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Old Jul 26, 2007, 05:00 AM // 05:00   #321
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I only have one suggestion

Plz Don't raise the lvl cap that much higher

and don't let us use more skills at any one time than we already can. The reason for me saying this is that Guild Wars is all about using the little amounts of skills u can equipt at one time and changing them accordingly.

I am really worryed about the fact that GW2 could become the new WoW *shivers*

(plz ignore my bad spelling )
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Old Jul 26, 2007, 05:43 PM // 17:43   #322
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Default I have another idea!!

Yea, i just was thinking, if you don't let us get our old characters back, then the most accomplished character from our account would show up in the storyline somewhere, being very old. They would be a famous person or something for all they have done, and you get to see the old umm..you!
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Old Jul 29, 2007, 11:32 PM // 23:32   #323
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Guys guild wars 2 is a fresh start, a clean slate which then you can work on. The hall of monuments is the way to get ur acomplishments over to guild wars 2.

My Idea

I want to be able to sit in a tree with my bow and then release hell on my foes. Then my friends come in behind me and smoke em up with there swords, and magic etc. I want to see the classes to be very different and actually needed in groups. Because i think that some classes are needed in all groups and others not.

What i want is class uniqueness. More strengths and weekness's. More weapon slots such as rangers get to weild daggers, swords or axes. There needs to be more customization. Armour that drops of foes. And give bonus if they are part of the same set.

I want the freedom to be evil or good. My actions decide what i am.
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Old Jul 30, 2007, 10:50 AM // 10:50   #324
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Quote:
Originally Posted by Zooes
I only have one suggestion

Plz Don't raise the lvl cap that much higher

and don't let us use more skills at any one time than we already can. The reason for me saying this is that Guild Wars is all about using the little amounts of skills u can equipt at one time and changing them accordingly.

I am really worryed about the fact that GW2 could become the new WoW *shivers*

(plz ignore my bad spelling )
I totally agree on this. What makes GW such a good game is that you keep every1 levelled. Especially in pvp. Its more competative this way. Pvp on GW is the best. And dont add potions in the game like in all the other crappy mmorpg's..... Keep it GW style
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Old Jul 31, 2007, 02:58 AM // 02:58   #325
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Default Some of my ideas

Here are a few of my ideas that I've posted on NikiWiki. Please take a moment to read and vote on them!
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Old Jul 31, 2007, 08:32 AM // 08:32   #326
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One thing i dont like is the thing about Battles taking place in The Mists which is a universe of basically magical environment. Why cant there also be pvp which is ingaged in the environment. Like groups of enemys can raid a town. Kill other players etc in the place you are.

And will there be the whole area persistant, and dungeons, and missions instanced?
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Old Aug 01, 2007, 04:44 AM // 04:44   #327
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Ok ideas about Mounts for GUILD WARS 2!!! of course!!!
if there are mounts and id be dissapointed if there wernt.

Humans 3 ideas

Horses
Tigers
Wolfs

Charr 1 idea

Rats (thought a giant rat to ride)

Norn 3 ideas

Bears
Ice golems
Dolyak

Asura 1 idea

Moas

Sylvari 2 ideas

Forest Spiders
Giant Plants
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Old Aug 01, 2007, 07:09 AM // 07:09   #328
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One idea I think would be cool is if you could have customizable things your character will say when you use certain skills that pop up like the comic book style captions from NPCs when they talk.

I used a lot of custom battle emotes in Final Fantasy XI back when I played it and it was fun.

Could look stupid with a bunch of emotes really fast, but for healing skills it could be neat. Like "Poor Baby, let me kiss it and make it all better." when using healing breeze.

Last edited by palanthian; Aug 01, 2007 at 07:24 AM // 07:24..
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Old Aug 01, 2007, 07:37 AM // 07:37   #329
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If there is no Auction House or an equivalent, don't even bother releasing the game.

Keep the skill system like or very very close to what it is now.

More "extra" stuff to do. Like fishing, bla bla bla, or whatever.

Weather have an effect on the landscape. Example: In part of the world have a dry and rainy season. In dry season you have dried up river beds, and in rainy season that same area is covered in water.

Day/night cycles with different creatures at day/night.

Minor environmental effects.

Have **LARGE ORGANIZED** forms of pvp. Don't limit the large pvp to casual world v world pvp type of stuff. Massive battles you can coordinate.

Last edited by Kool Pajamas; Aug 01, 2007 at 07:42 AM // 07:42..
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Old Aug 01, 2007, 07:38 AM // 07:38   #330
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Drastically increase the amount of characters you can have. Currently, if you buy all three chapters (P, F, NF) you get 4+2+2 characters, which is 8. Now, there are 10 different classes, so you can never have every class on your account.

