Jul 30, 2008, 12:16 AM // 00:16
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#1281
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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Quote:
Originally Posted by Scythe O F Glory
I wanna upload my own image for my Guild Cape. Awesome idea rite?
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I can just see it now...Huge flaming penises and boobs running around outposts...
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Jul 30, 2008, 03:47 PM // 15:47
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#1282
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Academy Page
Join Date: Apr 2008
Location: Hell
Profession: W/
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I'd be happy with an auction house.
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Aug 03, 2008, 03:05 AM // 03:05
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#1284
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Ascalonian Squire
Join Date: Mar 2008
Profession: D/P
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You know what I think...
Everyone goes on and on about how only the basic classes from Prophecies should make it to Guild Wars 2. But let's think OUTSIDE of the box for a sec.
let's do a complete 180 backflip. WHAT IF.....
only the hybrid chapter classes (assassin, dervish, ritualist, paragon) made it into guild wars 2, albeit with altered names and lore to suit the new setting. If this happened, all six original classes would still exist, just compressed into 4 different classes. For example:
Assassin - Warrior/Ranger/Mesmer/Necro Hybrid
including: swordsmanship(w/dagger), marksmanship, curses, domination
Dervish - Warrior/Elementalist Hybrid
including: fire,earth,air,water,scythe <= could be changed
Ritualist - Necro/Monk Hybrid
including: spawning(spirits), death(minions), restoration, smiting/blood
Paragon - Warrior/Monk/Ranger Hybrid
including: tactics/command, motivation, spear, beast mastery(?)
They've already stated that the game will be designed keeping in mind that parts of it will be soloable. This means that the classes will be more well-rounded, with less extremes. I think this makes sense because they've already made so many copies of each other's skills (like Earth Prayers and Earth Magic or Tactics and Command or Curses and Deadly Arts). This way, they could put more detail and quality into these new skills, and not just random assortments of skills with all the same effects and conditions.
Personally, I'm a fan of the hybrids because they allow versatility and variety within one character and usually have more lore to back them up instead of the generic warrior,ranger blahblahblah. :P
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Aug 03, 2008, 03:24 AM // 03:24
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#1285
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Frost Gate Guardian
Join Date: Oct 2007
Guild: N/A
Profession: D/
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I'd like it to be like the Tyria map, except EVERY SINGLE PIXEL WHEN ZOOMED OUT CAN NOW BE EXPLORED
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Aug 06, 2008, 05:05 PM // 17:05
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#1286
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Ascalonian Squire
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I'm here with a unique suggestion, I'm here to suggest a person. I want them to hire Sean Howard as a game mechanics designer. Mr Howard has a lot of great ideas for game mechanics (here, look at his 300 game mechanics project: http://www.squidi.net/three/index.php).
One of the mechanics, the zombie mud bears particular relevance to the MMORPG genre (tho not particularly guild wars). I feel in there he has some fresh new ideas that warrants further exploration. (http://www.squidi.net/three/entry.php?id=30)
I could go into fanboy mode and talk excitedly about Sean Howard, or I can not talk and let his website speak for itself.
Last edited by Corrusader; Aug 06, 2008 at 05:08 PM // 17:08..
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Aug 06, 2008, 05:57 PM // 17:57
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#1287
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Frost Gate Guardian
Join Date: Jun 2006
Profession: Mo/
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There are some things that I feel need to be said about the pvp in Guild Wars. These issues should be addressed for GW2.
Diminishing returns. This really needs to be looked at to make sure things like block are not used too much. At the moment, teams are not really punished for playing a build that has 5 different skills that can cause block (Aegis x2, Gaurdian x2, Weapon of Warding). I'm just a layman, so I really have no idea how it could be implimented into Guild Wars 2, all I know is that the mechanics how of stuff works in Guild Wars right now does not allow for diminishing returns to be implemented effectively. Food for thought.
