Dec 19, 2007, 02:11 AM // 02:11
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#721
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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@MarlinBackna: Having unique professions amoung races will cause more whining and complaining than its worth. I'm not opposed to racial bonuses where certain professions are concerned.
I'm hoping most of the professions will stay the same. But I'd like some prestige attributes for each class, as the level cap will be higher. I've voiced this idea before but now I'm going to give a more detailed example.
Ranger prestige attributes
Lesser Swordsmanship-increases the damage you do with short swords and your chance to inflict a critical hit when using a short sword. Many skills, especially short sword attack skills, become more effective with higher Lesser Swordsmanship.
In most realms of fantasy, Rangers use knives and small swords on combat. Bows are what they use to catch dinner and are rarely their primary weapon. The short swords will lack the reach of conventional swords but the attack speed(and thus the DPS) will be much greater.
Beast Aspect-No inherent effect. Many Ranger skills related to taking the aspect of your pet become more effective with higher Beast Aspect.
Its just what it sounds like. You take the form of your pet! This will be augmented by skills you can only use in your beast aspect, which will give you a seperate skill bar like the Blessing skills.
Trap Mastery-Many Ranger skills related to traps become more effective with higher Trap Mastery. For every rank in Trap Mastery the trigger time of traps is lengthened by 1 second and for every 3 ranks in Trap Mastery traps deal 2 more damage.
I've always wanted Rangers to have more trapping options. It would be awesome to have new sorts of traps. Like one that Dazes or any that lengthen conditions.
Last edited by ValaOfTheFens; Dec 20, 2007 at 02:51 PM // 14:51..
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Dec 19, 2007, 02:53 PM // 14:53
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#722
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Krytan Explorer
Join Date: May 2007
Guild: [TAM]
Profession: W/
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Quote:
@MarlinBackna: Having unique professions amoung races will cause more whining and complaining than its worth. I'm not opposed to racial bonuses where certain professions are concerned.
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I think that people would be able to look past that. I mean, look at WoW. I just don't see the point of having multiple races without unique professions. Or at least racial bonuses that heavily favor a profession.
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Dec 19, 2007, 03:25 PM // 15:25
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#723
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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Quote:
Originally Posted by MarlinBackna
I think that people would be able to look past that. I mean, look at WoW. I just don't see the point of having multiple races without unique professions. Or at least racial bonuses that heavily favor a profession.
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Racial bonuses are better than having a profession be unique to a certain race. Mainly because it gives people more freedom to choose the look and overall ability of their toon. People naturally gravitate towards certain professions for certain races. I don't know how racial bonuses would be implemented in GW.
Maybe it could be something like...
Charr: Fearsome Appearance-You have a fearsome appearance. Foes you Daze are Dazed for 1..3 seconds longer and foes you knockdown are knocked down for 1..3 seconds longer. Additionally in PvE, nearby foes speed boosts have no effect.
Last edited by ValaOfTheFens; Dec 20, 2007 at 02:45 PM // 14:45..
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Dec 20, 2007, 06:26 AM // 06:26
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#724
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Ascalonian Squire
Join Date: Dec 2007
Guild: Fury Shadow
Profession: W/R
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Just one suggest..
Don't make it another WoW...
I really love the "party with players, get in the mission" this lobby-game concept in GW1 and keep me playing from Prophecies beta to now.
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Dec 20, 2007, 02:38 PM // 14:38
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#725
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Jungle Guide
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Quote:
Originally Posted by Neriandal Freit
Cheers to this suggestion!
I'd like to know if the chains that hold it continued to hold it after the rise of the Orr Dragon and others in the area, or if they broke and the castle is flying high up in the sky once more.
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/SIGNED 1000x times
This along with the pre-sear catacombs and others that are escaping my memory at this moment, I would love to see fleshed out, lore added to, or just made accessible.