Now, in GW2, they're introducing races (at least 4). That means if you want a Charr, Asura, Sylvani, Norn and a Human, you've taken up 5 slots irrespective of class.

ATM, there are 10 classes - but if we have 5 races and 10 classes then I don't think 8 character slots is going to cut it.
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Old Aug 01, 2007, 08:34 AM // 08:34   #331
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It says they are pretty sure that guild wars 2 will have an Auction House (gwwiki), and that there will be fewer complex skills but change due to the situation.

They said that there where going to like 5 factions that every race could choose to join. And these factions would fight in battles which wil lallow people to leave and enter as they wish. You may have a small party out to capture a command tower or a choke point. Then it said...These battle will play in the mists...Really dont you think they could be played in the actual game???
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Old Aug 01, 2007, 11:05 AM // 11:05   #332
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Quote:
Originally Posted by Alex The Noble
They said that there where going to like 5 factions that every race could choose to join. And these factions would fight in battles which wil lallow people to leave and enter as they wish. You may have a small party out to capture a command tower or a choke point. Then it said...These battle will play in the mists...Really dont you think they could be played in the actual game???
I'm also concerned wether we'll be able to create our own factions.
My suggestion is to allow powerfull alliances devellop into a faction, which has its own player-ran agenda, customisable cultural marks and fully autonomically decides what is done with captured land (i.e. totally in contrast with Factions where alliances were only given janitor positions in controlled outposts, without any real power over it).
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Old Aug 01, 2007, 05:41 PM // 17:41   #333
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Character Age

I would like there to be some way to distinguish characters by their age. Characters that are brand new could be easily recognized from characters that are 1 year old or 2 years old.

Maybe male characters would grow beards over time. The older the character the longer the beard. Maybe have the beard grow longer every 3 months? Or maybe they could grow a long pony tail or something. Females could have their hair grow longer.

Another way would to bestow gifts at each characters birthday BUT these gifts are customized and untradable. mini pets, cape trims, special hats or masks etc.

This is just kinda of a way for those with older characters to feel special and stand out a bit. As it is, my 2 year old warrior looks exactly like some ones 2 minute old warrior.
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Old Aug 02, 2007, 12:31 AM // 00:31   #334
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My lil' list of things I'd like to see in GW²...

- More Armor Slots. (Including ie. pendants, robes..)
- Enchancing effects from different types of 'equipment.'*
- More types of weapons. Such as two handed axes, melee spears etc.
- Higher level cap, so PvE would have different challenges/distractions. (Leveling, earning new armor, exploring challenging dungeons etc.)
- An auction house. (Kinda cliché but meh).
- Different aspects to the game then just combat. I'd like some distraction!
- After creation, make your character looks still customisable. (Race, however, not).
- I've yet to have seen the multi-level dungeons in GW:EN, but I like the idea and I'd like Anet to carry on this concept in GW², as a substitute to farming.
- Having the different races also enchance the character's ability of casting spells, shooting arrows, cracking someone's skull open with an enormous mallet. (So kinda like a primary attribute.. just.. secondary..?)
- Allow more characters for ingame names such as æ, ø, ß etc.

That's about all I can think of right now.

*We already have this as insignias and the +1 energy regen on boots/leggings, but I'd further like to see this on actual equipment like offhands with +1 mana regen, -20 energy. (I know this example would be overpowered but we're talking about GW² here, I don't know anything about the combat system there). So this would kinda sync with the idea of more armor slots. Another thing I think I'd love with this is make armor actually hit overal, so not that if you've got full fissure and starter warrior helm, that if a foe hits you critical it'd actually make a HEADSHOT.

[Example] Obviously the change here would be armor values would be lower, like + 12 AL per piece if it'd be introduced for eles in the current game engine. [/Example]

Last edited by Buns United; Aug 02, 2007 at 12:33 AM // 00:33..
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Old Aug 03, 2007, 03:45 AM // 03:45   #335
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With the addition of a persistent world and the continuation of no monthly fees for GW2, there is an increased likelihood of visible griefers activity. PvE griefers will no longer be limited to outposts and, dare I say, ignorant players inviting them into parties. To deal with these possibly problems I suggest the following, as pulled from one of my papers:

Much of the literature has concluded that players’ “virtual identities and experiences are not separate from our identities and experiences in the material world. They co-evolve as they shape each other” (Yee). If this conclusion is true, then it is possible to use the players’ established social identities (how individuals identify with, and behave as part of, social groups) from the material world in the virtual world if the layer of anonymity were removed, or became transparent. Artificial intelligences (AI) and artificial emotions (AE) are used in computer games to increase the immersive quality of play. As an extension to this reason and players’ real and virtual identities are interchangeable, AIs and AEs could be used further in MMORPGs to cause the disappearance of the player anonymity layer. A similar effect can be seen in a variant of the Milgram experiment. As the subjects become physically closer to those that they requested to harm, fewer individuals are willing to inflict that pain. But because physical locality is impossible in online environments, AIs and AEs heighten the emotional investment and thus draw the players closer.

