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Old Oct 11, 2005, 10:55 PM // 22:55   #41
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Quote:
Originally Posted by n0fairzer0
that's what guilds are for
Ever thought of that sometimes guildmembers are all offline or are not monk ?

Quote:
Originally Posted by Mr Wolfmaster
Yeah I've had the same problem, but I still don't want potions in the game. Use your head: If potions are in the game you will have to spend a fortune to be the best at pvp. Even if they are cheap you shouldn't have to keep spending money on a gold sink like that.
spend fortune = the bad part of the potions, which balances it a bit.
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Old Oct 11, 2005, 10:57 PM // 22:57   #42
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Quote:
Originally Posted by Mumoto
spend fortune = the bad part of the potions, which balances it a bit.
Ever thought of that sometimes some of us don't have two platinum to rub together?
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Old Oct 11, 2005, 11:14 PM // 23:14   #43
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i like most of these, i like dying hair, the guild safe, and minigames, and 1v1 (and 2v2). i also think we should be able to dy e our pets we should also be able to inguild tournament/practice. and definately more char customization, perhaps being able to design your armour (like how you could with the capes)
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Old Oct 11, 2005, 11:18 PM // 23:18   #44
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Quote:
Originally Posted by n0fairzer0
Ever thought of that sometimes some of us don't have two platinum to rub together?
then don't buy them ^_^ and besides.. 2 platinum is easy to get @ level 20 <_<

btw removed this idea so STOP talking about it, so discuss OTHER ideas now <_<

Continuing with the hope to make a flame-war here about that 'potion'-idea will be reported to moderators ;p

Last edited by Mumoto; Oct 11, 2005 at 11:22 PM // 23:22..
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Old Oct 11, 2005, 11:21 PM // 23:21   #45
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that's like telling someone to not buy rez sig, if there are potions, then people will expect you to have them
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Old Oct 12, 2005, 12:58 AM // 00:58   #46
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There can never be and will never be a 1vs1 its like monk pwns everything else. Invincimonks will own the day with their spellbreaker and limitless life!
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Old Oct 12, 2005, 01:13 AM // 01:13   #47
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No time right now to read the thread, so im not sure if someone already said this, but I think that there should be some kind of pet interface, showing your companion's health etc.
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Old Oct 12, 2005, 01:35 AM // 01:35   #48
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I think WoW solved the potion issue, but I don't want to see it in GW. They just made potions have a 3 minute cool-down...

On issues of customization... the way I look at it:
Where would you rather the devs focus their attention? Improving customization(maybe not possible due to the already made characters, unless it was something done after creation, like hair dye) or focus on bringing us new explorable areas, fixing bugs, working on the next chapter, etc...
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Old Oct 12, 2005, 02:55 AM // 02:55   #49
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Mumoto - There are a lot of good ideas there. From reading hints on the Frog's transcripts I think ANet is going to incorporate a lot of these like more character customization, guild storage, and such.

Henchman/Pet Control This is a stellar idea. This would add a lot of strategic power.

I played Lineage for a long time and any class can have pets. Mages and Elves can also summon monsters to use as minions. You can tell a pet to guard you, be set to defensive (attack only when attacked), be aggressive, collect loot from the ground for you, or rest/stay put.

This sort of control allows you to plan your strategy on mop attacks with much more detail. Instead of pull and run, or go total aggro, which are about the only two current options with henchies, pets, or idiots in the party. Too bad the party leader can assign an idiot tag to someone in a party and you could take control of their character for them. hehe ^.^
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Old Oct 12, 2005, 03:30 AM // 03:30   #50
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Quote:
Originally Posted by Mumoto
Read Sister Rosette's post ;p



ehm w0t are you talking about? O_o
This something Im working on

The following is a game suggestion that perhaps will never get implemented in the actual game but hopefully you could extrapolate some sort of idea to add more depth to the GW universe. I am also aware that perhaps you might get ton of ideas and suggestions. So therefore I know this has a slim chance. But I would like it if its at least considered.

I noticed that the salvaging of material items, although a nice idea lacks any real purpose once a person gets their armor done. I would love if the game would implement something similar to professions or trades but to a very diffrent extent. Let me explain.

I got this idea from hearing a couple of people mentioning how it will be interesting to get trades in the game. However upon careful examination it doesnt seem to reliable to have the usual trade stuff because this after isn't an MMORPG. So then as I sat to have a meal I started thinking if there was any possible way to implement some sort of trade system based on a character's primary profession. As I sat thinking about it I thought that the only possible way to come up with trades was if they where related to the current salvage system and to combat.

As I thought about this I remembered how in Blizzard's Wacraft 3 Frozen Throne they implemented special shops that sold speicla one time use items as well as special constant items like for example the Night Elves Moonstone or the Poison Orb. Then it struck me. Perhaps the professions in this game could indeed obtain a trade related to their primary. It is then that I present a sketch idea of what I have in mind.

