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Old May 02, 2005, 02:31 PM // 14:31   #21
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Yea they should slowly update the level cap but not for a while.
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Old May 02, 2005, 04:11 PM // 16:11   #22
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-Pet controls. (Attack, Defend, Stand ground)

-Character Statistics screen. (Armour, Damage, etc.) for PVE

-Market Place/Auction house. (Like Faldon's, or WoW's, or SW:G, or quite simply - a button on the UI).

**Some other things I noticed after playing for a while:

-First of all, what I *REALLY* want: TWO HANDED GREAT SWORDS!
(For us mighty Barbarian types.)

-Able to progress onwards with just a single character class.

-A vault for storing items.

-Rings and Necklaces

(Maybe for a later expansion pack)
"Open" Areas where any people can go and fight monsters. (Maybe just like the normal, private areas.. except allowing anyone who wants to join).

-Saving where you left off when you log out.

-Warrior classes able to duel wield single handed weapons. (Please, oh please, oh please!).

Last edited by Sir_Sid; May 02, 2005 at 04:29 PM // 16:29..
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Old May 02, 2005, 04:20 PM // 16:20   #23
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I have a couple of suggestions so far that I feel will greatly enhance gameplay.

- Ranger pets should be controllable. Rangers should have a little command bar for their tamed pets with basic commands like Follow, Stay, Passive, Defensive, Aggressive, plus buttons for their various abilities (if they even get any...just started my Ranger so I am not familiar yet with all the beasts in the world that Rangers can tame).

- Alternative travel options. Horses, birds, boats...instantaneous travel is great between major cities, but transport between some of the smaller, non-major towns would be fun too.

- Tradeskills. Alchemy for potions, Armor/Weapon Crafting, Tailoring. Bringing crafting tradeskills and items into the game will allow for a greater diversity of not only gameplay but also items and armor available to us.

- Guild alliance functionality. We can each join guilds if we like, but I'd love to see inter-guild Alliances as well for more grouping and GvG options. It fosters community and social interraction amongst players.

- More items/armor. Armor probably more than items/weapons, because from reading up on this site I only see like 4 different sets of Necromancer armor and that's it. I think there should be profession-specific armor sure, but I also think there needs to be a much larger array of armor and weapons we can choose to use. Otherwise, all lvl 20s will be wearing the same exact armor as their opponent with the exact stats, with only weapons/trinkets/runes as variables.

- NPCs in towns that can identify items. These NPCs can charge a nominal fee, albeit (hopefully) a lesser one than the kits. I think the kits should be pushed more towards a convenience when travelling (as you can identify things right there), but I think that in major towns there should be an NPC who identifies things for you. That way, if you choose, you can spare the inventory space for ID kits.
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Old May 02, 2005, 11:59 PM // 23:59   #24
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Mainly, I want more levels so my armor and items will change. After a while it will be boring looking at the same exact character in the same exact armor with the same exact weapon. I like my character to change, usually with frequency. I also would like to be able to be more proficient with more attributes. That's the only other reason. I would want more than the 200 point cap on attribute points. Yes I know you can re-allocate points, but I don't want to just be able to re-allocate them.

Basically, more more more. I like getting stuff. Sue me. Still, since there are tons of skills for all classes to get, I should be busy for at least a little while.
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Old May 03, 2005, 05:18 AM // 05:18   #25
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Quote:
Originally Posted by Kalnaur
Mainly, I want more levels so my armor and items will change. After a while it will be boring looking at the same exact character in the same exact armor with the same exact weapon. I like my character to change, usually with frequency. I also would like to be able to be more proficient with more attributes. That's the only other reason. I would want more than the 200 point cap on attribute points. Yes I know you can re-allocate points, but I don't want to just be able to re-allocate them.

Basically, more more more. I like getting stuff. Sue me. Still, since there are tons of skills for all classes to get, I should be busy for at least a little while.
You want more items so you need a higher level - why? Yes i agree the game benefits from having more things but there is no need in thinking that you would need more levels to acheive these things. In fact if you like getting stuff you would be happy that all the stuff is available to you at level 20. You dont need levels to make your armour items change, you just need to find better stuff that is found in harder missions that are more challenging.

