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Old May 01, 2007, 02:10 AM // 02:10   #141
Pre-Searing Cadet
 
Join Date: May 2007
Guild: Chthonian Guard
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As little "interactive world" as possible, the low interactiveness at the moment is what makes it so easy to play even at long distances and with bad connections. If I have to jump over obstacles or slide under barricades, it'll be harder to play with my friends on other continents without insurmountable lag.

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More useful guild halls. Make them a hub of operations for the guild, with options for various sorts of high-level PvE combat and "safaris." Allow the guilds to be expanded with new land, new structures and new NPC's, both decorative(Random wandering citizens and peasants) and useful(Smiths, trainers, agents, captains, etc.).

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More living landscape.

The roads in civilized nations should be clear, there should be living villages, there should be travelling traders. Raiders should occasionally hit the roads, bu they and monsters should generally be in the wilderness, kept off the paths by guards.

Monsters should also have settlements of their own, camps and caves that they'd fall back to defend, send out patrols from and keep their best loot in. Maybe they'd even have their own small farms and such, in their homelands.

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A living ecosystem. If everyone keeps murdering a disproportionate amount of Tengu in an area, but sparing the Ettins there, have more Ettins spawn and less Tengu. Have the Tengu start spawning in adjacent areas instead as they are driven out of their land, and the Ettins start taking over their encampments and such.

Make it harder for people to just keep sweeping through the same areas over and over again, have them change and vary.

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Allow appearance stuff like hairstyle and such to be changed past character creation.

Last edited by PurpleXVI; May 01, 2007 at 02:13 AM // 02:13..
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Old May 01, 2007, 08:47 AM // 08:47   #142
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Quote:
Originally Posted by PurpleXVI
As little "interactive world" as possible, the low interactiveness at the moment is what makes it so easy to play even at long distances and with bad connections. If I have to jump over obstacles or slide under barricades, it'll be harder to play with my friends on other continents without insurmountable lag.
You do realize why there are different territories?
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Old May 01, 2007, 05:45 PM // 17:45   #143
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Join Date: Apr 2007
Guild: Drunken Smurf Society
Profession: N/Mo
Default Auction House

This is prolly already suggested by someone else, but im gonna ask anyways, will there be a "Auction House" in the GW2 or even an add on to the previous campaigns. I just find it takes so long to sell things. i could be completed quests or missions rather than wait in an outpost all day just to sell one item. IMO i think its a Great idea.
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Old May 01, 2007, 07:35 PM // 19:35   #144
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Guild: Chthonian Guard
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Quote:
Originally Posted by crusnk
You do realize why there are different territories?
Yes, I do. However, I still want to play with my friends on the other side of the Atlantic, or in Australia, I can do that in GW1, but if the thing turns into some sort of pseudo-shooter requiring jumping and sliding to dodge attacks and obstacles, that will be much harder.

If I just wanted to play with randoms, then your point would be valid.
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Old May 02, 2007, 02:16 PM // 14:16   #145
Ascalonian Squire
 
Join Date: Feb 2006
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Guild: HellHammerHand
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The Wanted:

- Community areas. There’s no place like Marhan’s. Nuff said.

- As much storage as you can afford. Charge for it (in game money of course). Like rent for any storage right? I might have a payment of 50g or 1k a month, or maybe it’s faction points and not gold. Either way, I want my frickin’ storage dammit.

- Regroup in mission. I don’t really care weather the game is instanced or not to be honest. Here are the pros and cons and why neither GW or WoW have it right yet:

Instanced:
- No player killer camping
- No waiting for area to reset
- No baddies popping up while in mission or AFK
- If you zone out, you lose your progress. If implemented right, going back into an instance with the leader would let you pick up where you left off. I don’t have 5 hours in one go to devote to playing the deep, but I’d like to finish it sometime.

Persistent:
- You can kick idiots who are messing up your party mid-mission
- You can pick up players mid-mission
- You meet new people
- You can join up with friends that have already started a mission

ANET – you’re smart peops. I challenge you to get the right mix!