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Dec 20, 2007, 03:45 PM // 15:45
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#726
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Paladins of Eternal Truth[POET]
Profession: W/Mo
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It would be cool if we can customize our armor to display our guild colors and emblems, rather than only a cape. This would make people look even more different and unique.
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Dec 22, 2007, 11:36 AM // 11:36
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#727
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Ascalonian Squire
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I would really like to hear some feedback from the mods on the possibility of a GW2 Section. A timeframe, reasons why they won't or can't, any will do.
It's the silence that irks me.
There is really no way for new people to jump into the discussion at this point without starting a rehash of an old idea, and Brian Makki's posts as of late are truly the kinds that get people talking about what is to come of our game; unfortunately they get swept aside for the most part by people so horrified at the prospect of sifting through an encyclopedia of previous posts that they bring up the same crap over and over.
ANYTHING, PLEASE, JUST NOT SILENCE.
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Dec 24, 2007, 09:57 PM // 21:57
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#728
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Ascalonian Squire
Join Date: Jun 2007
Guild: Bleeding Oath
Profession: P/
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One Thing!
The only suggestion I have is to keep Paragons , And hopefully alter them a little bit so their Primary Attribute doesn't rely so heavily on their party being close.
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Dec 25, 2007, 03:37 PM // 15:37
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#729
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Banned
Join Date: Apr 2005
Location: United States
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intergrated PvP and PvE
I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.
I wonder if that is true, because that is what I want to see. A massive area were teams of players battle each other and groups of NPC's as well, all at the same time. Also NO MORE BALANCE, instead allow chaos, and if needed instead of minipulating skills, could we just have a system were skills can be locked for a set period of time, or have enviremental conditions place that would effect certain skills, making them less useful in some areas which would cause build diversity.
Lastly if PvP and PvE are to be the same as what they are now, then can we seprate them from eachother completely.
Another suggestion for diversity in skills could be enhanced weapons, and example would be you equip a +3 sword of regeneration, and your skills are replaced with skills for that sword like the blessing eletes from GE:EOTN Also while the sword is equiped you gain +3 health regen
Some attack skills might be
Power attack recharge 3sec
+45 damage if hits
Guard recharge 5 sec
next attack blocked, if blocked gain 75HP
Life to death, recharge 10 sec
loss 25% of health, if hit target suffers 2 points of damage for every one point of health lost
Just some ideas
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Dec 25, 2007, 04:37 PM // 16:37
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#730
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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Quote:
Originally Posted by Chris Blackstar
I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.
I wonder if that is true, because that is what I want to see. A massive area were teams of players battle each other and groups of NPC's as well, all at the same time. Also NO MORE BALANCE, instead allow chaos, and if needed instead of minipulating skills, could we just have a system were skills can be locked for a set period of time, or have enviremental conditions place that would effect certain skills, making them less useful in some areas which would cause build diversity.
Lastly if PvP and PvE are to be the same as what they are now, then can we seprate them from eachother completely.
Another suggestion for diversity in skills could be enhanced weapons, and example would be you equip a +3 sword of regeneration, and your skills are replaced with skills for that sword like the blessing eletes from GE:EOTN Also while the sword is equiped you gain +3 health regen
Some attack skills might be
Power attack recharge 3sec
+45 damage if hits
Guard recharge 5 sec
next attack blocked, if blocked gain 75HP
Life to death, recharge 10 sec
loss 25% of health, if hit target suffers 2 points of damage for every one point of health lost
Just some ideas
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These ideas are horrible.
While I'd like a more instantaneous way to 1vs1 someone I don't think combining PvE and PvP in GW is a good idea. WoW was designed from the ground up to integrate PvE and PvP in varying degrees. You see how well people liked the increased PvP in Factions. I hate to tell you this but in GW there's already PvP where you can battle people AND NPC's. Its call Guild vs Guild. Its a very competitive form of PvP and I assume it will be carried over to GW2.