Every profession gains a trade to create one time use combat enhancing items that are very similar to the now existing scrolls. Except to affect combat instead of xp. These items might break the equation of fairness so therefore only one item can be taken at combat but does not count toward the skill limit. Furthermore all of these items are a one time use effect whether it be a mission or a pvp arena effect. Due to the possibility of items being brought in 'masse' item effects are non stackable non cumulative, similar to they way spirits of rangers now work. Also in lieu with making sure these items do not get abused a system similar to the Frozen Throne can be used when for example the Night Elf player buys multiple Moon Stones. He plays one and its gone but before he can play the next one a certain cooldown time ensues. Therefore all players might bring for example Symbol of Protector but once one is played the others have to wait till theirs recharge. Once played the item is removed from slot. Whether the item is a one time use like ressurection signet or a one time use like say a potion is not clear at this moment for me. I find most preferably that they ARE NOT like rez signets so it encourages players to create, trade and buy them.

These items are to be considered common(blue) to rare(gold) therefore the materials needed to make them are very similar to armor but not at the same expense or rate seeing as armor is much more valuable. Furthermore items must then be infused, enchanted or in the case of warriors honed, with the power that will make them effective which translates to certain amount of time in game before the item becomes ready. Each profession starts being able to create three items. The following are just examples out of my mind.

Necromancer
Skeleton Doll- Once during a mission create a level max Bone Horror. This Bone Horror has increased attack and movement rate compared to normal Bone Horrors and health degenarates slower.(blue)

Bone Crucifix- Once during a mission transfer all hexes you may have until target foe and adjacent foes. That foe is now Diseased.(purple)

Monk
Holy Insignia- Once during mission gain +20 life every 2 seconds for 10 seconds.(blue)

Symbol of the Protector- Once during a mission all damage is halved for 6 seconds.(purple)

Warrior
Amulet of Balthazar- Once during a mission gain 25% increase in attack and movement speed for 5 seconds.(blue)

Dagger of the Wounded- Once during a mission target foe hit with this dagger is affected by cripple, bleeding and deep wound for 8 seconds.(purple)

Ranger
Horn of the Beast- Once during a mission summon one mighty level 20 Bear with increased attack speed and movement.

Parchment of the Troll- Once during a mission gain 7 health regeneration for 8 seconds.

Mesmer
Veil of Illusions- Once during a mission for the next 15 seconds the user gains a 15% chance of evading attacks.(blue)

Mask of Fears- Once during a mission cause target foe to become weakened and blind for 7 seconds.(purple)

Elementalist
Fire Ring- Once during a mission hit a foe with a fire lash that deals 75 Fire damage. That foe is now on Burning for 2 seconds.(blue)

Frozen Pendant- Once during a mission gain +50 armor and all ice based attacks are 50% less effective for 6 seconds.(purple)

These are just examples the items can be wholly diffrent, maybe less effective, maybe more effective. But this would add more depth to the game for the following reasons:

A new diffrent way to make use of the salvage system. Since these items are common to rare. The common items being easy to prepare, easy to get yet not as efficient in combat. While the uncommon is rather more hard to make but with more satisfying results. Finally rare isn't immposible to make but much harder then uncommon and with more stronger gratifying results.

Adds more depth by adding one more thing that can be a surprise in combat. Since it doesnt count towards the skill limit and is readily related to combat. For example a monk might bring Bone Crucifix to protect himself from mesmer hexes once and send them right back at the mesmer. Or the necromancer can use Mask of Fears to deal with that annoying pesky warrior.

Adds more economy to the game because it relies not only on the salvage system but these items can be traded, sold, created and bought between players.

Main Ideas in Conclusion

Cooldown of Item usage must be similar or more then signets too protect balance.

Items are a one time use only as in consumable.

Items do not stack and effects are non cumulative.

Only one item can be brought to a mission. Similar to skills items can only be decided to be brought in towns.

Items do not count towards the skill limit.

Items require Components. The rarer the item the more components it requires.

Items require some time to be deemed 'ready' even when the crafter has all the materials. Whether it be because the necromancer is infusing it with powerful dark arts or the monk has to perform holy rituals to gains the gods favor.

A certain level of experience is required to unlock the capability to make items of each level of value. Common being the easiest to unlock. Furthermore the crafter must 'buy' the knowledge from a Master Crafter similar to how Skills are bought. so for example a Monk wants to be able to make Symbol of Protector they need to reach a certain 'trade' level then after reaching a certain 'trade' level he must seek out a MAster Craftsman who can create these items and 'buy' the ability to fashion it. 'Trade' level is gained for every succesful item created. The rate must be a medium rate something not too easy nor too hard to level up.

PvP Only Players I need to think how the system would work for them. But seeing these items are not customizable you could leave an item with your PvE character in storage for your PvP character to pick up later.

This is all the ideas I have now. I wish sincerely that at least they are taken in consideration because I believe this can help the game become more in depth. And gives yet more reasons to play PvE and PvP!