Most of these are mentioned in other posts – here is my support for them:

- Z Axis baby. Running, jumping, climbing trees – just please keep the obstacles such as trees as obstacles to attacks – I hate WoW for this. Hitting me with an arrow when I’m behind a tree is blatant cheating.

- Hairdressers, Tattoo Artists, Name Registration (for name changing)
As mentioned elsewhere, account names = family name and should appear somewhere in the character stats.

- Auction house. Yes, WoW has this, but adding it to GW doesn’t make GW into WoW. It is a really simple concept that is very much required and good and creamy.

- Mounts/Steeds. C’mon? Who doesn’t want this?

- Soft level cap. Great idea but the benefits that are gained from continuing past this level should either be available another way or very minor. This is because it rewards players like me who have logged 600 hours with one character and is unfair to players who prefer to play multiple characters to a certain level.

- Adjustable GUI. We’re all geeks here. I want to be able to adjust my display to suite my gaming style.
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Old May 04, 2007, 04:40 AM // 04:40   #146
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PvE Suggestion

There are missions in Prophecies & Factions that you are required to take part in. The one in Prophecies is where you go team vs team in a PvP battle in between Pre and Post Searing. The one in Factions is the "Local" and "Visitors" Cooperative mission where your group and another from the opposite quarter take part in a massive PvE battle.

In my opinion, these types of missions should be excluded from Guild Wars 2. I personally do not find them fun at all, and they have completely killed the PvE experience for me. Especially in Factions case where if the other party dies, you yourself have to restart the mission because death is almost surely inevitable.

But don't get me wrong, when I bought Guild Wars I knew what I was getting myself into. A game geared more towards PvP, cooperation and competition and I respect that, but they also decided to include a PvE aspect to the game as well which is what caught my interests. If you do decide to include these types of missions into Guild Wars 2, please don't make them a requirement and let those who wish to play alone with henchmen or for themselves have the option to skip them entirely.

To this day, this has been my only gripe with Guild Wars.

Quote:
Originally Posted by Aeon_Xin
4. Don't limit new expansion looks to new chapter. IE. You can only create an Asian look by starting in Factions. I should be able to start an asian character in Prophecies if I own Factions...
I agree with this 100%. A much more in-depth character creation system at the start of Guild Wars 2 would be very welcomed. If you do have different "races" like Humans, Tengu, Charr and etc.. maybe add categories as to which "ethnicity" you wish your character to be? Especially for the Human race if no one else, that way most everyone will be happy.

Last edited by momohai; May 04, 2007 at 05:33 AM // 05:33..
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Old May 04, 2007, 05:31 PM // 17:31   #147
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I haven't fully kept up with this thread, so I'm not sure if this general idea has been said, but I don't see anything that looks too similar.

This is a variant on the mount concept. I understand that the mists PvP area will be a large persistent area with constant battles & goals happening. It would be interesting if, when an enemy fortification needed to be taken, you could get siege turtles to come in. Now, these would be GW2 siege turtles, brought up to date: made a little larger, so that one person hopped in and controlled the turtle (the way you do wurms) and perhaps 1-2 other people could climb onto the railing around the siege gun to act as support (which is why it would need to be larger). Alternately, you could have people hop into juggernaut suits and run (or, walk slowly) around as juggernauts.

It's cool to have specialized units in the mission-based PvP, but restricting them to NPC status limits them and cuts off player interaction. It'd be much more fun if the players could take control of them. The above two are just examples based on what's out there.
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Old May 05, 2007, 11:06 AM // 11:06   #148
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My only suggestion is:

*Please pretty please* allow as much as possible to be transferred from GW1 to GW2. Many players worked their ass of to get their titles or special items.

For myself I would bery much to keep at lyst my Tyrian Grandmaster Cartographer and my Tormented Energy Storage staff, because I've worked for months to get them.

Yes, and keeping entire characters would be nice as well, but ANet already told that this is not going to happen...
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Old May 07, 2007, 02:51 AM // 02:51   #149
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to be honest, as long as the Assassin makes it into GW2, I'll be happy.

