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Old Sep 08, 2007, 01:09 PM // 13:09   #441
Ascalonian Squire
 
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Quote:
Originally Posted by Bazompora
Miniature Fights:
in the vain of cockfights (albeit alot less bloody) and further inspired by polymock, 2 miniatures could be setup in a fight, on a bar table or in a small ring. The miniatures would be fully automatic in the fight, but owners can choose a skill template in advance. To make it more interesting, bets can be made on the outcome. But, best of all, miniatures would finally get a real ludic use and collecting/managing them would be a mini-game on itself.
u shoul also be able to put on runes/insignias on the minis
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Old Sep 10, 2007, 11:59 AM // 11:59   #442
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Oh yeah, fighting on the rooftops of Kaineng, rumping around could be the most awesome thing!
I WANTS!
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Old Sep 10, 2007, 10:27 PM // 22:27   #443
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1. Auction House
2. Going inside buildings
3. What ever the max atribute or stat level is, make it harder to reach. We level up way to fast.
4. Customization of characters. More hairdoos, hair color, faces, beards, height, weight, ect..
5. More armor options. Need to have a set of starter armor to choose from, and need to have armor level requirements. No lvl 6 characters to be ran from point A to B for elite armor.
6. Seperate PVP and PVE skills. This is the most skill nerfed game because of how people use skills in pvp.
7. Dual wielding. Two hand axes, Two Swords, ect..
8. Two handed swords, Colossal Fellblade FTW
9. Several different Dances and new emotes

will think of more stuff
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Old Sep 10, 2007, 10:43 PM // 22:43   #444
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Quote:
1. Auction House
2. Going inside buildings
3. What ever the max atribute or stat level is, make it harder to reach. We level up way to fast.
4. Customization of characters. More hairdoos, hair color, faces, beards, height, weight, ect..
5. More armor options. Need to have a set of starter armor to choose from, and need to have armor level requirements. No lvl 6 characters to be ran from point A to B for elite armor.
6. Seperate PVP and PVE skills. This is the most skill nerfed game because of how people use skills in pvp.
7. Dual wielding. Two hand axes, Two Swords, ect..
8. Two handed swords, Colossal Fellblade FTW
9. Several different Dances and new emotes

will think of more stuff
so basically WoW + more of it.

ps. level requirements for armors would suck so much balls. the same way title rank requirement does. except level requirement would probably suck more.
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Old Sep 11, 2007, 08:23 AM // 08:23   #445
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GW2 needs professions like mining, blacksmithing,etc., kind of stuff. Keep the player levels low but have things like mining and such that you level up. Once you have done leveling your character you will still be able to have extra things to level up.

Need a low level cap. It sucks when you can't do certain things with your friends because you are different levels. That's the great thing about GW pve (if you can FIND a group that is). Most of the content is for max level, so everyone can do it together. Having high level cap just creates problems like in the current GW where everyone is so spread out you can't find groups for anything even if everyone wanted to group.


Having other things like professions, to level up, is a decent replacement for actually leveling characters.

Gaining reputation with factions are nice but only if it is optional. Having to gain high amounts of rep to move through the game sucks, but if it's just to get some pretty armor/weapon/whatever, it's a good carrot on a stick. Or having the rep points could open up new optional quests.

The key word to all this is OPTIONAL. Lots of optional content that is actually fun and rewarding yet takes some actual work to accomplish. But not TOO much work. That makes it unfun.
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Old Sep 11, 2007, 11:34 AM // 11:34   #446
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Quote:
Originally Posted by Gattocheese
1. Auction House
2. Going inside buildings
3. What ever the max atribute or stat level is, make it harder to reach. We level up way to fast.
4. Customization of characters. More hairdoos, hair color, faces, beards, height, weight, ect..
5. More armor options. Need to have a set of starter armor to choose from, and need to have armor level requirements. No lvl 6 characters to be ran from point A to B for elite armor.
6. Seperate PVP and PVE skills. This is the most skill nerfed game because of how people use skills in pvp.
7. Dual wielding. Two hand axes, Two Swords, ect..
8. Two handed swords, Colossal Fellblade FTW
9. Several different Dances and new emotes

will think of more stuff
You mean I can't Run the whole game and actually have to work for it o_0
Some very good ideas, although people might say it it like WoW (never played it) I think it will a nice refresher for the game.
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Old Sep 14, 2007, 02:41 AM // 02:41   #447
Pre-Searing Cadet
 
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I don't know if this has been suggested yet, read to about page 5 ^_^.