Artificial Intelligence and Emotion
As the industry has focused on how to create autonomous characters, artificial life has become sufficiently powerful to dodge and aim due to its focus towards first-person shooters. However, there have been serious strides towards applying the technology to stand-alone RPGs, such as The Elder Scrolls IV: Oblivion. The developers created Radiant AI, whose goal is to create virtual life, giving every non-player character (NPC) has a set of “needs” that they would need to realize instead of relying on a set of scripts. This application of drive theory provides a more NPC aware environment, thus creating a more socially intuitive environment.

A variant of AIs is AEs, attempting to create more of the subtle nuances of human expression. This technology has been researched and attempted in the game Ouroboros, which focuses on the dramatic interaction and character immersion (Eladhari and Lindley, 2003). The idea is that the character psyche is comprised of three different layers: momentary emotion, mood, and personality. The layers represent its rate of decay and priority. That is to say, momentary emotion has a higher order than mood or emotion and hence is the displayed behavior, however, it is also the most short-lived and will decay quickly. Players can more easily identify with characters when implicit non-verbal behaviors, such as expressions and gestures, are present.

What AEs aim to accomplish is to create an additional dimension of social interactions between the player and virtual characters. Imagine encountering an elderly man stooped over the dead body of a young woman. His gaze calmly drifts upward to reveal an empty expression. How would you react? If he were to appear mournful, you may respond with a feeling of sympathy. If he were to appear relieved, you may respond with a mood of nervous caution. If he were to appear gleeful, you may respond with a sense of fear. The reaction is dependent upon the expressed emotion; and under the existing medium, players are left blind to this extra dimension of interaction.

Further Uses for Artificial Technologies
However, these AEs have the ability to increase the emotional investment of the players, and shorten the emotional distance between the real and virtual identities. That is, by creating a stronger emotional connection to the virtual world the line between real and virtual identities become more blurred causing the line between real and virtual interactions to become more blurred. Once these lines have become sufficiently blurred, players may use natural world social cues to communicate (Cowell and Stanney, 2005).

What would instead occur in game is that characters would no longer maintain a neutral expression but would instead express their emotions due to game stimuli. The character would be actively created and passively maintained throughout the game to form a virtual person. For example, a character, Alice, has had several traumatic experiences involving dwarves, thus she is more apt to emote negatively in the presence of dwarves. Another example, Alice has grown familiar with Bob, another character; however, while adventuring with him, Bob get himself killed. Alice’s emotive response is that of sadness towards Bob and anger towards the monster that killed him. The natural emotive response is given to the character instead of the player.

This engenders the ability to more easily recognize the humanity, or lack there of, in other characters because the cues are occurring implicitly. With the ability to identify humanity in another, it is assumed that players will become less apt to grief; furthermore, with the ability to identify inhumanity in another, players will be less apt to be griefed.

Using traditional role-playing games as a basis for the role-playing experience, some literature suggests that the emotional investment involved in such games is higher than in computer roleplaying games. Not only do players have a higher investment in traditional role-playing with their character but also with other player characters (Tosca, 2001). Because of this higher emotional investment, again players are less apt to participate in grief play.

An example of a play element to heighten emotional investment is Humanity from White Wolf’s Vampire: The Requiem. This element dictates the morality of the player character, and as the character losses Humanity through immoral acts, such as stealing or killing, the character suffers accordingly, possibly gaining derangements. More importantly, the character’s appearance alters to coincide with the morality of the character. Low-Humanity characters constitute a more corpselike appearance whereas high-Humanity characters appear “more human than human”. This element not only prevents the act of griefing but also the act of being griefed. Although similar elements have been employed in previous MMORPGs, such as Ultima Online’s character flagging system (labeling a character as “innocent”, “criminal”, or “murderer”), these systems tended to oversimplify character interactions and fundamentally removed any emotional investment that is required in these interactions.

---------------------------------------------------------------------------

Please seriously consider these ideas as possibilities. I believe that such features (specifically idea of Humanity morphing) would work as solutions to possible griefing and as well as extend of the gameplay.

