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Old Jun 05, 2007, 03:19 PM // 15:19   #221
Frost Gate Guardian
 
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Talking Best of both worlds?

Quote:
Originally Posted by Alaris
Restricting certain professions to certain races is racial discrimination!
To think of it, I can think of only one good reason why you'd have class/race restrictions, and that's roleplaying. And I like roleplaying.

Sooo....

Why not have the same profession have a couple of different names depending on race, but otherwise be the exact same profession.

For example:

Monks becomes Shamans for Charr and Norns.

Ranger becomes Druid for Sylvari and Charr.

Warrior becomes Mechanic for Asuras.

Paragon becomes Cheerleader for Norns.

So you can still play any Race/Profession you want, and keep the roleplaying aspect alive as well.

Quote:
Originally Posted by Alaris
Why not make it that females can only be monks, elementalists, mesmers, and rangers, and males can only be warriors, sins, dervishes, and paragons.
I forgot to mention, I meant that as sarcasm.
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Old Jun 05, 2007, 05:59 PM // 17:59   #222
Vergilius
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Quote:
Originally Posted by Alaris
To think of it, I can think of only one good reason why you'd have class/race restrictions, and that's roleplaying. And I like roleplaying.

Sooo....

Why not have the same profession have a couple of different names depending on race, but otherwise be the exact same profession.

For example:

Monks becomes Shamans for Charr and Norns.

Ranger becomes Druid for Sylvari and Charr.

Warrior becomes Mechanic for Asuras.

Paragon becomes Cheerleader for Norns.

So you can still play any Race/Profession you want, and keep the roleplaying aspect alive as well.



I forgot to mention, I meant that as sarcasm.
hmm... why not adding another class for a specific race instead of changing a name.
 
Old Jun 05, 2007, 06:25 PM // 18:25   #223
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Thumbs down Nooooo!

Quote:
Originally Posted by Vergilius
hmm... why not adding another class for a specific race instead of changing a name.
Because I don't want race-specific classes or class-specific races, or specific anything. I want to be able to choose to be what I want to be.

Explain to me why you can't be a Night Elf Warlock in WoW, for example?
It seems very arbitrary.
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Old Jun 06, 2007, 05:38 AM // 05:38   #224
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ok instead of restrictions there would also be the possibility of different quest archs.

i.e.: (only a assumption) Norn have very high respect for the dead an their ancestors so it is very unlikely to see a Norn Necro but not impossible. Norn Necros are Outcasts in Norn society, they are tolerated (read: not killed) but not accepted. So a Norn Necro would have (maybe radical) different quests and quest agents to resolve the main storyline.

Make certain quests only available for certain professions, this could led to a better replayability.
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Old Jun 06, 2007, 02:50 PM // 14:50   #225
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Talking

No class restrictions.
No race restrictions.


I'm happy with the rest. I think it would be cool indeed if some race-class combos were outcasts. Kinda like the Necros in D2. Different quests would be awesome, of course...

And you could also have titles associated with roleplaying, so that you don't have to play your warrior-monk as a paladin, but if you did, you could get a title for it...?

But that's me going nuts.

What matters is:
No class restrictions.
No race restrictions.


Let me be a Norn Cheerleader if I want to.
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Old Jun 06, 2007, 06:09 PM // 18:09   #226
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Quote:
Originally Posted by Alaris
Because I don't want race-specific classes or class-specific races, or specific anything. I want to be able to choose to be what I want to be.

Explain to me why you can't be a Night Elf Warlock in WoW, for example?
It seems very arbitrary.
First thing: you came here with a wish list, not a preposition list. I didn't ask YOU why not add a race specific class... it was a rhetorical question. And it is also not important what YOU want. It is important what most of US want.

And about Nelf locks... if you knew ANYTHING about Warcraft history, you would know that Night Elves NEVER, NEVER took something so dark in their hands. But illidian did, so he ain't a nelf anymore.
Same here, humans ain't shamans.. Charrs are....
 
Old Jun 06, 2007, 08:31 PM // 20:31   #227
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OK, some suggestions..even though some may have been suggested before.

To tackle some issues with the current GW:

1.Trade/Auction. A definite given. Others have listed ideas on how to improve this so I wont go into detail.

