May 20, 2008, 01:52 AM // 01:52
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#1181
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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Quote:
Originally Posted by shoyon456
How about a better suggestion:
ELEMENTALISTS have the ability to summon hulking stone/ice/fire/air elementals.
Then, on the flipside, while only eles can summon, we could make dervs have Earth Prayers/Wind Prayers elemental forms
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sounds cool. It would help with tanking issues
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May 20, 2008, 10:25 PM // 22:25
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#1182
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Krytan Explorer
Join Date: Sep 2007
Location: somewhere on earth!
Profession: E/Me
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just to add a side suggestion to recent complaints about map traveling, i will be sharing my thoughts and opinions.
IMO I think players should have two different choices for traveling, one option of traveling is that players can experience the world in real time while moving at extremely fast velocities, like some kind of speed mount that can travel through a huge continent in minutes, and if there is any possible way we can have teleportation without the need of loading screen (down time) possibly the way runescape traveling is structured were you cast a magic spell and you can instantly travel to certain areas.
speed mounts: travel anywhere in the game quickly and fast while experiencing the world.
teleportation: instantly travel to certain marked areas of the world map with no loading down times(umm im pretty sure if gw2 will be a persistent game we can have teleportation without the use of loading)
having a more dynamic travel system like this can create a rich world and will be incredibly successful!
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May 21, 2008, 11:59 PM // 23:59
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#1183
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Mesmers should be made more PvP viable (since World PvP is being included) by adding to their skills more of those that deal with time/movement manipulation, or "crowd control" for you WoW fans. I think spells that do this would be right at home in a situation where many people will be present in one arena. Spells like:
Mind Bog:
Hex Spell. Increase target's casting time of spells by x%. That foe also cannot move/moves y% slower for z seconds.
Something like that would make Mesmers more versatile with GW2's new z-axis world, and more simplified skills.
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May 22, 2008, 11:17 PM // 23:17
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#1184
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: Drunken Smurf Society
Profession: N/Mo
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Quote:
Originally Posted by Colink265
In Order for GW2 to be fair and to be a seamless world It seems that the map travel option should be removed. It only makes the game easier. And I'm not trying to say "Oh, lets be like WoW" I'm just saying the map travel option makes the game so much more easy.
Plus, with a map travel option, it would make mounts completely obsolete
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I have to say i definately aggree. I would rather have the map travel taking out because not only does it make the game easier but it just feels like a lazy way to play the game, plus i wanna be able to explore more while traveling to the next town or outpost.
Hope they introduce mounts
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May 22, 2008, 11:26 PM // 23:26
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#1185
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Ascalonian Squire
Join Date: Sep 2007
Location: Croatia
Guild: Croatian Maniacs [CM]
Profession: E/A
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The asura gates were made as a good explanation for setting map travel, story-wise.
The map travel WILL be present, in the form of asura gates, but probably restricted to 5-10 areas/towns/outposts.
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May 24, 2008, 07:48 AM // 07:48
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#1186
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Pre-Searing Cadet
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This is an idea I had when thinking about Guild Wars about a year ago:
You could give the ranger a whip as a weapon choice. The idea is that you could use whip skills on your pet which give your pet (as an example): extra damage, movement/attack speed but small health degen for a short period, or something along those lines.
Not a very developed idea but I felt I had to get it out, especailly with the new indiana jones movie.......
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May 25, 2008, 03:23 AM // 03:23
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#1187
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Desert Nomad
Join Date: Jul 2006
Profession: D/
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Quote:
Originally Posted by Zedar
This is an idea I had when thinking about Guild Wars about a year ago:
You could give the ranger a whip as a weapon choice. The idea is that you could use whip skills on your pet which give your pet (as an example): extra damage, movement/attack speed but small health degen for a short period, or something along those lines.
Not a very developed idea but I felt I had to get it out, especailly with the new indiana jones movie.......
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So wait, you want to WHIP your animal companion? Um, animal cruelty and wrong on so many levels.
On another note, I dont know if it was suggested but with the new system to seperate pvp and pve skills in gw1, I feel that there is no point to having pve only skills anymore and likewise there should be NO pve-only skills in gw2 if a similar system exists.
Pve-only skills dismantle the individual characteristics that make each class unique (see ursan's blessing).
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May 25, 2008, 05:14 AM // 05:14
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#1188
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Desert Nomad
Join Date: May 2005
Location: Belgium
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there actually where some fake ranger whip weapon edited screens back in the day
dual or poleaxes and do the same with swords
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May 26, 2008, 03:44 PM // 15:44
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#1189
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Academy Page
Join Date: Jul 2006
Guild: Disciples Of James
Profession: W/R
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Honestly the suspense of this game is killing me! I WANT TO PLAY GW2!!!
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May 26, 2008, 05:38 PM // 17:38
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#1190
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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coming from an RTS background, i'd like to see GW2 support replays. (if you don't know what a replay is...they are essentially what you see on observer mode - only you can save your own replays and share them with other people, and watch them at your own convenience. they are not videos, simply a bit of code that tells the game how to replay a recorded sequence of events.)
they are better than videos because of the convenient file size. depending on the game, most replay files are generally below 500kb. also, there is no compression or loss of quality, and they are interactive. click on a player and you can see their bar and everything they do from their point of view.
think of it as a new and improved (and portable!) observer mode.
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May 26, 2008, 05:54 PM // 17:54
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#1191
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Ascalonian Squire
Join Date: Apr 2008
Guild: House of Phonix VII
Profession: R/Rt
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I had a random idea yesterday when i was playing EOTN. Nicknames. When creating a character, it could be a second option to a name. Youd put in your full in-game name, then would have a nickname. Lets face it, when you adress someone, you say their first name/nickname only, not their full name with their last name. And it wouldnt have to be different for everyone because it would only affect PvE
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May 27, 2008, 01:20 AM // 01:20
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#1192
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Ascalonian Squire
Join Date: Dec 2006
Guild: In The Black Widows [WEB]
Profession: R/
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I'm not sure if there is any idea similar but i tried searching beforehand.