I hope they make it a more general stealth/damage class though. Not everyone likes the over-the-top ninja theme.
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Old May 07, 2007, 06:50 AM // 06:50   #150
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Quote:
Originally Posted by Hyper.nl
My only suggestion is:

*Please pretty please* allow as much as possible to be transferred from GW1 to GW2. Many players worked their ass of to get their titles or special items.

For myself I would bery much to keep at lyst my Tyrian Grandmaster Cartographer and my Tormented Energy Storage staff, because I've worked for months to get them.

Yes, and keeping entire characters would be nice as well, but ANet already told that this is not going to happen...
Look at this from this point of view. What if the game system is changed in a way that your character and it's skills are absolutely uncompatible with new system? Then your trasfered character can have ONLY lvls and name transfered? The other thing is, that everybody should start from the same starting point and no that some of them are max lvls from the begining. It's new game and surely with many basics changed. It's not an expansion to GW1 so creating a new character would be the best way to balance the game.
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Old May 07, 2007, 08:20 PM // 20:20   #151
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Join Date: May 2007
Guild: Raven's Bloodwing Raiders [DOA]
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How about this:

When customizing a weapon (either when using dyes/upgrades or using the Weapon Crafter), you get to change the name of your weapon! This could be rather troublesome to the unimaginative who would name their swords "Buster Sword" or "Masamune", but hey! It would be a nice feature, though minor.

Also, if possible, could you make a translated phrase-thingy a la FFXI? That way, when on international servers, players can communicate with allies/foes from non-english speaking parts of the world, however broken the phrases may be.

Finally, if you could make guilds a tad more difficult to establish, that would be perfect because quite frankly, I'm tired of stupid guild names like "I'm hot 4 ur [m0m]"... A solutionP: make a moderately difficult mission to unlock the ability to establish a guild, followed by a high cost to get one going... maybe a bunch of materials and a quest to find a guild HQ out of several possible, isolated locations in an archipelago or a desert or something might be fun.
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Old May 08, 2007, 01:58 AM // 01:58   #152
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Join Date: May 2007
Guild: Shadow Phantoms
Default This Idea i discussed with my friends, thought hard on it.......

ok, new necro skill for gw2 is where u can use a summoned minion to take control of it and scout out areas close by without gettin urself kill for 15 to 30 seconds costing maybe 10 or 15 energy and cauing poison if attacked while using the skill.........
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Old May 08, 2007, 02:10 AM // 02:10   #153
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Join Date: May 2007
Guild: Shadow Phantoms
Default few areas......

new necro armor wyvern horns no helm part, red eye, then redo the mask events, make warriors skinnier in armor, take male derv outas dress more boners on all da armors go deep into the darkness, make more ranged spells for necro new maps, cool new pets easier to gte em, maybe new courses to the luxon and kurzick allaince stuff other than all the missions on factions............
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Old May 08, 2007, 09:06 AM // 09:06   #154
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Guild: Honor Over Death
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These Ideas have been brouched before but in different ways, thought i'd add a few different ways that I'd like to see.

I would like to have my GW1 characters cross into GW2 but that just does't seem right some how. What would be good is for Players with GW1 who have completed at least one campaign could have Descendants to choose from in GW2 and these characters created for GW2 would be of same First class as their forefathers/foremothers, and knowledge of their primary fighting skills.

Also their foreparents Armour and main weapon chosen by the player, could be accessable, But to gain access to these Sacred Foreparents Items and knowledge they should have to complete a task of bravery/wisdom/magic/faith etc... based on the Main Profession of the GW1 character. And could only be accessable to those over about level 10, and from only from a Tribe/Guild/Leading Elder, who has been versed in the ways of old. Could be quest for those who've entered their GW1 code into the game.

Also with Guild Halls/Islands, it would be good to make them more like a community, If each Guild has a capacity as it does now of around 50 or so ppl, then have it so as a Guild member can 'Purchase in game' a House on their Guild Isle to add extra storage. This could also appeal to some in a PvP or GvG matter, on accepting terms a new GvG battle could emerge and Call them Raids. Where the winner of the GvG battles Raid houses on the opposing Guilds Isle or Boat and steal certain items from them. As wagers should have been made before hand and accepted in the terms of battle.