NPCs in GvG. I know this is not going to be addressed effectively until they re-write the code, so I figured I would mention it. I know there are options being explored right now for the current gvg system, and that's a good thing. However, I feel that a complete rebuilding of the gvg system with an emphasis shifted from NPCs to players is in order. Again, I am not sure how this can be done, but it is something that needs to be looked at. Which brings me to my next point:
Victory or Death. This is tied into the NPC point up above, but I feel it deserves its own little blurb. When GW first came in beta, there was no game ending mechanic and games lasted forever. That's when VIO/VOD was born. Now the idea of VoD is okay, but due to the nature of how it is related to the point I made above VOD is a problem right now. NPCs have a great deal of worth in a gvg, and so the focus shifts from players killing players to players killing NPCs so VOD is good for them. Regardless, the VOD idea itself is good, but the fact that it ties in with NPCs so much at the moment is what makes VOD in general bad.
Encouraging Offensive Play. This one I've heard other people talk about, and I think it's a good idea. Perhaps it would be wise to implement things that encourage offensive play. Again, this would help in the current system and is something to consider for GW2. Right now, when you kill an enemy, you get -1%DP. Why not encourage more killing by making the reward even more tangible? Killed someone? -1%DP and...
Quote:
For 10 seconds, your team has +10% critical rate.
For 10 seconds, your team has +10% movement speed.
For 5 seconds, your team's skills recharge 10% faster.
For 5 seconds, your team gains +10% adrenaline.
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Now, some of these might just be op, and they can be balanced. The idea is that these short bonuses encourage a team to kill more people. There's a whole whack of concerns that come with this idea, and they'll need to be addressed. I think something like this can really change the face of gvg in GW2 to make it more active and encourage more offense. The problem with GvG now is that there really is no incentive to kill. You just hold out until VoD, let your NPCs to damage and keep yours up with all the defense you pack.
Balance Considerations. The delicate balance of Guild Wars is very important to a gvg. I know I've read somewhere in the past that Izzy feels monks are too strong/good at keeping people up, and there is where the problem lies in GvG. Because monks are too good at their job, they had to implement things like VoD, and stuff. Consider this, at VoD, healing is reduced by 33% effectiveness. For GW2's system, why not just place the emphasis on mitigation in the first place? As far as GW is concerned, healing prayers is not that flexible because all it does is replenish health for energy. At most, you only need 2 or 3 skills to do that. That is the fundamental problem with the healing line in Guild Wars. As a player, I rather enjoy that the emphasis is on protection prayers. I feel that it takes more "skill" to play a protective bar effectively. Consider making healing more versatile, while healing less. Make the emphasis in GW2 more protection heavy, supported by healing spells. (This is just my perspective as a GvG player. PvE players may have a problem with this, and that's okay, but this is a thread about the pvp side of GW2.) At the moment, there is a trend to apply bandaid fixes to the problems that crop up in GvG. I know this is related to the fact that Izzy can't really say "Hey, this mechanic is bad, we should change it." because it would require programming time. In anycase, things need to be addressed in a smarter manner. Now that ANet has had experience with GW's gvg, I hope they will anticipate some of the problems that GW has run into and build GW2's gvg to handle those things.
Rated vs Unrated. Hero Battles can do it, GvG should be able to do it too. Random Unrated. This would cut down on a lot of smurfing that goes on in GW's ladder. Sometimes, you just want to mess around, and by doing a random unrated matching system, you allow guilds to mess around without risking their rating. Exactly like how Hero Battles works. Please consider building such functionality into GW2's gvg system.
Third Party Involvement. No doubt you will probably be using a similar automated tournament system in GW2 *somewhere*. While I like that the ATs can provide fun and something to do, ANet, please please, make it easier for third parties to organize tournaments. I think this one consideration alone has the potential to push GW2 to the front of competitive gaming. If organizations like CAL and MLG can set up tournaments easily, it will instantly open a new avenue of competition to GW2. I realize that this is asking for a lot, because each tournament is never the same, but it really needs to be something that is looked at seriously. Currently, Guild Wars has a great pvp system that is really a lot of fun to play. Skill balance and VoD/NPCs aside, I think that had GW been more open to third party tournaments, the pvp community would be in the state that it is in right now.