You like your character to change with frequency, thats great because you wont have it all at level 20 and you still have a huge amount of quests, items and skill to find.

Being more proficient with more attributes is great because all the attributes are available to you at level 20. Guildwars has far more attributes available to you at level 20 the WoW has at level 60. Expansions will bring out even more skills again, but having to level up to get them does not have to be an option.

If you want more than the 200 point skill cap then your answer is to request more skill points per level, there is no reason that the level cap would need to be raised.
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Old May 03, 2005, 06:21 AM // 06:21   #26
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Wow, I'm gonna quote all sorts of people here. Bear with me, or don't read it.

Ok:

Quote:
-More armors. Seriously, towns and outposts feels "short" on them (usualy only 1 choice upgrade for your class).
There's I think 6 armors per class. Where I'm at now, I can craft three different kinds plus the headsets for my character. Each set does different things. You just have to get there.

Quote:
Raise the level cap to 30?
No no no no no. The devs spent a lot of time making sure a level cap didn't hinder the game playing experience. For any more reasons why it should not be raised, see jaie's post above.

Quote:
More than 8 ability spots, maybe 12 or 14 or so
8 is perfect. Everytime you choose your skillbar, your going to have weaknesses right now, and you have to figure out a way to compensate it, and have your team help. With the varing skills out there, more and you'd compensate for them completly by yourself.

Quote:
Would love to see class/2ndary lvl on guild roster in-game.
I agree. With the number of people in guilds, you may not know everyone, and if you a forming a party, it would be handy to know what those people are.

Quote:
I would like a bigger inventory 20 is just TOO small esp after the 130 i had in swg.
Belt pouches, bags, storages, and runes of holding. Your wish has already been granted.

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I would really love to have a semi global lfg ability . All the areas you have visited before you could put yourself on a lfg list.
Instead of that, what about a lfg chat tab that can spread lfg through the different districts in the city your in? Would take some perfecting though, to make sure it doesn't get abused though. With a semi-global, you'll have one person in a party that wants to party in Ascalon, one in Pikens Square, and one at Northern Wall, while the guy in Ascalon has never been to any of those places.

Quote:
Allowing a 3rd class to be used, thus opening up the range of skills for players. Those that do not buy the expansion to get the skills would still be able to compete because of the limit of 8 skills.
I disagree. I can't really put why I do into words, but.... I just do.

Quote:
First of all, what I *REALLY* want: TWO HANDED GREAT SWORDS!
Darn tootin.

Quote:
A vault for storing items.
There is one once you get out of Pre-searing. There's one in every single town after pre-searing, and it can be used to store items between characters too.

Quote:
Open" Areas where any people can go and fight monsters
I may be wrong, but I think the actual game design itself doesn't work like that, so it would require a major game overhaul.

Quote:
Mainly, I want more levels so my armor and items will change. After a while it will be boring looking at the same exact character in the same exact armor with the same exact weapon
I do agree with the visual aspect, so, instead of a higher level cap, why not a few more armors from crafters in far away towns that you have to work your way to, just as if you were levelling, to get them? No level cap change, and the ability to change the way your character looks.
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Old May 03, 2005, 07:18 AM // 07:18   #27
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Would love to see class/2ndary lvl on guild roster in-game.
Definately required
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Old May 03, 2005, 10:53 PM // 22:53   #28
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Quote:
Originally Posted by jaie
If you want more than the 200 point skill cap then your answer is to request more skill points per level, there is no reason that the level cap would need to be raised.
Basically. I would like to see the ability to have more points to place in attributes. I'm sure this would upset the delicate balance that everyone keeps talking about, and once I'm finally in the game (waiting for a few things) I'll understand. I've only been reading everything I can find on the game, adn through reading these things, I both want to play this game and hope that there is enough variety (i.e. better/different maximum armor, Weapons etc). though since all I really care about in these games is usually how much energy/mana I have, I requested more levels to increase my mana.
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Old May 03, 2005, 11:53 PM // 23:53   #29
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Post No extra Ranger classes and Dual Welding weapons

