i win"
OK, explain to me how (post-farming nerf) someone gets a (collector, not rare skin or anything) Sundering sword of Fortitude with gameplay-perfect stats without grinding?
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Old Apr 20, 2007, 07:12 PM // 19:12   #120
Ascalonian Squire
 
Join Date: Aug 2006
Guild: always winners
Profession: A/Mo
Default

ok here are my ideers on wat you should be able to have in gw2
1) you should be able to make your own weapens and equip ment if you found enough metal in mines
2) you should be able to keep your own char which you are using now in your gw
3) you should be able to fight for ground and be able to steal ground from other races which are played bye human but some ground should saveplaces for the originel races that live there
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