Enhanced weaponary is an ok idea in theory. But unless it was restricted to greens you'd prolly end up with a bunch of duds. Heck, there'd prolly be a bunch of bad greens too.
Imagine getting a gold "enhanced" weapon and getting a bar like this:
[skill]Destructive Was Glaive[/skill][skill]Frenzy[/skill][skill]Fire Storm[/skill][skill]Rend Enchantments[/skill][skill]Chilling Victory[/skill][skill]Aggressive Refrain[/skill][skill]Fox Fangs[/skill][skill]Mending[/skill]
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Dec 25, 2007, 09:30 PM // 21:30
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#731
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Desert Nomad
Join Date: Aug 2005
Location: San Francisco, UC Berkeley
Guild: International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
Profession: W/
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Quote:
Originally Posted by Chris Blackstar
I know this may sound like WOW, but I would like to see two major changes in GW2, first lose competive PvP, no more arenas or tortaments. Instead create realms, based on the different races, I know I heard of areas where you would be able to battle openly against other players and NPC monsters.
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trust me this would get massive boring as ull constnatnly have people that suck. imagine RA excpet with no outlet to filter said suck.
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Dec 26, 2007, 02:53 PM // 14:53
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#732
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Lion's Arch Merchant
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A couple of different Ideas/Topics for GW2
Design concept:
Found this quote in an architecture book. Not only does it apply to story, quest, level design it applies to the overall game system. Level design has, in the past, always avoided this concept due to poly-count, but today's tech should be able to open up quite a bit. Think Oz, as they approach from afar. Or two opposing fortresses in the Mists, set far apart on opposite peaks, or opposite land--one atop a mountain, the other in a narrow valley pass. Such journeys could take days, even weeks in game time to achieve.
Quote:
Use "Denial and Reward" to enrich passage through the built environment. As we move through buildings, towns, and cities, we mentally connect visual cues from our surroundings to our needs and expectations. The satisfaction and richness of our experience are largely the result of the ways in which these connections are made.
Denial and reward can encourage formation of a rich experience. In designing paths of travel, try presenting users a view of their target--a staircase, building entrance, monument, or other element--then momentarily screen it from view as they continue their approach. Reveal the target a second time from different angles or with an interesting new detail. Divert users onto an unexpected path to create additional intrigue or even a momentary sense of lostness: then reward them with other interesting experiences or other views of their target. This additional "work" will make the journey more interesting, the arrival more rewarding.
Mathew Frederick, "Things I learned in Architectural School"
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The "Eye of the North" character selection screen, it's panoramic view and sense of journey, it's endlessness--put this in an MMO and you've got a good start. This sort of view, scenery, mountain top should have been the ending instance for the EoTN campaign, not a drab dwarf cave. NF had the right idea.
Economy:
Was running through Kaineng City(instanced areas as well as outposts) and imagining it alive with commerce, player housing etc. Seems it would make sense to consolidate the entire game economy, rather than localizing economies among the many different servers proposed for GW2; this would allow easier balance and control for one economy, and keep players happy with the server they're on. Isolated economies are very problematic in MMOs with isolated servers.
Suggestion: make one trade district for auction house(s), player created merchant stalls etc. Allow players from all servers to trade and buy in one market, even though there may be multiple instances (to reduce player-character poly-count,) or separate groups--link the markets. Allow all servers to barter in one market. Again, Pseudo Instancing(see other suggestions) might allow one instance to service thousands of players. It would also allow a place for players of different servers to visit and meet. Handled much like Districts are currently handled. Player-count could be throttled up or down, depending on the users system specs.
For added economic stability allow servers to compete against each other within this single market. Example: One trade district with multiple markets. Each server having it's own unique Auction House, within the common trade district.
Note: Pseudo instancing (see other suggestions evolving from pg 32 of this post) could provide a unique and very advanced "ignore" filter for players needing less "white noise". A selective system whereby a player could display other players based on a number of filters. Parental filters, guild filters, recently played with filters, alliance filters, server filters. . . . ..