2. Separation of PVP/PVE skills and influence on each other.
Specialized skills for benefits in the PVE world.
Influence of PVP on PVE should be limited to the rez shrines as we see them right now. IF our country has favor, we get the gods avatars to bless us. Keep this for GW2 but this should be the only interaction IMO.

3. More community interaction by:
1. Quests that offer different results of completion depending on which class you take. As someone suggested earlier in this thread, when facing a river or a body of water that is in thier path, each profession has different ways of overcoming the hindrance. Or as in Factions second to last mission, by taking certain NPC's with you allows you to avoid different obstacles based on that NPC's abilities. If each profession has a highly specific skill or ability they can use (outside of what we are familiar with in the current GW), it could open playability to missions and quests if the result could be different each time you play.

2.I love instances since you can take your own time with a quest or mission and not feel rushed or slowed down by others or them by me. However I do agree with others that it would be nice to see others randomly when questing. I know this is already being implemented in GW2, but I still really wish this idea to be implemented in the fullest.

Things I would like to see:

New Armor/More options for armor. Variety in this is area is something I feel GW is lacking.
Also, more options and variance on looks of the characters.
Seeing similar armor on others isn't an issue. Seeing your twin in similar looking armor is kinda a drawback that you aren't unique in your choice as much as you may try to be different. Again, as suggested before, have the 5 armor pieces that make up the set, but add necklaces, bracer, robes,should guards, and other addons to the base armor set to improve the odds of not having similar looks to others. Sure there will be popular ones based on the look of the armor and even based on what the stats are, but if it adds to variety I am for it.

Interactive and dynamic environment. Night/day...fall,winter,summer,spring...rain/snow/wind/hail
Fields of grass/wheat that change in height, blow in the breeze, get trampled, cut down by attacks.
Move rocks/boulders/logs, cut down trees to change, even though temporary, the environment you are currently visiting.

Shops:
Not a big fan of the crafting idea, but (as a gold sink or alternative to id kit/salvage kit) take items to an NPC that can id items for you or salvage them for you.
To keep it from being too expensive, the prices for id and salvage are based on your exp with salvaging/id'ing items with the NPC. For example, someone taking an item to get id'ed will pay a base rate of 50g to have all items id'ed (max 10 items for that amount of gold); And this goes towards their Treasure Hunter Title. You can have more id'ed at a higher price if you have more on you. After reaching a certain rank, you can have the price reduced since you are a well established customer and hunter of unidentified items.
Same thing can go for the salvage of material. After dealing so much business with the Salvage merchant, to cost he charges you goes down (for being a repeat and loyal customer) and the success of what the NPC can extract for you goes (with the merchants experience with you).
Now, this is not to replace the id kit or salvage kit, but an alternative to carrying a kit around with you, if not an attempt to make the towns more "busy" with people using NPC's to conduct business.
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Old Jun 06, 2007, 08:52 PM // 20:52   #228
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Default Ideas

1. More magical attributes on armor and weapons...like Diablo 2(a huge list of magical stats)
2. Rings and amulets
3. Level restrictions on armor and weapons(well atleast armor) I once saw a lvl 10...run through Fort Ranik i think(the one were you have to open a gate for Rurik) He obviously had max armor...probably from Droks. Yes it was fortunate for the team, but it was still stupid. And i also see low lvl players asking for max damage req 9 weapons. A level restriction(to were you cant use it till that level) would fix all of that.
4. Guild Wars has plenty of types of weapons and especially armor, but they need more magical stats, not just 3...We need more variety in those types of weapons and armor
5. a feature to were you can look at someone else's equipment on your own...with out that person 'calling' it. Yes i know thats on WoW, but ya know what! its cool isn't it? use it!

Well thats about it, this is kind of an update from my other post.
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Old Jun 06, 2007, 09:04 PM // 21:04   #229
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Arena net... i guess you are making GW2 in core very similar to GW. So I guess instancing will still be there in a huge amount (which is good), number of skils (8) will stay the same (which is still low.....) and i hope quests will stay the same. I mean... your quests are the best then in any other MMO.. no stupid quests like ''bring me 20 something''. They are all different and interactive! But still, add auction house, player owned housing (that would be hell of a fun), crafting, mounting, (still keep click-to-travel). Oh and great thing for removing that annoying click-to-move option!
 