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Aug 07, 2008, 06:41 AM // 06:41
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#1288
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Righteous and Honorable (RAH)
Profession: N/Me
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As far as the 'mini' pets....get rid of them or make them useful. I think they take up graphical resources. Secondly if you gotta have them then don't miniaturize humanoid characters like Char or Prince Rurik, it ruins the whole game experience seeing full size Rurik standing next to a mini version of him. Lets just keep it to animals and creatures.
Personally I would do away with 'mini' pets and simply let every class be able to have a pet through a quest. Require the same skillbar requirement 'charm Animal', except that only Rangers can get the Beast Mastery Attribute.
So a Warrior/Monk's pet wouldn't be a strong as a Ranger/Monk's pet. I think this would be fair. Make pets tradeable once the person has finished an Animal quest.
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Aug 07, 2008, 08:56 AM // 08:56
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#1289
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Remove the Protective Spirit mechanic.
For PvP you should have the Spirit Bond mechanic which should suffice - but PS just kills PvE.
I seriously don't even want to have a hint of it in the game.
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Aug 07, 2008, 06:34 PM // 18:34
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#1290
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Desert Nomad
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Here a must read for every game developer. It's about the 50 greatest game design innovations; A game with all that things must be good.
(I am not related with that website at all, just was a random Google find)
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Aug 09, 2008, 04:11 AM // 04:11
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#1291
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Ascalonian Squire
Join Date: Mar 2007
Guild: Heroes Of The Empire
Profession: W/
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I don't think any of my ideas have really been mentioned....
When I kill an armored rat, the drops should include : rat eyes, rat fur, rat tail, and pieces of broken armor. All of these items should have uses. Maybe depending on creature size you get a different size of armor which can be used to craft a bigger piece, or restore it.
SKILL CAPPING. To have it in a game like Guild Wars 2 would be completely unique. People wouldn't do giant raids just for the loot. They would repeatedly do them to help others capture elite skills. Maybe it's not even skill capping. Maybe it's collecting a "XXXX Soul" for creating a ritualist spirit."
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Aug 10, 2008, 07:27 PM // 19:27
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#1292
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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I want to see a "Hall of Monuments" in GW2, but in the form of houses/apartments instead. Inside major cities will be living quarters where you can rent a house. Clicking on your door takes you into your "instanced" home.
How can 10-20 houses be enough for millions of players?
Simply, houses are symbolic. There might be only 10 houses, but space is unlimited.
Why do I want my own house?
In short, a house would give you a place to display your best weapons and items much like HoM. You can buy upgrades like an extra storage chest, armor display etc.
Who can visit me?
Much like you have friends in a Friends List, you can have a similar list for friends allowed to visit you. If several friends live behind same "symbolic" door, just show a window allowing you to select who to visit. You can also invite people by having them in your party.
How many houses could I own?
One.
Would there be different sizes?
Everything from single room houses to pure luxury houses. The cheap rooms would be very cheap, allowing even casual players to afford it. For the richest players, there should be choices for them too.
Do I gain more advantage with a bigger house?
No, exactly same upgrades as a small house. Just a whole lot more space and innate decoration.
Why would Anet put so much efforts into this?
They already have.. most of the work have already been done in GW1: Instanced Hall of Monument, Guild Hall upgrades (you would get houses upgrades in a similar way, maybe a Land Lord).
Any more questions?
Good, thank you for reading
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Aug 12, 2008, 02:53 AM // 02:53
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#1293
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Academy Page
Join Date: Mar 2007
Profession: E/Mo
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1. dont make the level cap too high or atleast make it so its attainable withing atleast 30-50 hours of playing and keep it so the majaority of content is for max level
2. bring in new proffessions !!MUST!! atleast 2 and make the current ones similar yet completely different to there current state. keep it interesting
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Aug 12, 2008, 05:28 AM // 05:28
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#1294
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Keep the level cap at 20.
Don't add grind.
Include AI heroes for dungeons and such.
Support the solo players like you claimed to do.
Don't force us to PUG unless you give us CoIP abilities. (Choke over Internet Protocol).