Last edited by Balan Makki; Dec 26, 2007 at 03:03 PM // 15:03..
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Dec 27, 2007, 03:13 AM // 03:13
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#733
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Ascalonian Squire
Join Date: Dec 2007
Profession: Rt/
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I just came up with a lot of new skills. You don't have to read them all but whatever.
Broad Arrows
Elite Preparation. For 3...9...12 seconds, targets struck by your arrows become dazed for 1...3...4 seconds.
Apply Miasma/Disease
Elite Preparation. For 8...14...15 seconds, targets struck by your arrows suffer from Miasma/Disease for 5...10...12 seconds.
Putrid Gaze
Spell. Target foe is struck for 15...50...58 cold damage. If your target was below 33% Health, Putrid Gaze takes 20 additional seconds to recharge.
Fury
Elite Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain adrenaline 40...80...100% faster. This Spirit dies after 30...78...94 seconds.
Infection
Elite Binding Ritual. Create a level 1...7...8 Spirit. Bleeding creatures within its range suffer Disease for 6...12...14 seconds. This Spirit dies after 30...78...94 seconds.
Animate Flesh Dragon
Elite Spell. Exploit nearest corpse to animate a level 3...21...26 Flesh Dragon. The Flesh Dragon leaves an exploitable corpse. You can have only one Flesh Dragon at a time. Flesh Dragons can attack at range.
Pious Stamina
Signet. For 10 seconds you gain an additional 56...149...163 health. When Pious Stamina ends, you lose one Enchantment.
Punishing was Grenth
Elite Item Spell. Hold Grenths's ashes for 5...10...15 seconds. Whenever a foe strikes you in combat while you are holding Grenth's ashes, that foe suffers Weakness and Poison for 5...10...12 seconds.
Graceful was Dwayna
Elite Item Spell. Sacrifice 33% Health. Hold Dwayna's ashes for 6...12...15 seconds. Every 3 seconds, all party members within earshot are healed for 10...32...40 health.
Comet
Elite Hex Spell. Target foe is Hexed with Comet for 3 seconds. For 3 seconds, this hex does nothing. When this hex ends, Target foe and all adjacent foes are struck for 21...102...120 cold damage and move 90% slower for 3...6...9. This Spell causes Exhaustion.
Glacier Grounds
Spell. Create a Glacier Ground at target foe's location. For 10 seconds, foes in that area move 66% slower and are easily knocked down. This Spell causes Exhaustion.
Glyph of Practice
Glyph. For the next 15 seconds, your next 3 Spells cost cannot fail. (50% failure chance with Energy Storage 4 or less.)
Mantra of Ignorance
Stance. For 9...36...43 seconds, your spells cast 5...20...25% faster but your signets activate 5...20...25% slower.
Last edited by Deadslap; Dec 27, 2007 at 03:18 AM // 03:18..
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Dec 27, 2007, 10:24 AM // 10:24
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#734
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Punishing was Grenth
Elite Item Spell. Hold Grenths's ashes for 5...10...15 seconds. Whenever a foe strikes you in combat while you are holding Grenth's ashes, that foe suffers Weakness and Poison for 5...10...12 seconds.
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WTF? Grenth is a god, they are immortal and definitely don't get cremated.
The rest of the skills make about just as much sense.
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Dec 31, 2007, 05:29 PM // 17:29
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#735
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Ascalonian Squire
Join Date: Dec 2007
Location: Canada
Profession: D/Mo
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I have a few things I want to mention when it comes to the other things I'd appreciate being implimented or left out of GW2. There have been a lot of posts about character customization that seemed to already go over everything, so I won't discuss that. I might add or edit later if something comes to mind. n_n
Things I'd like to see/keep:
- Keep the huge choice of skills and maybe increase the skill bar by one or two slots?
