Jan 20, 2008, 08:51 AM // 08:51
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#801
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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:
Originally Posted by Isileth
I really hope they dont change that.
Having a limited build means you require team builds. If you can take a counter to everything on one char its kind of pointless.
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I hope they do, I want 9 skills, that way the skills slots match up with numpad, so the arrangement matches for reference.
+ There are several builds in which I could really use just 1 more slot.
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Jan 20, 2008, 09:17 AM // 09:17
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#802
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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:
Originally Posted by Craywulf
Get rid of the Experience bar
As much as I like the cap, I would like to see GW2 do away with the whole xp=level thing. Instead I would have some other means of gaining attribute points. Maybe by quests/missions that award attribute points, but I'd put a cap of 170 (level 20) attribute points a character can have.
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Actually it's 170 +15 +15 = 200, but I kinda like the idea, though.
Quote:
Originally Posted by Craywulf
I think having XP bar gives the impression there's an inherent need to grind. So I would get rid of XP bar and turn it into a title based amount of kills a character had, which would give them the privilege to display their status/rank. So for example...after the first 100 kills your title would be Adventurer, then Pioneer after 500 kills, Veteran after 1000 kills, Conqueror after 5000 kills , and finally the title Legendary with 100,000 kills. I would also make it so if you killing feeble mobs, you're not getting awarded with the kill. You have to kill something that meets your status/rank (level) or greater.
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Hmmm, I feel those numbers are a little small, but when doing away with XP trough grind you should take some more GW formula, XP trough quests is better than XP through grind(at least it was before double XP for bounties)
So instead of kills, you get quester/adventurer points for each quest, the quest reward states how much, hard quests like captured son and althea's ashes offer a lot of points while easy ones offer only 1.
Perhaps you could also get 1 point each time you slay a boss.
Another idea I had, is title based strength, instead of leveling beyond 20.
There'd be 3 titles based on your XP gained after level 20, these titles would offer benefits to your attributes by %.
Master of <highest character attribute> increases your highest attribute by 3% per rank
Expert <primary profession> increases all the attributes of your primary by 2% per rank
Jack of all trades increases your score in all attributes by 1% per rank
As 140% of 0 is still 0, it only improves your build, its like a title that makes it worth while to garner huge amounts of XP after level 20, without actually increasing level, thus health and damage and crit chance, or attribute points.
So PvE could take these titles to become stronger, while they can still go into PvP as title bonuses have no effect there.
With your idea it would make it worth wile to do quests beyond legendary level, which I do find more attractive than just another thing to Jurulundu farm for.
Attribute points rewarder for quest sounds whitewolf(the PnP RPG) to me, which is NEVER a bad thing.
Last edited by System_Crush; Jan 20, 2008 at 09:20 AM // 09:20..
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Jan 20, 2008, 11:52 AM // 11:52
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#803
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Quote:
Originally Posted by System_Crush
I hope they do, I want 9 skills, that way the skills slots match up with numpad, so the arrangement matches for reference.
+ There are several builds in which I could really use just 1 more slot.
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And then there would be several builds which would work with 10 skills, then so many that would work with just 1 more to make it 11 etc.
Thats the point, some combos shouldnt be able to fit on 1 skill bar without making you weaker elsewhere. You shouldnt be able to counter and do everything.
If you want damage you have to sacrafice a lot for something else.
If you want self healing you cant take as much damage.
If you want some extra support you again have to lose something else.
As for the lore the skills are meant to be represented by rings on your fingers, so unless an extra finger is grown before GW2 release it wouldnt make much sense
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Jan 20, 2008, 02:39 PM // 14:39
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#804
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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:
Originally Posted by Isileth
And then there would be several builds which would work with 10 skills, then so many that would work with just 1 more to make it 11 etc.
Thats the point, some combos shouldnt be able to fit on 1 skill bar without making you weaker elsewhere. You shouldnt be able to counter and do everything.
If you want damage you have to sacrafice a lot for something else.
If you want self healing you cant take as much damage.
If you want some extra support you again have to lose something else.
As for the lore the skills are meant to be represented by rings on your fingers, so unless an extra finger is grown before GW2 release it wouldnt make much sense
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That is why making numpad more usable was my primary point, even tough I think the use of numpad already beats the normal numbers with only 8 skills.
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Jan 20, 2008, 02:54 PM // 14:54
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#805
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Quote:
Originally Posted by System_Crush
That is why making numpad more usable was my primary point, even tough I think the use of numpad already beats the normal numbers with only 8 skills.
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I really have to ask though, how does it make the numpad less useful when there is 8 rather than 9?
You just dont bother using 9....
I cant see how having an extra skill would change that in anyway.
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Jan 20, 2008, 04:43 PM // 16:43
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#806
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Krytan Explorer
Join Date: Sep 2007
Location: somewhere on earth!
Profession: E/Me
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do we get to play as tengu?
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Jan 21, 2008, 08:15 AM // 08:15
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#807
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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:
Originally Posted by Isileth
I really have to ask though, how does it make the numpad less useful when there is 8 rather than 9?
You just dont bother using 9....
I cant see how having an extra skill would change that in anyway.
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It makes the size of the bar match, now no matter how you have your bar on the screen it's awry compared to how your skills are under numpad.
When playing a new build, this is annoying cuz you don't instinctively know yet which skills goes with which key.
Since I very often switch builds, it gets really annoying for me.
Thats kind of a personal defect though, while I feel it would be beneficial, just because I waste a few fractions of a second with each skill I use, shouldn't really mean it will be a boon to every1else as well. Something just tells me I should assume everyone else will benefit from being able to use the numpad without thinking.
Last edited by System_Crush; Jan 21, 2008 at 02:54 PM // 14:54..