Don't keep that hypocritical BS where you ban a guy for the name Brawling Headbutt. You don't have copyright on the term, and you named a skill that, so how is that bannable? Same for Sadistic Signet or whatever that other guy was.
Don't pander to the conservatives like you're doing now.
Oh wait, I forgot, what I'm looking for is a company that cares about the players and treats them as mature adults. And this is ArenaNet. Forget everything I said, let's just buy BioWare's MMO when it comes out.
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Aug 13, 2008, 07:56 AM // 07:56
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#1295
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Academy Page
Join Date: Aug 2007
Profession: D/
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age range seperation
how about a age seperation for gw2 like for example 8-17 seperated from 18 and up done by account information. it sure would solve alotta headaches for players in the mature crowds.
and i know they wont do it for gw1 cause they are changeing enough things already unless they find time for it. but it would be great for gw2 at least.
i'm sure this post is going to get flamed by lil kids but everyone has their say at least.
if you support the idea just put: /signed
and if you oppose the idea just put: /unsigned
please no flaming
this is a legitimate idea.
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Aug 15, 2008, 08:45 PM // 20:45
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#1296
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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Quote:
Originally Posted by Gutz
I'd be happy with an auction house.
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I would love to see an auction house. Maybe have NPC's, Xunlai Reps, being the auctioneer, selling away random decent or good gear and various things. Much like it was in FF 9
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Aug 16, 2008, 01:20 AM // 01:20
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#1297
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Academy Page
Join Date: May 2007
Location: Washington
Guild: Dragons of the Rose
Profession: R/
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@ Bristlebane - Love it, love it, love it!
I would like to see quivers for rangers. Maybe have it build into their armor, or have it as a seperate piece of armor that overlays your armor. Doesn't seem too hard. I would also like to see bow strings on bows. A little line can't be too tough as well
Another idea I had is if you were able to carry your weapons on your back in towns. I always found it really awkward that they just disappeared on entry to an outpost. Take warrior for instance. Maybe if you have a shield AND a sword the sword would go on your side and the shield on your back. If you only had a sword/shield then just the back.
Just some thoughts
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Aug 16, 2008, 03:48 AM // 03:48
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#1298
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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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I got one...give me more news about the developing of GW2....
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Aug 17, 2008, 10:53 PM // 22:53
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#1299
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: PCformatforums[PCFF]
Profession: Me/Mo
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Quote:
Originally Posted by eagleblade
how about a age seperation for gw2 like for example 8-17 seperated from 18 and up done by account information. it sure would solve alotta headaches for players in the mature crowds.
and i know they wont do it for gw1 cause they are changeing enough things already unless they find time for it. but it would be great for gw2 at least.
i'm sure this post is going to get flamed by lil kids but everyone has their say at least.
if you support the idea just put: /signed
and if you oppose the idea just put: /unsigned
please no flaming
this is a legitimate idea.
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You mean lock eveyone who wants to play the game properly and is under 18 with pretty much every bad, crappy and ill-mannered player in the game.
I'd be 18 by the time GW2 comes out(or a few months after if it comes out in the 3rd quarter of 2009) but it's still not very fair, what if one of your friends is 1 or 2 years old than you and you can't play together since the servers are locked apart from each other, wait X ammount of years until you can play together? Also people could just lie about their age to get into the 18+ server.
There are far too many factors to consider making this happen, since like I've said it can prevent friends from playing each other for years, and what about guilds that move from GW to GW2 lots of people won't be able to play with their old guild or reform it because they are too old or too young.
Last edited by Crimso; Aug 17, 2008 at 10:57 PM // 22:57..
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Aug 17, 2008, 11:11 PM // 23:11
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#1300
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Quote:
Originally Posted by Crimso
... what if one of your friends is 1 or 2 years old than you and you can't play together since the servers are locked apart from each other, wait X ammount of years until you can play together?
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Simple, just add two 18+ district (English and American) which is automatically locked for minors, based on account information. If you have friends who are below 18, just go to one of the regular districts.
This could help when recruiting for 18+ guilds as well, you simply do the advertising to the intended targets wasting less of your and other's time.
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