- The same type of indepth storyline, perhaps a bit more influenced by our characters
- A moderated auction house would really help to get rid of clutter in chat and prevent scamming
- Having the choice to make a full hero party
- A modification merchant who has all of the insignias, runes, inscriptions, dyes, etc needed under one roof
- Loose some of the duplicated and nerfed spells/skills
- Make items to lower DP and other types of consumables more available in drops
- Lower the faction cost for elite skills or make them buyable from merchants for 2k (Still keeping in mind you can only have 1 on your skill bar at a time)
- A merchant I can buy any of my unlocked items from, ex zealous scythe grip, icy bowstring etc, even if I've they were obtained from a seperate character
Last edited by Cheshiresmirk; Jan 01, 2008 at 11:07 PM // 23:07..
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Jan 01, 2008, 10:47 PM // 22:47
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#736
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Banned
Join Date: May 2007
Location: USA
Guild: death strikers
Profession: W/Mo
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Give it a M rating, keep the controls the way there are, little more gore little less world of warcraft, custom armor for guilds for low price to guildies that would want it maybe have them earn it somehow.
Last edited by x-stunt-x; Jan 01, 2008 at 10:52 PM // 22:52..
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Jan 02, 2008, 07:57 PM // 19:57
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#737
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Krytan Explorer
Join Date: Apr 2005
Location: North Carolina
Guild: Shrophire Protectors [Lion]
Profession: W/
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Yes. An "M" rating would be good if nothing but for the fact that there's so much cussing and lewd conversation in this game anyway. I'm an adult (guy) and it still offends me sometimes. And yes to BLOOD! Anyway, my suggestions.
1. More attack and skill activation animations. I don't want the same swings, chops, wand waves, etc. over and over (unless using skills). Also, spells will have specific movements tied to them.
2. No more professions. I want to be able to create a character the way I want him/her to look and have them proficient in what I like. (See #3).
3. Attributes (Proficiencies) work on an "as used" basis. Similar to Dungeon Siege have it to where the more you use a particular attribute, the better you get at it (I know there are others with this system; I just can't remember them). Thus, you have a swordsmanship, marksmanship, curative (healing), elemental magic, etc. proficiency, and as you use them, skills associated with those proficiencies become more effective, you do more damage on attacks (or have a better to-hit chance), and other perks (faster casting time of spells, etc.).
4. Melee-based characters would get a chance to parry/block attacks with their weapon(s) and/or shield which would be based on a level comparison. Every level lower than your target you are (a maximum of 20 levels), you would have a 4.5% chance to have your attack blocked. Thus if you are a level 30 fighting a level 50, you have only a 10% chance to hit. This of course only works on melee vs. melee. If it's a melee fighter vs. caster/archer there is a dodge percentage instead with 1% chance per level difference (max of 20 levels). If you are higher level than your opponent, they have a 5% chance to block your attack (melee only).
5. Fully persistent world. If an epic troublesome dragon is slain, make it count! Come back with the head to an NPC for proof and your rep in that town goes up (getting price breaks on things, free transport to places, etc.) and you and your party go up on a "Heroes Board" posted in town, which others can read by clicking on (or zooming in to 1st person to get the quick version "Such and such group killed this dragon"). A special mark on your cahracter would also be visible for the done deed. If the dragon had offspring, make them/it seek out those heroes in revenge or lay waste to something in retaliation.
6. Weapons and armor from some crafters are completely customizable. Meaning you can select the major portions of the weapon (hilt, blade, staff head, w/e) and well... you get my drift. Also, you can use any weapon and armor you'd like, but certain types of armor will boost your character's stats/abilities (energy boosting robes vs dmg reducing armor for instance). The heavier the armor, the slower you move, shorter you jump, more you sink when you swim, etc.
7. PVP DOES NOT AFFECT AND IS SEPARATE FROM PVE
8. PVP DOES NOT AFFECT AND IS SEPARATE FROM PVE
9. 10 skills on a bar with the skills changeable in safe zones. Also allow 1 elite skill from both your primary and secondary professions to be on your skill bar.