Old Jun 06, 2007, 10:30 PM // 22:30   #230
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I don't care to see my GW1 characters in GW2 ('cause they'd be so different), but I want something real dang nice and will actually be useful (for maxed lvl characters in GW2).



From the 2007 June nerf wishlist:

Quote:
Originally Posted by phoenixtech
Its a decent list, but I much rather see more creative buffs

The GW game mechanics have changed gradually with each expansion, in proph the basic mechanics were pretty balanced, factions added "weapon" spells, offensive/defensive rituals and nightfall added a huge buff to the shout mechanic. Alot of the "problems" today is due to the lack of proper counters to these new mechanics hence the paraway + rit spike teams.

Izzy once said a long time ago that they want to see more self-sufficiency in the classes (I think the word he used was holistic). Basically, you want to give every class more basic self-heals and basic counters to shutdowns since they will make the class more versatile. A warrior is a perfect example of this, he is a specialized melee based damage dealing machine, but at the same time he has some basic heals (heal sig) and some basic counters to shutdown (interupts/kd).

What I rather see is buffs to each class as to make them more versatile. Of course you are never going to have a warrior outheal a monk, or a monk doing more melee damage than a warrior. Here are some examples of what I rather see: (I'll only make warrior suggestions since I don't have time to do this for every class, but the idea is to buff EVERY class and make them versatile).

Whirling Axe Elite Axe Attack. If Whirling Axe hits, you strike for +5...17 damage. If it is blocked, Whirling Axe is disabled for 10 seconds and your target loses an enchantment.

Battle Rage Elite Stance. For 5...17 seconds, you move 25% faster and gain 50% more adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline AND 1 hex.

Skull Crack Elite Melee Attack. If it hits, this attack interrupts the target's current action. The target foe loses all shouts/refranes/echos. If that foe was casting a Spell, that foe is Dazed for 10 seconds.

Steady Stance Elite Stance. For 10 seconds, the next time you would be knocked down, you gain 1...3 strikes of adrenaline and lose a hex/condition instead. Increase to 10r.

Soldier's Stance Elite Stance. For 4...9 seconds, you attack 33% faster while under the effects of a Shout or Chant. AND 33% of your attacks CANNOT miss.

Basically, you buff existing skills like this to serve dual purpose. Buffing it so a class like warrior can counters such as ageis/sod/hexes/conditions/etc is what I rather see. I don't have time to do this for every class but I hope people get the general idea.

I also rather see more synergy in skill combos, and I'm not talking about assasin-style combos. I mean stuff like sever-gash.

I think this game is better served by making CREATIVE buffs and making classes more versatile, instead of the non-stop cycle of nerfing things that lack proper counters. Also, creative buffs will not have as much adverse effect on the non-GvG population and will have less negative PR hit.

At the end of the day though, most of these changes are fine and it's always easier just to nerf things since all it's the easiest way to go, and since ANET is prob too busy with GW:EN and GW2 to care about improving the game anyways. Oh yeah, since I'm going against popular opinion in this thread I'm sure all of the rabid sheeppl will come out in force and flame me to hell, that's fine, but before you reply remember the golden rule: READ, THINK, ONLY THEN REPLY.
I hope in GW2 every class will be able to do basic things, like condition or enchantment removal (see phoenixtech's suggested skills), but different classes will be better at different things. Eg, every class could have access to knockdowns, but they would all have disadvantages to their knockdown skills (elementalist - large energy cost, necro - sacrifice life, monk - one of your allies loses an enchantment, etc.), except say the warrior. Skills within the same class and attribute that have the same purpose should be tottaly balanced. For example, there should be 3 types of hexes:

Quote:
Originally Posted by Ensign
One, hexes that destroy someone completely, but have short durations and long recharges; two, hexes that last a long time, but are a nuisance and have long recharges; and three, hexes that are spammable, but don't last long and don't destroy a victim.
(Ensign was talking about something totally different btw, I'm just using this as an example for what I'm trying to say)

I think GW2 should have a ranger minionmaster!!! And the necro could be for individual hexes, life steal, and mellee shutdown. And the mesmer could be for AoE hexes (imagine a mesmer mesmerizing a group of stupid monsters with a cheap card trick!), energy steal, and caster shutdown. If GW2 even has any of those classes.