PS Dont flame the idea dammit make constructive suggestions. Sheesh.
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Old Oct 12, 2005, 08:25 AM // 08:25   #51
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I want one on one PvP arenas. (at least for guild hall plzzz) I love fighting my mirror.

And plz, a bigger storage vault, its too small for 4 characters.
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Old Oct 13, 2005, 07:01 PM // 19:01   #52
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I want to be able to take my cape off. I hate capes, and now I am stuck with it unless I redo my Guild and lose my Guild Hall!
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Old Oct 13, 2005, 07:18 PM // 19:18   #53
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Quote:
Originally Posted by Red Aideen
I want to be able to take my cape off. I hate capes, and now I am stuck with it unless I redo my Guild and lose my Guild Hall!
That is being implented, go to the Guild Wars site, they have an interview with 1UP saying that they will implent that lol.
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Old Oct 13, 2005, 09:36 PM // 21:36   #54
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i think that you have some good ideas, and about the guild storage how bout you need permission from the guild leader AND one officer for extracting more than 5k, that way if guild leader kicks every1 he can't get the cash
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Old Oct 13, 2005, 10:28 PM // 22:28   #55
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Quote:
Originally Posted by lanfear
i think that you have some good ideas, and about the guild storage how bout you need permission from the guild leader AND one officer for extracting more than 5k, that way if guild leader kicks every1 he can't get the cash
Or a key piece to seven people. Although itd be achore to have all seven online. Maybe make it three. Guild Leader and two more but then theres the possibility of corruption.

How bout make it like an ath. Every member can extract but only a certain amount. So you cant take 5000 gold on the fly. Only 500. And I HAVE no idea how it would store items and such.
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Old Oct 13, 2005, 11:10 PM // 23:10   #56
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Quote:
Originally Posted by Zhou Feng
Or a key piece to seven people. Although itd be achore to have all seven online. Maybe make it three. Guild Leader and two more but then theres the possibility of corruption.

How bout make it like an ath. Every member can extract but only a certain amount. So you cant take 5000 gold on the fly. Only 500. And I HAVE no idea how it would store items and such.

A: hmm what about you can donate but no one has control over it, everybody can lend a specific percentage (ammount of gold : ammount of members = gold that person can retrieve)

B: Items hmm maybe if people donate it they can set a specific ammount of gold somebody must donate to be able to ('unlock')get that item.

Example A:
100 gold is donated and there are 10 members: every member would get 10 gold.

Example B1:
I donate a stinger and people can get it for 5 platinum, so if someone 'buys' that item from the storage the money paid with is put with the rest of the donations.

Example B2:
I donate a stinger and people can get it for 5 platinum, so if someone have donated 5 platinum or more (It should be logged how many somebody has donated) he can obtain items from the box.


Both B1 and B2 are good, but B2 would be the fairest in my eyes, because if that item is available in storage a time after you've donated 5 platinum, you'd still be able to obtain it because you donated 5 platinum.
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Old Oct 14, 2005, 01:57 AM // 01:57   #57
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if they have one vs one in pvp they should do the same class vs the same class.It won't be fair if a monk vs warrior and plus I hate to running after monk/ne/mes and sometime ranger!
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Old Oct 16, 2005, 06:22 AM // 06:22   #58
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my new idea, bring back the runners shield, i just realised it was nerfed. its now +45 HP while hexed -2dmg while hexed, which is useless for runners.
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Old Oct 16, 2005, 08:10 AM // 08:10   #59
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#16:
Because alot of people just join and leave a guild (I've seen this several times) I think there should be a fine for leaving like 2+ platinum or something, this will increase the time members stay at a guild instead of just swapping guilds all the time, if they're kicked out this rule will not be applied.

Or maybe some kind of protection so that people can't leave a guild unless they've been in it for 7 days or when they're kicked.
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Old Oct 18, 2005, 06:03 AM // 06:03   #60
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#17:
GW definitely needs some kind of Stay/Leave percentage.

The problem with this would be that if you and your partymembers decide all to warp out it would count as a leave too.. in your own or henchies / pets leaving should not be counted though.

This is probably a bad idea, but worth mentioning that we need something to filter out 'bad' people so that they can get a decent team together.



#18:
Guild Wars lottery, or gambling hall... if you want economics this will be a cool addition to it

*Maybe gambling on GvG matches? Who wins and ofcourse with odds... just like with horse-races and stuff*



#19:
It's possible to have pets in this game, why not have 'kids' in this game?
It sounds like a wack Idea but if you have a little mini-me beside you fighting ... that would be cool =D, this would require either some adoption center or 1 female player and male player and they have to decide who gets the critter (max 1 per person ofcourse).



#20:
You can only start off as an adult in this game, funny if you can pick a little kid character and are able to 'grow up' later in the game, ofcourse that depends if you want it or not.



Sorry for all these weird ideas ... some of them will probably not be liked ;p
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