Within the guilds, how about having quests made by the leader/officers. Similar to wanted posters. I. E. Leader X needs a certain inscription, offers a reward, and dispatches it to a guild npc that has guild quests, the members can then help with attaining it. Also, there could be a town/city that has tons of guild npcs with quests made by their respective guilds open to the public.

Might lead to better alliances.

BTW, the auction house is like a place to auction off items? Why not just have individual player owned shops, that uses their avatar in a certain town/server?


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Old Sep 15, 2007, 09:36 PM // 21:36   #448
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Join Date: Sep 2005
Guild: Templar Knights Eternal
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Default GW2 Suggestion

Sorry if this is in the wrong spot - I am forumly challenged

I wanted to suggest there be a way to link multiple GW1 accts to a single GW2 acct. Those of us playing since the very beginning were stuck buying 2 accts if we wanted extra slots, and have characters we love on both accts. I will NOT be buying 2 GW2 accts, even if it means I will lose my favorites on my second acct, which is sad after the amount of time I have spent on them. I have over 2,000 hours on BOTH accts...so you can see why I am both excited AND scared about the future GW2. I have put a lot of time and energy into characters and accomplishements. It would be nice to be able to bring all of it with me instead of 1/2 of it.

I would be TOTALLY willing to pay to have the extra slots off that second acct added to my GW2 acct (as I am sure most other old-timers would). That way we can have our character accomplishements/names/etc, AND a-net can still make the money they would have made by forcing us to buy a second acct to keep those character accomplishments. It is not the money that made me decide to not get a second acct...it is just that it is a pain in the rear to have 2 accts (especially as the GL of a large alliance).

Also, as has been mentioned before, it would be really nice if we could transfer armor skins over. I know I have multiple 15k sets on most my characters. To lose those skins will be painful and does not seem very rewarding to those of us that have spent the time and the gold to do this. It doesn't matter if our armor is max - implementing an armor system similar to the hero armor that increases with level would be great! I know keeping our dye scheme would probably be difficult (although that would be nice since I do have dye mixes that have 2 blacks + colors on each piece), but that would merely be a minor incomvenience. The skin is the most important - the color can be added as it is found/bought.

Thanks so much for all you do! The GW community thanks you for listening to our suggestions!
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Old Sep 16, 2007, 03:59 AM // 03:59   #449
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A website that was posted in this thread multiple times has come to my attention. http://www.nikiwiki.com.

A lot easier than this to post and vote on suggestions. Im not putting down the forums completely, just giving more options
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Old Sep 16, 2007, 04:52 AM // 04:52   #450
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I want to make two major suggestions;

1) I think GW2 should have a stamina bar just like health and energy bar, but it should fluctuate at much slower rate. It should decrease only when player is running, attacking and using skills. The rate of decrease should small and it shouldn't effect the player's speed until its completely spent.

The way to recharge your stamina would be to eat food, (except drinking ale or any alcohol) and resting by sitting or sleeping.

So you are probably wondering "why bother having Stamina bar if its going to fluctuate at very slow rate?" well my intentions are 3 fold, one to add realism to game which is debatable considering GW is fantasy. second reason is to discourage farming by the minute. Running out of stamina would reduce the rate of success in farming. 3rd reason is to introduce the idea of setting up a temporary camp in explorable zones. which leads me to my second idea for GW2

2) Enabling the ability to set up a temporary camp in an explorable area would make the gameplay less frustrating for those who don't play GW more than an hour of their time. Some people have complained that to get from one outpost to another it takes too long. So ArenaNet has made most of the treks fairly easy to get to within an hours time. For many players, this is short and too easy. Stretching the distance from one outpost to another forces the need to prepare for the long haul.

By having the group leader set up a camp, everyone pitches their own tent or sleeping bag. Each profession having a different style of sleeping wares and method. There can even be a campfire and the need for wood becomes more important material. So does other material like silk and fibers.

There's a lot of idea that can grow out having a temporary camp, such as having saving point to log off game. Enabling things like cooking food over fire would help increase stamina. There can be title for the most or least amount of camping. There can be reputation title for exchanging stories found in the game (which should only be done over a camp).

I've long wondered why GW doesn't feel like true adventuring.
to me It feels like you are let out the gate (outpost) like a rat on drugs and are quickly put in cage when you reach the destination (next outpost). I truly believe if they add a stamina bar and camping it would slow the game down in terms of getting from point A to point B, and add more meaning to materials. It will also add to camaraderie among fellow players.