Last edited by nrvllrgrs; Aug 03, 2007 at 03:55 AM // 03:55..
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Old Aug 03, 2007, 05:29 AM // 05:29   #336
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Quote:
Originally Posted by nrvllrgrs
With the addition of a persistent world and the continuation of no monthly fees for GW2, there is an increased likelihood of visible griefers activity. PvE griefers will no longer be limited to outposts and, dare I say, ignorant players inviting them into parties. To deal with these possibly problems I suggest the following, as pulled from one of my papers:

Much of the literature has concluded that players’ “virtual identities and experiences are not separate from our identities and experiences in the material world. They co-evolve as they shape each other” (Yee). If this conclusion is true, then it is possible to use the players’ established social identities (how individuals identify with, and behave as part of, social groups) from the material world in the virtual world if the layer of anonymity were removed, or became transparent. Artificial intelligences (AI) and artificial emotions (AE) are used in computer games to increase the immersive quality of play. As an extension to this reason and players’ real and virtual identities are interchangeable, AIs and AEs could be used further in MMORPGs to cause the disappearance of the player anonymity layer. A similar effect can be seen in a variant of the Milgram experiment. As the subjects become physically closer to those that they requested to harm, fewer individuals are willing to inflict that pain. But because physical locality is impossible in online environments, AIs and AEs heighten the emotional investment and thus draw the players closer.

Artificial Intelligence and Emotion
As the industry has focused on how to create autonomous characters, artificial life has become sufficiently powerful to dodge and aim due to its focus towards first-person shooters. However, there have been serious strides towards applying the technology to stand-alone RPGs, such as The Elder Scrolls IV: Oblivion. The developers created Radiant AI, whose goal is to create virtual life, giving every non-player character (NPC) has a set of “needs” that they would need to realize instead of relying on a set of scripts. This application of drive theory provides a more NPC aware environment, thus creating a more socially intuitive environment.

A variant of AIs is AEs, attempting to create more of the subtle nuances of human expression. This technology has been researched and attempted in the game Ouroboros, which focuses on the dramatic interaction and character immersion (Eladhari and Lindley, 2003). The idea is that the character psyche is comprised of three different layers: momentary emotion, mood, and personality. The layers represent its rate of decay and priority. That is to say, momentary emotion has a higher order than mood or emotion and hence is the displayed behavior, however, it is also the most short-lived and will decay quickly. Players can more easily identify with characters when implicit non-verbal behaviors, such as expressions and gestures, are present.

What AEs aim to accomplish is to create an additional dimension of social interactions between the player and virtual characters. Imagine encountering an elderly man stooped over the dead body of a young woman. His gaze calmly drifts upward to reveal an empty expression. How would you react? If he were to appear mournful, you may respond with a feeling of sympathy. If he were to appear relieved, you may respond with a mood of nervous caution. If he were to appear gleeful, you may respond with a sense of fear. The reaction is dependent upon the expressed emotion; and under the existing medium, players are left blind to this extra dimension of interaction.

Further Uses for Artificial Technologies
However, these AEs have the ability to increase the emotional investment of the players, and shorten the emotional distance between the real and virtual identities. That is, by creating a stronger emotional connection to the virtual world the line between real and virtual identities become more blurred causing the line between real and virtual interactions to become more blurred. Once these lines have become sufficiently blurred, players may use natural world social cues to communicate (Cowell and Stanney, 2005).

What would instead occur in game is that characters would no longer maintain a neutral expression but would instead express their emotions due to game stimuli. The character would be actively created and passively maintained throughout the game to form a virtual person. For example, a character, Alice, has had several traumatic experiences involving dwarves, thus she is more apt to emote negatively in the presence of dwarves. Another example, Alice has grown familiar with Bob, another character; however, while adventuring with him, Bob get himself killed. Alice’s emotive response is that of sadness towards Bob and anger towards the monster that killed him. The natural emotive response is given to the character instead of the player.

This engenders the ability to more easily recognize the humanity, or lack there of, in other characters because the cues are occurring implicitly. With the ability to identify humanity in another, it is assumed that players will become less apt to grief; furthermore, with the ability to identify inhumanity in another, players will be less apt to be griefed.

Using traditional role-playing games as a basis for the role-playing experience, some literature suggests that the emotional investment involved in such games is higher than in computer roleplaying games. Not only do players have a higher investment in traditional role-playing with their character but also with other player characters (Tosca, 2001). Because of this higher emotional investment, again players are less apt to participate in grief play.