The Isle could also house Zoo's or Animal Sanctury's too where a Ranger can release their captured animals to grow, and for other members of the guild to use who are also rangers could pay a fee to use another rangers captured pet. A Guild store would be good too, where members of the guild could put up Good Weapons, Items and Crafting supplies up for sale to other Guild Members and Guests to the Guild Isle.

Also I would like to see Warriors with Dual Swords. This could be achieved by giving swords an Att and a Def rating. One sword can block a sword or a Axe and divert Hammers, spears and Staffs. While two Swords could block hammers, Spears, staffs, and counter attack those with one sword or axe.

So if a warrior was to have two Att max swords they'd have little to no Def, and if the had two Def max swords they'd have little to no Att. A warrior could choose between a scale balance of attack and defense based on the two swords they decide to weild. Not like the assassin's knives/sai's etc... which are two weapons of one slot, but two different swords that were brought/made/picked up whatever.

Though i don't think that dual Axes could work on a Defensive angle, the same conditions could be applied to them. This would be a interesting addition and make for numerous variations on Fighting stylesfor a Warrior, not just the sword shield, axe shield, Hammer but with addition of Max Att Dual sword, Max Def Dual sword, Preferred Att Dual Sword... etc... and with Axes if chosen. Could also add Two-handed Axes and Swords as well if wanted.

Thats just a few ideas i've had brewing in my mind since i started playing GW's.

Ps. it would be good if the Characters could make their own weapons, Given a Crafting attribute.

Last edited by IamWar; May 08, 2007 at 09:16 AM // 09:16..
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Old May 08, 2007, 02:21 PM // 14:21   #155
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Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
Cool Race, Primary, Secondary

Make it possible for players to switch primary professions in GW2.

Before the flames, here's why...

I like to play different styles: ranger, dervish, paragon, ritualist, necro, monk. But that means that for each, I have to level the char, get the skills, gain access to the areas, and if I collect titles (which I do) I also have to collect them on the same char or on each char to be able to gain the maxed titles title (KOABD). I got 4 titles on my paragon, and I'd like to continue this on my ranger, but I'd have to start over.

Second, in GW1, you could make 10 developed chars and access all 90 combinations of primary/secondary profession. But in GW2, assuming that your choice of 5 races and 10 primary professions are fixed, that would be 50 developed PvE characters needed to be able to play every combination. Too much !!!

I'd put a series of quests, 1 per profession, that unlocks that profession so that you can switch at will later. Those quests would be accessible after end-game, and would be fairly difficult to complete. It's up to the player to maintain equipment for the different professions.

Will somebody think about those who want to play the different profession, but also have a life !!??!?!! BTW, regarding that aspect, GW1 is already a major improvement over other RPG games like Diablo 2, Dungeon Siege, WoW, etc.

Great game
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Old May 10, 2007, 08:18 AM // 08:18   #156
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Location: Tavern next to Ascalon
Guild: Queens of Ambition
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Exclamation About skills of nf characters

Have anyone pondered that it would be nice update for factions and prophecies to add dervish and paragon bosses in those areas.. Its kinda weak when u only get dervish/paragon skills in NF. Update should cover new skills for Dervish/paragon that u can buy in skill trainer... Now only prophecies character got full experience of all skills... :P It would be nice to see Assasin and RT bosses in prophecies campaing too!
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Old May 11, 2007, 04:58 PM // 16:58   #157
Ascalonian Squire
 
Join Date: Aug 2006
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It will be really great if we can carry over all the skills unlocked in gw1 to gw2. After spending great amount of time in gw1, it is only justifiable that the skills that we earned be transfer over.
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Old May 12, 2007, 08:20 AM // 08:20   #158
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Guild: Farmers Of Woe [FoW]
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I'd say there'd be new skills. A lot more. There will a stack of new features, textures and vectors to work out...