I want 10 skills on mine skillbar!

another quote:
Quote:
Originally Posted by Genova
QFT.

If we want to have all the classes (or builds) balanced a huge amount of work have to be done. The mechanics of the new classes and whatever amount of interesting variation they offer to the game seems to not have been evaluated beforehand. This reminds me of WoW balance : fun mechanics but broken from the start.

Most posters here already explained in substance what is a balanced build and why it works that way. And yes r/p/s is a viable choice for a competitive game as long as there are meaningful counters for each strategy and you are not gimped because of your build, you should always have a way to win by changing tactics / strategy.

Unfortunately we should realise that the incredible amount of skill variety (hex, condition, heal, degen, physical damage, elemental damage, enchantment, regen, health gain, health loss, disruption, interrupt, stances, attack, spellcast, signet, skill use, energy, adrenaline, etc...) makes it impossible to counter them all in the same build with only 64 skills, without assuming that a certain skillset is balanced. Hence the justification of the balanced build providing a standard of good, interesting and rewarding gameplay.

If there were a hard line and a strong definition for each class, a lot of problems could be avoided. Actually it is a mess and there is a lot of overlapping (I am personaly disgusted of mesmerish abilities given to other classes). Futhermore, if there was no mean for the players to choose a secondary profession, it would be easier to balance the game, but that's not the case. The abuse of other classes secondary professions is the perfect demonstration of lack strong class definition.

Other problems are broken mechanics like : shouts who stacks, cast instantly and are unremovable ; shadow steps without significant drawback (offensive or defensive) ; spirits (passive gameplay) ; aoe enchantments and hexes (aegis, blurred vision) when you have mostly single hex and enchantment removal skills ; immunity (avatar of melandru, spellbreaker) without significant drawback ; soulreaping (do I need to explain why ?). All this makes a game unbalancable, and that's why Guild Wars is doomed, Arena.Net will never adress these issues. However there is still hope, Fury is in beta and Starcraft 2 is in progress.

Last edited by 1ord i3eans; Jun 09, 2007 at 01:23 AM // 01:23..
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Old Jun 07, 2007, 03:36 PM // 15:36   #231
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Talking Well, yes...

Quote:
Originally Posted by Vergilius
First thing: you came here with a wish list, not a preposition list. I didn't ask YOU why not add a race specific class... it was a rhetorical question. And it is also not important what YOU want. It is important what most of US want.
Yes, of course. In the end, it's what the community wants that counts. But still what I want counts in the lot, right?

On that topic, I agree that voting would be great, so here's a website with a way to add suggestions for GW2 and to vote for them. Not my making, but I think it's a great idea. Go there, and participate. The link is to my page there, with links to my ideas. Go vote for or against them, give feedback.

In other words, let's all work towards making GW2 a great game for all of us!

http://www.nikiwiki.com/Gw2/index.php?title=User:Alaris

Quote:
Originally Posted by Vergilius
And about Nelf locks... if you knew ANYTHING about Warcraft history, you would know that Night Elves NEVER, NEVER took something so dark in their hands. But illidian did, so he ain't a nelf anymore.
Same here, humans ain't shamans.. Charrs are....
Here's my reply to this. I do know some things about Warcraft history having played Warcraft III and the expansion, though admittedly I don't know nearly as much as Warcraft enthusiats that have played all 3 Warcrafts plus WoW, or those who are interested in the lore.

However, even you admit that Night Elves can take something so dark in their hands, as Illidan chose to. And as far as I am concerned, he did so as an attempt to save his race. Soooo.... why can't I as a WoW player choose to follow Illidan's ways? Perhaps I too find that the goal justifies the means, no?