10. Instanced missions only. All other parts are one contiguous map. Safe zones would be all towns and outposts. If an enemy follows a character to a town, it either breaks aggro or is slain by guards/other characters. Also, other players do not have the option to attack you at all anywhere in the world (except pvp) and you cannot be killed in any safe zone.
11. Mining, fishing, skinning, etc. craft skills.
12. Buildings we can go into. Sit down with your friends and have a chat over ale. Go to a library to research new spells. Get some sleep at an inn. These are jsut a few examples.
13. Primary weapon visible in towns. Weapons on your back (shields too).
That's about it for now. I know some of these have been suggested before. I'm just stating my big ones.
Last edited by Riplox; Jan 18, 2008 at 01:36 PM // 13:36..
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Jan 02, 2008, 08:02 PM // 20:02
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#738
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Academy Page
Join Date: Feb 2007
Profession: Mo/
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Quote:
Originally Posted by x-stunt-x
Give it a M rating, keep the controls the way there are, little more gore little less world of warcraft, custom armor for guilds for low price to guildies that would want it maybe have them earn it somehow.
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But honestly, when are these rating ever taken seriously?
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Jan 02, 2008, 08:11 PM // 20:11
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#739
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Academy Page
Join Date: Feb 2007
Profession: Mo/
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riplox, i like your idea about buildings
a library would be a good idea with spellcasting professions, but while researching spells like you mentioned, they should go to certain amounts of length when researching. Another idea for a building could be a weapon forge to be able to make your own weapons, (unlike the traditional sense) to be able to add insignias and inscriptions (decorative) etc. Also perhaps an asuran explosive shop, supplied to all races that pay.
Last edited by scrump; Jan 02, 2008 at 08:13 PM // 20:13..
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Jan 03, 2008, 05:34 PM // 17:34
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#740
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Lion's Arch Merchant
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More thoughts. Some things that would seem exclusively unique to GW because of how the game is designed.
RP and GW. Building a Character's story. A story editor as described {Here} to create player content much like the Bonus Pack missions. Allow players to leave behind an Avatar of a character, in a pub, library (In-Game Library described here), in the Mists, or where ever they choose. Allow players to set up small menus for these avatars, much like current quest-givers, let players create missions, stories unique to their character or guild. Individual GW2 servers would becoming a unique and distinct entities, not just a copy of other servers. It would encourage players to journey from server to server. Meeting and enjoying user created content. Stories would be created in a Client-side editor then uploaded through some sort of GW Mission Filter -- simply an integrity check, to make sure all added content meets a specified standard. Stories with nothing but Text, events, pathing, combat, puzzles, various other data . . No loot. This would also be a sophisticated way for players to set up Help Guides, Training missions for difficult battles. Class training guilds {See Togo Mission}. Guilds could even create simulated training missions for Mists conquests.
Obviously the Editor and Mission Filter would have to be extremely robust and intuitive--easy to use. Think Sims World Editor and your almost there, something even kids find fun. These avatars/representatives could be set up as a player created Vendor as well. To sell goods, something that the Editor would not handle. But would be handled in-game. A players collection of stories would be handled like the Skill/Equipment Template interface, Load, Save, etc.
Sure adolesent players may make obsene or absurd content, /reports, bans and warnings would apply here. But a Vote system could be set up Game Wide, across all servers, letting players know if they're about to enter a 5 star mission or a one star mission. 5 star missions persist longer, after a player places his Avatar, 1 Star may last only a few days, before having to replace.
This is simply content that adds itself, giving the players power to create, relieving redundant combat grinds and an alternative to surfing the web for info.
Another Idea-
Team Build Interface self explanitory. Just something better than sending templates to chat.
Last edited by Balan Makki; Jan 03, 2008 at 05:44 PM // 17:44..
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