My only request is to make the map more flexible. Allow players to run up mountains at a decent angle and so forth. allow to run through really deep water with the head sticking out.

and i'm agreeing with old mate when he says Z-axis. Arrows going through tree trunks is unacceptable.
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Old May 12, 2007, 03:35 PM // 15:35   #159
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Guild: Ryders of the Sword [FrNd]
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Really I'd just like to see my characters die already and give them a nice tribute in the Hall of Monuments. I just can't stand my ele anymore...
lol, no really I like my characters and all but they're just getting boring. I want new characters that can inherit stuff from the old, not the other way around. A lot of players are complaining that GW is getting too complicated, too changed, too off the track of its original ideas. If we can just transfer our characters over, you can be assured that GW 2 will die in infancy. What Guild Wars needs is a fresh start to bring it back to its former grandeur. By not allowing it to do so we would be killing off the game we love forever.

My suggestions: Keep everything in its own category. I.E Don't have titles showing inheritance, rather keep it STRICTLY to the Hall of Monuments and have the Hall of Monuments affect the game you play as a whole. The inherited things should be passed through the Hall of Monuments as a conduit to the game. More things in the Hall would mean more perks.

Now another topic: Trading. Anet has stated there WILL be a new trading system in GW 2. My suggestion: AUCTION HOUSE. It's a no brainer. Also, keep the old way as well in addition, and add another way like an open market, where you can post something for a set price and people can buy it even when you aren't playing. (Sort of like the GTS in Pokemon D&P XD).

WIth the level cap idea, I don't know, I think Anet doesn't want to make it a grind. I'd like to see more info first before I judge or suggest.

Factions:
Instead of titles showing alleigence, make more factions, sort of like in Oblivion, where you can join a regular old faction whenever you want and they provide quests, or some that appear later in the game. Also have some things to tell new players that some factions will be available later in the game, to prevent confusion. Guilds can tie themselves to one major faction, and also ally themselves with multiple smaller, less influential factions that may have a different purpose than a larger faction. In smaller factions, Guilds will get credits for helping out. In larger ones, the same goes, but there should be a ladder within the faction for different guilds. With more perks. But please, don't do something like the Elite Missions for high ranked Guilds because it just leaves the rest of us out, even with the passage scrolls and ferries. Each faction should have a capital or headquarters with lots of attention and hype fed into them. Make them a major part of the game as a whole. Also, Factions don't have to be in war with each other. They may even be Kingdoms that you can assisst and control some of their towns.


Public Profile:
Have something to show who you are, what your titles are, and what you have in the Hall of Monuments. Also show what items you may have up for auction/free market and how long you have played the game and GW 1 for.

Forums In Game:
If we had an in-game forum for Guilds, Alliances, Factions, etc, it would be great. Make faction events too, such as Faction A is going to attack or help Faction B,C,D,E,F,etc, and have them announced on the forums. Now, this isn't to get rid of fansite forums heh heh. This idea is to make it easier for players to manage their groups inside the game.

Thats all for now, will post later If I'd like to add on to any other idea, including my own.
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Old May 12, 2007, 04:06 PM // 16:06   #160
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Join Date: Apr 2007
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I've seen a few suggestions about Guild Halls, and i'd like to add my own:

The guild halls at the moment are very basic, with little about them to make them feel like they are your guilds.

What i'd like to see implemented is some kind of system that allows you to buy a basic outline for your guild hall, but then able to customise the style, with like the colour of the walls (dark or bright, red, blue, white ect) where your traders go (when you buy them of course) and also you should be able to design your guild troops armour, because at the moment they all look like canthans to me, and so i want to see your guilds army with their own unique armour, with your guilds cape being worn.

Also, there should be more of a feel of a war in GvG. At the moment its just 8vs8 with a bit of NPC support, but there should be lowish level troops dotted around your teams guild hall, donned in your guilds unique cape and armour, just to stir up some kind of trouble. But their skills would be set and unchangable, as to avoid any overpowerment.

To me, this would make GW2 GvGs have a LOT more of a feel to them, as though it is a real fight, and not just an 8vs8 with some random canthan guards running around...
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