An example of a play element to heighten emotional investment is Humanity from White Wolf’s Vampire: The Requiem. This element dictates the morality of the player character, and as the character losses Humanity through immoral acts, such as stealing or killing, the character suffers accordingly, possibly gaining derangements. More importantly, the character’s appearance alters to coincide with the morality of the character. Low-Humanity characters constitute a more corpselike appearance whereas high-Humanity characters appear “more human than human”. This element not only prevents the act of griefing but also the act of being griefed. Although similar elements have been employed in previous MMORPGs, such as Ultima Online’s character flagging system (labeling a character as “innocent”, “criminal”, or “murderer”), these systems tended to oversimplify character interactions and fundamentally removed any emotional investment that is required in these interactions.

---------------------------------------------------------------------------

Please seriously consider these ideas as possibilities. I believe that such features (specifically idea of Humanity morphing) would work as solutions to possible griefing and as well as extend of the gameplay.
OK i just read this, and may i ask...what? I really don't see how that has much of anything to do with gameplay. explain please??
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Old Aug 03, 2007, 10:10 AM // 10:10   #337
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When I think of GW2 I shudder. I envision a generic MMORPG, like WoW, or EQ.
What made Guild Wars...well, Guild Wars! All instanced, low level cap, and you acctually have to think (isnt that a radical thought?).

GW2 sounds like ANet said "HEY! Blizzard is smart, lets take their game, cross out 'World of Warcraft' and write in Guild Wars 2! Sounds great!"

I dont mind new races. I dont mind mounts. I mind level 100+ level cap and almost all persistence
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Old Aug 03, 2007, 11:38 AM // 11:38   #338
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Yeah Lurch but the problem is some people wanna roleplay when they play games. I have this friend Ian who played GW but turned to WoW mostly because he could afford it now and wishes to go roleplay. He wants to go and fight enemy orcs, he wants to go explore the world from the back of the mount...
And I can't blame him.

I mean GW world is a great one but it needs a tad more freedom. I ventured throughout the world and it it feels a bit restricted and dumb. I mean the constrictions on where to move and how to move are quite annoying (hills mostly;I can never tell which one is climbable or not). Also persistent worlds are good for one thing community strengthening. Though I must say I hope they make level cap lower and leave only 8skill bar and no items (atleast in PvP). I see no point in adding gazillion slots to the game.

What I really want is for spells to have that jazz feel to them. I mean when you use skill summon phoenix, let it summon a damn phoenix. If it says fireball, there should be a fireball falling down (don't care if others fall or fly away though). Also the elites need a bit more power. Elites should go BOOM!! not boom.
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Old Aug 03, 2007, 02:26 PM // 14:26   #339
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So the basic idea is such:

At the beginning of play, players are assigned a neutral morality. If they perform an a moral or immoral act against another player (or possibly NPCs, depending on how expansive ArenaNet would want this feature), there is a percent chance that players' morality rating would go up or down. For example (as taken from Vampire), if a player were to have a morality of 5, performing arson would force the player to roll 3 dice to determine whether their is morality loss. Depending on the players' level of morality, differing actions would cause this roll. With a morality of 10, selfish thoughts would force 5 dice, and in order to force a roll with a morality of 1 the act would have to be at the degree of rape, torture, or mass murder.

And depending on a player's morality, the character would physically change accordingly. Again, a morality of 1 would be displayed as a corpse-like character and a morality of 10 would be seen as a somebody who is more-human-than-human.

That is not to say that a player who has a neutral appearance isn't immoral. Only that they were lucky and committed immoral acts without taking morality loss. This feature could also allow the opening and closing of different quest lines being that NPCs could potentially react differently because of your appearance, similar to Fable (only better than generic cheering and cowering).

Does this make more sense?
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Old Aug 03, 2007, 11:06 PM // 23:06   #340
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I dont know if this is a repost or not... but here it goes;

What if you could use your own made charakters as henchmen, picture this; you have 4 made charakters, one of them is high lvl... you can use that charakter to help you out with more dificult missions or to lvl up your begining charakters etc. (Like a famely) I read something about famely on page 1 or 2... and i think its a good idea.

I support all the good ideas about the charakter costumisation... And for those ppl who ceep saying; ...more like wow... Just go and play wow.

P.S.

Two-Handed Swords (Huge Swords...Berserkers Swords)=Think Monsterhunter or Ber$erK (Manga/Anime), Two-Handed Battle Axes, Dual-Wielding Weapons, Mounts (Huge; Lizzard, Insectlike creature, Beast, etc...)=They can at the same time be your pet... (NO Horses!!!) :P

Keep the good ideas up...
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