Quote:
Originally Posted by Kalnaur
I have not even gotten to get into the game, but still, my list of hopes to see:
*More classes with pets. Mainly because I love pets.
This has aready been granted...you can be a ranger as a 2nd class. Otherwise I'd have to disagree because I feel that the future classes should continue be unique from each other. Also for those who mentioned about dual welding weapons... Oh, hell yeah! Guild Wars developers lets get a patch for this ASAP!
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Old May 04, 2005, 12:07 AM // 00:07   #30
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Quote:
Originally Posted by johnnylange
This has aready been granted...you can be a ranger as a 2nd class. Otherwise I'd have to disagree because I feel that the future classes should continue be unique from each other. Also for those who mentioned about dual welding weapons... Oh, hell yeah! Guild Wars developers lets get a patch for this ASAP!
Sure, but I want magic-user pets. It looks like Necros get minions, but I'm not sure that's really the same thing.
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Old May 04, 2005, 02:23 AM // 02:23   #31
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Quote:
Originally Posted by Kalnaur
Basically. I would like to see the ability to have more points to place in attributes. I'm sure this would upset the delicate balance that everyone keeps talking about, and once I'm finally in the game (waiting for a few things) I'll understand. I've only been reading everything I can find on the game, adn through reading these things, I both want to play this game and hope that there is enough variety (i.e. better/different maximum armor, Weapons etc). though since all I really care about in these games is usually how much energy/mana I have, I requested more levels to increase my mana.
So you want more mana you have to find better items of which there are a huge vast amount out there to increase your mana pool.

In other games you can raise your mana pool by raising levels, but then your skills cost more mana. So for example at level 20 you have (made up figures based on how other mmorpgs work) 500 mana and your fire ball spell now cost 100 mana and does 100 damage to kill a level 20 monster that has 200 hp. You kill him in 2 shots.

So you want more mana so you get to level 30 and now well guess what you have 1000 mana, your fire ball spell now costs 200 mana and does 200 damage to kill a level 30 monster that has 400 hp. You kill him in 2 shots.

Do you see how levels dont actually change your gameplay experience? Sure you may think you have more mana its all relative, a level 20 mana pool is designed to fight level 20 monsters the same way a level 30 mana pool is designed to fight a level 30 monster.

So thats great you want more mana, very acheivable. The only way that level 30 would matter would be if you could level up alone and everybody else and every monster stayed at level 20. Then you would have an advantage and that isnt going to happen (unless your really special and doing something we all dont want to know =P).

Remember its all relative, a level is an imaginary number made up that doesnt really do anything.
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Old May 04, 2005, 04:08 AM // 04:08   #32
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Quote:
Originally Posted by jaie
So you want more mana you have to find better items of which there are a huge vast amount out there to increase your mana pool.

In other games you can raise your mana pool by raising levels, but then your skills cost more mana. So for example at level 20 you have (made up figures based on how other mmorpgs work) 500 mana and your fire ball spell now cost 100 mana and does 100 damage to kill a level 20 monster that has 200 hp. You kill him in 2 shots.

So you want more mana so you get to level 30 and now well guess what you have 1000 mana, your fire ball spell now costs 200 mana and does 200 damage to kill a level 30 monster that has 400 hp. You kill him in 2 shots.

Do you see how levels dont actually change your gameplay experience? Sure you may think you have more mana its all relative, a level 20 mana pool is designed to fight level 20 monsters the same way a level 30 mana pool is designed to fight a level 30 monster.

So thats great you want more mana, very acheivable. The only way that level 30 would matter would be if you could level up alone and everybody else and every monster stayed at level 20. Then you would have an advantage and that isnt going to happen (unless your really special and doing something we all dont want to know =P).

Remember its all relative, a level is an imaginary number made up that doesnt really do anything.
I'm thinking more along the lines of static mana costs for spells with a greater pool of mana for less time standing around regening my mana. E.G. 2000 Mana with highest level spells costing 80-90 mana. (note this is only an example, and a small bit exagerated at that. but not by much.)
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Old May 04, 2005, 04:35 AM // 04:35   #33
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You will be happy to know there are thousands of items that you can acquire that will raise your mana pool while keeping your skill mana cost the same.
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Old May 04, 2005, 05:16 AM // 05:16   #34
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Quote:
Originally Posted by Kalnaur
Sure, but I want magic-user pets. It looks like Necros get minions, but I'm not sure that's really the same thing.
You are speaking of a familiar. These are normally much smaller than pets in GW, and would probably do little physical damage.