I've checked the index and searched and I couldn't find anything on the topics I just posted, sorry if missed it.
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Old Sep 18, 2007, 03:44 PM // 15:44   #451
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I wouldn't mind a steed/mount of some sort for when you're in vast explorable areas and there's a lot of ground between you and the next enemy or outpost.

Also, a better design of cape would be good. Maybe a choice of styles, because on certain characters they don't look that great no matter the emblem. For instances you could have cloaks for Assassins, Ritualists or Rangers etc.
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Old Sep 18, 2007, 05:14 PM // 17:14   #452
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Guild: Dragonslayers Of The [Mist]
Profession: W/Mo
Default Movement/Interaction and ssome random ideas

Movement/Interaction

- Don't make it like Tabula Rasa, it's to far away from what players are used to in GW.
A movement/interact system, like Dungeons & Dragons Online will be much easier getting used to.
Maybe even add some way to get airborne.

Random Ideas

- Stealth would be nice, but it should be in a way so the stealth using class has to watch out while moving.
As example should walking into a bush make noise, getting into lighted areas expose the character etc.

- Trap detection and some skill to disarm them with could be another thing that could be added.

- Traps in chest, doors etc.

- Secret passages and rooms, we don't have enough of them.

- Make some of the things like chests etc. spawn a bit more random.

- More interaction in quests, add some that don't require hack and slay, even some quests that require to avoid it.

- Grind should be an option, not a must.

- Implement other ways to raise to max reputation, then just by grind.

- Some kind of auctioneering system.

- Day and night, different monsters for what time of day it is.

- More character customization, plus the ability to create "ugly" characters. (some players really want this option)

- Craywulf's camp idea.

- Bazompora's Minipet fight idea. But give the minis own skills that can be set, and make it so the players cant see the opponents pet before the fight starts.

- Add items with better stats in exspansions.

- Jewelery and jewelery sets, armor sets, weapons sets that add some kind of bonus when used as complete sets.
Or maybe even better, a way to enchant items into a set that gives a bonus.

- Glows, like dyes, just that you can add different colors of glows to items.
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Old Sep 19, 2007, 01:01 AM // 01:01   #453
Ascalonian Squire
 
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just a few ideas that may or may not have been mentioned as i fell asleep reading 23 pages of replies

1-char identity as it relates to profession:
-as it stands we can create a human war or human monk or whatever and thats what they are no matter how they play. i would suggest something along the lines of creating a unique look to your char based on your profession and your chosen skills direction. i dont want to go into the skills research/skill tree thing because i think that is too limiting. instead let the player choose the specialty they want instead of having that predetermined for them. for instance mesmers have fast casting primary, monks are divine favor, etc. if the player wants to run an ele that will primarily run fire then let them choose fire as their primary. second to this is the armor/appearance of said character. the char should always have some resemblance to the "elementalist" class but allow fire eles to have different armor/appearance than water eles, etc. while its still possible to keep flexibility to change builds as is needed, once chosen, that char should have an inherant bonus for that attribute once its chosen. the ability to choose should also only be open after that char has matured and gained a reasonable amount of skills to allow the player an informed decision. it could be simple as capturing an elite skill or going through a specialized quest that allows the char to "transform" into the new char type.

2- skills
-probably the most disputed area for GW2. keep the skill limit to 8 or allow limitless access? both have points but i have an idea to find the middle of the 2 sides. have a planned skillbar like we have now of say, 10-12 skills but allow other unlocked skills to be easily accessed if needed. give the skill bar normal or slightly buffed stats (ie: faster recharge, lower energy cost, faster cast, more dmg, etc due to the fact the char has been practicing with them and gotten proficient at using them for this mission/quest) and/or give the non-skillbar skills slight penalties to use (slower recharge, higher energy/adrenaline cost, etc due to the fact that the char has not been practicing these skills therefore it would require more effort to use them). this will allow the player who plans and has a proper skill bar for that area, and only uses their skill bar, a definite advantage over one that plays the "rainbow" of available skills. on the flip side, it will also allow a buffer for those that dont have a proper skillbar for a quest or mission. even though it will definitely be harder with an incorrect skillbar, missing 1 or 2 helpful skills wont necessarily mean having to restart the mission over again. with the continued use of attributes, then there wont be warriors using meteor shower after setting traps.
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Old Sep 19, 2007, 05:58 AM // 05:58   #454
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Quote:
Originally Posted by Mineria
Movement/Interaction