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Jan 21, 2008, 02:26 PM // 14:26
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#808
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Krytan Explorer
Join Date: Sep 2007
Location: somewhere on earth!
Profession: E/Me
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another quick simple suggestion this one is for map travel.
i really think map travel needs a change the system we have now will be an extreme downtime in gw2 due to long loading screens.
the best form of travel i have ever seen is probably from zu online.
so instead of just map traveling and going through the load how about we open the world map and then click the exact location of were we wanna go then we automatically fly there so we can enjoy the view instead of going through the load screen.
if you want a better example i suggest some anet people play zu online for a while.
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Jan 21, 2008, 02:46 PM // 14:46
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#809
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Quote:
Originally Posted by warcrap
do we get to play as tengu?
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It is likely (in my opinion) with all information known and the way they have carried things in this current game: Yes.
Although of course it is not (and likely won't be for a hair more longer) officially announced.
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Jan 22, 2008, 04:07 AM // 04:07
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#810
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Model the engine concept after Phantom Dust.
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Jan 22, 2008, 08:27 AM // 08:27
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#811
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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:
Originally Posted by Master Ketsu
Model the engine concept after Phantom Dust.
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I won't pretend to know what phantom dust is, but do you think whoever made it lets people hijack their engine(techniques) without suing?
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Jan 22, 2008, 02:56 PM // 14:56
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#812
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Ascalonian Squire
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[Disclaimer: I did search this thread for this idea and didn't find it, but only briefly, so I apologize if this is old hat]
What I would like to see in GW2:
At character creation, choose, not a profession, but a primary attribute (e.g. Critical Strikes). Said attribute would be the fixed point of the character. After that, as the game progresses, allow the character to pick up any secondary attributes they desire (e.g. a Critical Strikes, Marksmanship, Water Magic based build). The limited skill bar and limited total attribute points would maintain game balance, as would the need to purchase/quest for the relevant skills. The vastly increased number of possible skill combinations plays to ANet's skill-centric philosophy and ameliorates, if not removes, the current occasional sense of 'cookie-cutter character'.
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Jan 23, 2008, 12:15 AM // 00:15
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#813
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Krytan Explorer
Join Date: Sep 2007
Location: somewhere on earth!
Profession: E/Me
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umm mounts.......please?
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Jan 23, 2008, 08:27 AM // 08:27
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#814
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Pre-Searing Cadet
Join Date: Jan 2008
Guild: The Great Shazam
Profession: W/
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One of my pet peeves about GW1 is that Warriors don't really feel like a "Tank". When I think about a tank I feel that tank should be able to shrug off all but the hardest of hits and hold the attention of the MOB in front of him. I know that we can get our defenses way up there, but the aggro system in GW1 doesn't really allow us to pull MOBS off of our buddies. In GW2 I'd like to see this reworked so that tanks really can hold the attention of the mob while everyone else does the damage.
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Jan 23, 2008, 01:39 PM // 13:39
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#815
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Ascalonian Squire
Join Date: Jan 2008
Guild: Rhode's Rangers
Profession: W/E
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Quote:
Originally Posted by wpallen
One of my pet peeves about GW1 is that Warriors don't really feel like a "Tank". When I think about a tank I feel that tank should be able to shrug off all but the hardest of hits and hold the attention of the MOB in front of him. I know that we can get our defenses way up there, but the aggro system in GW1 doesn't really allow us to pull MOBS off of our buddies. In GW2 I'd like to see this reworked so that tanks really can hold the attention of the mob while everyone else does the damage.
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Seconded. One of my complaints is the lack of a skill that will make mobs desire to attack the warrior more, or as I like to call it, the "Hey ---hole!" skill. As for taking the damage, I feel the warrior already has the ability to take large amounts of damage with rune of absorption a weapon with an armor bonus, a good shield and sentinel insignias.
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Jan 23, 2008, 01:44 PM // 13:44
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#816
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Quote:
Originally Posted by HerrHildebrand
Seconded. One of my complaints is the lack of a skill that will make mobs desire to attack the warrior more, or as I like to call it, the "Hey ---hole!" skill. As for taking the damage, I feel the warrior already has the ability to take large amounts of damage with rune of absorption a weapon with an armor bonus, a good shield and sentinel insignias.
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Although both of you are right, may you stop back and go "Ok, let's see. If this was real in my back yard...yeah no I don't think I could get them off of him."
Unfortunately it doesn't always work. If that was to work all the time, well the good guys and the bad guys would win on a daily draw!
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Jan 23, 2008, 08:39 PM // 20:39
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#817
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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I hope they dont add an aggro system like that. It makes games far to easy, you can just buff up and focus healing on the tank then sit back with no worries.
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Jan 23, 2008, 09:38 PM // 21:38
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#818
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Frost Gate Guardian
Join Date: May 2007
Guild: [lion]
Profession: N/Mo
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running away from boulders crash bandicoot style!!!
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Jan 23, 2008, 10:14 PM // 22:14
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#819
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Quote:
Originally Posted by System_Crush
I won't pretend to know what phantom dust is, but do you think whoever made it lets people hijack their engine(techniques) without suing?
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Ripping off Game Engine =/= Modeling concept after a previously created Game engine.
Ripping off a game engine in a manner that could lead to a suit would be actually ripping off their code and assets that would be used to compile the game.
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Jan 23, 2008, 11:02 PM // 23:02
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#820
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Pre-Searing Cadet
Join Date: Jan 2008
Guild: The Great Shazam
Profession: W/
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It won't be as simple as that. For the first time we would actually have a threat meter where people would have to show constraint in order not to take the MOB off of the tank by spamming high lvl spells. I just think it would add a much needed concept of the group to this MMO. I mean, let's face it, we can all do most of the content with heroes and henchies.
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