I honestly don't see how a familiar would help in a game designed around PvP. Unlike a table-top RPG, you can't hide your familiar on your person, and if it was wandering around you, I would target it first. If you really want a pet that badly, take Ranger.
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Old May 04, 2005, 08:28 AM // 08:28   #35
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Summoners/Avatars.
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Old May 04, 2005, 10:16 AM // 10:16   #36
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I would like more variety in weapons. Two handed versions of Axes/Swords, one handed versions of Maces. Crossbows (which would deal much higher damage than bows, but at a much slower pace). Polearms, capable of good, but at a medium range (while also being able to avoid some of those nasty point blank AEs, and reach past blockers [Different polearm types could fall within each current weapon skill, or they could add a whole new skill! ]). And for wands, giving you the option of the current "fireball" sort of attack, or a "ray" attack which could hit everyone in the path of it.

I think the current armor choices allow you to mix and match to fit whatever your aiming for. Not so true for the weapon choices.
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Old May 04, 2005, 10:25 AM // 10:25   #37
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First of all Jaie, HELL YEAH MAN! I haven't seen it put in any better ways. EVER.

Secondly. Kalunur, you admit you haven't played yet? Well, I got a surprise for you buddy. Energy takes almost no time to recharge. It won't recharge quickly if your in a fight, but fast enough that you can still do things. Then, after the fight, once you get out of a standard mmo "Fight mode" your energy comes back like a rocket.

If your playing a caster, in a pvp situation, if you can afford it, just stand away from the battle and hide for 30 seconds, and you'll come out with full energy all over again, guns ablazing.
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Old May 04, 2005, 11:53 AM // 11:53   #38
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I don't have it yet, but I was a big fan of Peace and Harmony. Nothing says lovin' like extra energy regen. Unfortunately as a Mo/R with a pet I won't be able to use it. In order to get my pet to attack, I'm requred to target and attack something. The only way I can get around actually hitting it is to cast a signet, target, then hit space while my signet's casting, then immediately move as soon as the wind-up is over and the casting has happened so I don't fire. That's silly. I should be able to tell Bobo the Bear to run his tubby ass to eat someone while daddy's healing everyone.

Mo/R players especially have complained about this, but I haven't heard them say anything beyond "I'm busy healing." I'm busy too; I can always find time to direct my pet. My concern is that I'll have at least one ability (two if you count Amity since I'd have to hit my opponent before my pet gets there to tank it) that could be crippled by the way I have to order my pet around.

So yeah, if any devopers read this I'd really like to see a little more in the way of pet command interface...if only for the sake of Peace and Harmony. *ducks*

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Old May 04, 2005, 07:00 PM // 19:00   #39
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Quote:
Originally Posted by Jackell
If your playing a caster, in a pvp situation, if you can afford it, just stand away from the battle and hide for 30 seconds, and you'll come out with full energy all over again, guns ablazing.
PvP? I dislike PvP. I'm getting this game for the fact that it encourages co-op play. I prefer computer targets for my wrath though. No point in killing fellow adventurers. The only point I've ever seen in that is to show who is better, and when it comes to that, I honestly could not care less. I'm sure that I will start playing and I will see what you all devoutly praise this game for (note: this is not sarcasm, I'm actually trusting you here.) Having that said, I prefer having a pet as a caster for the mai reason that it is my cannon fodder. Who here takes care of a damn pet? The only reason I used my familiar in NWN, for example, was for another meat shield while I cast magic. And sure, I could pick up a henchman, but they take thier share of money and items and like I want the computer to get anything.
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Old May 04, 2005, 08:13 PM // 20:13   #40
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Originally Posted by Scornful Thorne
Would like to see benefits to choosing a primary no secondary class. ie extra high end skills more effective low end skills
The way skill points work and your 8 skill slots... thats the advantage to a single profession, more skill points to distribute to your skills making them work better and the ability to have more of your primary profession skills available to you, while gaming.
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