- Don't make it like Tabula Rasa, it's to far away from what players are used to in GW.
A movement/interact system, like Dungeons & Dragons Online will be much easier getting used to.
Maybe even add some way to get airborne.
I haven't played either games but I do like the idea of having ability to fly. I would suggest allowing players to play as a Tengu which can fly depending on the amount of points in their primary attribute Flight. Have a required skill much like Ranger needs Comfort Animal to have pet support. Make the flight time limited say between 10-30 seconds. with a recharge of 65 seconds. This skill could also be profession related, The Paragons often show ancestral wings when casting. I think the Necromaners could also have flight skill. Their wings can be bat-like or insect looking.
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Old Sep 20, 2007, 03:28 AM // 03:28   #455
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It should be more open-ended, after you finish all the quests and missions there should be more things left to do and more reasons to keep playing, like what was done with the competitive missions in Factions but more of them, and more rewarding ones.
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Old Sep 20, 2007, 11:34 AM // 11:34   #456
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Quote:
Originally Posted by Rainbird
Oh yeah, fighting on the rooftops of Kaineng, rumping around could be the most awesome thing!
I WANTS!

I so agree... I Just want to Jump...... I dont know how many times i press [spacebar] to jump and i'm like wtf... oh yeah i'm in GW .. granted its onl or our amusement... but like in another MMORPG Flyff.. jumping dosen't do anything and even if your attacking and jumping you stillg et dmg from the monster.... All i ask is to be able to Jump.... well that and Free Panda Mini pets..... but thats a whole other story.

Another suggestion.. is insted of epopel spamming the trade chat have a self opened store so that people can walk by and buy crap while your afk or something.. saves us all time and annoyance when we wont have to see much of WTB WTB WTB WTB WTS WTT .... OMG I MUST HAVE BUY ME MEMEMEME.. all the time.

I would say more character room in the typing areas.... to really make it more vast if you really want to roleplay make it so we can talk more.. or even better a voice chat in game when you join groups.. like in BF2 or something.

Last edited by Ms Utena Tenjou; Sep 20, 2007 at 11:38 AM // 11:38..
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Old Sep 20, 2007, 02:58 PM // 14:58   #457
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I just want to Have Dwarves as a playable race.

I can live with a lot of changes for Guild Wars 2, but the one thing I always wanted was being able to play a Dwarf.

Please consider that for Guild Wars 2.
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Old Sep 20, 2007, 04:05 PM // 16:05   #458
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I would also enjoy a rich and deep character customization from your looks to your armor. I dont enjoy entering a major city and seeing hundreds of me walking around. And as far as armor, maybe more choices at certain levels. That way there is not just 2 or 3 elite armors, but many elite armors. That way you have a choice and a goal to work toward.

I think this thread is now a wish thread. I believe they have already gotten what they want and what they have in mind for GW2 now.
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Old Sep 20, 2007, 04:14 PM // 16:14   #459
Ascalonian Squire
 
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Interaction in Outpost

In Guild Wars, outpost is for chilling out, taking quests or buying/selling items, but we can add to this outpost more "LIFE"

For example:
  • Bar whit drunked ppls, where u see they saying "I love u man" etc. but that bar will must exist, then alcohol must cost less, and can be only used in bars. Then Drunked title will be more cheaper, and very funny
  • Pets in town, running away form us or fallowing. Again funny aspect.
  • For next example doing somthing, that player can interact in outpost, doing something that will ring the clock or anything that many player in one time can try - when somebody win, his name will apper in sentence "Name of the player, started a new day of challange" <-- In the biggest town.

More interaction please, thanks.

Sorry for my bad language.

Last edited by oonly; Sep 20, 2007 at 04:17 PM // 16:17..
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Old Sep 20, 2007, 04:36 PM // 16:36   #460
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Smile

1)jumping,swimming etc..
2)solo play
3)world PvP
4)auction hause
5)more stats on items
6)lots of non-instanced areas
7)trade skills(maybe based on collector items?)
8)factions(shining blade,white mantle,ascalonian,..)
9)day-night ycle
10)more items slot and non-set armor pieces(so you dont look meet 5 lookalikes an hour)
-----------------------------------------------------------------------------
I know,sounds lots like Wow,but if these things were added to the excisting Gw word without the implention of necesary grind,it should make for one great game.
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