My opinion, which means that you don't have to agree with it.
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Old Jun 07, 2007, 08:29 PM // 20:29   #232
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Exclamation

Quote:
Originally Posted by Alaris
here's a website with a way to add suggestions for GW2 and to vote for them.
I have strong doubts the devs will consider your small secluded unlisted (and thereby unknown to the majority) site as a valid voice of the GW community. The most democratic polls are those on the sites with the largest GW playing population, which are no doubt the listed ones.
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Old Jun 07, 2007, 09:07 PM // 21:07   #233
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Some simple things...

* Abililty to walk. I hate to sprint/jog/run all the time
* Make characters more customizable. GW2 is going to be a HUGE game, even bigger than the current one so we need a lot of customization options or else we're going to see copy's of ourself running around everywhere.

Nothing more... ArenaNet didn't let me down the first time, I'm pretty sure they wont when GW2 comes .
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Old Jun 07, 2007, 10:40 PM // 22:40   #234
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I'm not going to waste my ideas on this forum, but those who know me and are impressed with my work are welcome to see my new work in the NikiWiki.
http://www.nikiwiki.com/Gw2/index.ph...tegory:Concept

You can vote on topics, which really doesn't mean much to me, but if you have ideas to discuss than maybe I can work with you.

Last edited by BahamutKaiser; Jun 12, 2007 at 08:39 PM // 20:39..
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Old Jun 07, 2007, 11:00 PM // 23:00   #235
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http://www.nikiwiki.com/Gw2/index.ph...166CF0BF86B565

Woohoo!! this is exactly what i meant, if they implemented this GW2 would be the next-NEXT-generation MMO

VOTE OR DIE!!
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Old Jun 08, 2007, 02:26 AM // 02:26   #236
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Default Guild HALLS!

OK, when a guild establishes themselves, one of their goals is to get a guild hall.
However, IMO, the guild "halls" don't look as such. They are guild islands to be more exact. Even more so they "halls" are the maps the guild will fight at during GvG matches.
So for GW2, please have HALLS for the guilds to use.

The basic idea is to have an indoor/outdoor area in which the guild members can hang out and interact with other members.
The outdoor area will have a portal that leads to the halls "battle" area where th GvG takes place. The indoor is just for meetings, get together for fun, alliance battle grouping, GvG prep, and just a place to hang out.
Keep the NPC's that we can currently purchase, but lets add one more.
Guild musician.
Tying into the music downloads that we have available from directsong, guilds that buy a musician can "buy" music for the musicians to play. Whether it be the holiday event music, exploration music, or if possible, specially made music for the guilds to use as a theme song or party music.
Lastly, thematic elements to the guild halls.
Using some primary professions as example:
Necro hall..lets have some random NPC minions running around, bodies lying on tables as part of minion experiments/curses training...ghost floating/haunting the hall
Elementalists...more "wizardy" with training and proving grounds of spell...multiple environments of cold, heat, water, air, earth to show the elementalists various study of the world around them
Monk..kinda "shrine"ish/temple"ish" where devotion to healing the body,mind, and spirit take place.

just a start with these ideas.
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Old Jun 08, 2007, 02:19 PM // 14:19   #237
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Talking

Quote:
Originally Posted by Bazompora
I have strong doubts the devs will consider your small secluded unlisted (and thereby unknown to the majority) site as a valid voice of the GW community. The most democratic polls are those on the sites with the largest GW playing population, which are no doubt the listed ones.
Well, of the next 5 posts, 3 were pointing to the same site...

You were saying?
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Old Jun 09, 2007, 12:51 PM // 12:51   #238
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Quote:
Originally Posted by Alaris

In other words, let's all work towards making GW2 a great game for all of us!




i agree, sorry
 
Old Jun 09, 2007, 01:43 PM // 13:43   #239
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Quote:
Originally Posted by Alaris
No class restrictions.
No race restrictions.
I second that!
But even if there are class restrictions, I'll be fine if humans can play any class
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Old Jun 09, 2007, 08:47 PM // 20:47   #240
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here is a new preposition!

One thing of many why I don't like original GW is that no quest can be done alone, regardless of lvl! The system needs to get re-written! Armor is absolutely useless. If there are stats and if armor gives stats, that would be something else! And please make quests able to be done solo! it is stupid to LFG for every quest and henchmans are stupid
 
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