Since the addition of the Hall of Monuments in Eye of the North, a lot more people became interested in Titles. I thought it would be nice to reward the character in GW2 (which may share the same name as the GW1 character) with some sort of "emote" or special "ability" more subtle maybe, like Divine Aura. The emote/ability would depend on the player's rank in the Kind of a Big Deal track, but someone who has achieved Rank 6 should deserve some kind of special recognition. The Hall of Monuments can also carry PvP titles, so it should not be restricted to PvE titles only. Equally, someone who has a high Hero Rank deserves just as much recognition. As it is a new game, and it would seem unfair to new players, a lot of thought would probably have to go into how GW1 achievements are carried through. This is something that wouldn't affect gameplay or items and is somewhat trivial.
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May 30, 2008, 11:12 PM // 23:12
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#1193
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Ascalonian Squire
Join Date: May 2008
Profession: E/
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trade spamming
i think that in GW2 they should have specific towns or outposts set for trading. as you get further through the game you will obviously find more of these trading posts and perhaps the later on in the game that post is, the more money you can carry around in it. this could perhaps lead on to not actually being able to carry around money anywhere but these trading outposts meaning that when you leave one or enter a non-trading post, your money automatically transfers to your storage account.
this has many bad points about it which would have to be improved but i would be willing to listen to your comments.
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Jun 02, 2008, 04:41 PM // 16:41
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#1194
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Ascalonian Squire
Join Date: Mar 2007
Location: belgium
Profession: W/
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GW2 for Mac
i would like to see gw2 on a mac because you will have to give everyone the oppertunity of playing gw2 and because i am going to buy a macbook pro and afraid gw2 will not run very good on it. why i don't just buy a normal pc? because i hate windows and there way of working (plz don't start a discussion on what's the best because that discussion is endless!). OK you can bootcamp xp or vista but this is not the same and not the best thing to work on (first start osx then bootcamp to xp or vista).
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Jun 02, 2008, 05:12 PM // 17:12
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#1195
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Krytan Explorer
Join Date: Jan 2006
Profession: W/
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I want GW2 to be not hateful to farmers.
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Jun 02, 2008, 05:53 PM // 17:53
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#1196
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Frost Gate Guardian
Join Date: Mar 2008
Guild: Binge And Purge [HET]
Profession: D/W
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Quote:
Originally Posted by Xephus
Originally Posted by Colink265
In Order for GW2 to be fair and to be a seamless world It seems that the map travel option should be removed. It only makes the game easier. And I'm not trying to say "Oh, lets be like WoW" I'm just saying the map travel option makes the game so much more easy.
Plus, with a map travel option, it would make mounts completely obsolete
I have to say i definately aggree. I would rather have the map travel taking out because not only does it make the game easier but it just feels like a lazy way to play the game, plus i wanna be able to explore more while traveling to the next town or outpost.
Hope they introduce mounts
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but how would they make it so you can only equip a certain number of skills? if they do it that way, they combat system would evolve like wow's allowing you to use all your skills
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Jun 04, 2008, 07:51 PM // 19:51
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#1197
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Pre-Searing Cadet
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My great hope for GW 2 is that it is much more sandboxy than the beautiful railroad that is GW 1. The fact that the designers have said that it will be more of a sandbox makes me happy. I want to direct the story of my character, not watch as the pre-determined story of the world unfolds before me. In fact, I hope that there are no massive threats from which kingdoms must be saved. I would rather just focus on taking my own PC from rags to riches. I would be quite happy to lose all the fancy cut scenes in return for more choices about how to pursue my own destiny.
As part of this sandbox approach, I would like to have many more quests to choose from. I want to choose which quest I want to do next based on which gives me the reward I want most right now. That way, my questing is driven by my own goals. I don’t want to just be undertaking a quest because it is next in line. I would gladly put up with more repetition in questing if I could have a lot of quests to choose from.
It would be nice to always have a choice between which groups you want to grind rep for. In Guild Wars 1, gaining rep was just the inevitable consequence of doing what you were going to do anyway. Rep grinding would be more interesting if it involved strategic decisions; who do I care most about impressing right now, the king or the guild of assassins?
Another thing that would help to produce a sandbox feel is to allow character to have non-combat professions. Maybe instead of running quests today, I would rather just go mining. This has already been talked about a great deal on this thread, so I won’t say more here.
I agree that a PC should be able to have a stable of pets. It adds variety to the game experience and should be easy to implement.
I also agree that there should be no limit on chest storage, particularly where crafting materials are involved. A function that automatically sorted your chest content by type would be nice too.
Like most people, I badly want an auction house. I’m sick of people spamming trade messages.
Character appearance could be much more fully customized if each piece of clothing had two color locations instead of just one.
Non-intelligent monsters should stop dropping gold. It makes no sense. If I want gold, I should have to search it out rather than collecting it randomly.
I want the hero and henchmen system to remain. Nothing is more boring than just standing around in town waiting because people aren’t logged in or don’t want to group. I am sure the henchman system makes it harder to find a group, but why would I want to group with another player who would rather have a robot?
Map travel needs to be kept. I am a busy man and haven’t got all darned day.
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Jun 05, 2008, 01:48 AM // 01:48
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#1198
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Frost Gate Guardian
Join Date: Aug 2007
Location: The Great State of Denial
Profession: W/Mo
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One thing I'd like to see...
We've all been in missions that are very involved and mean a lot of running around from place to place. What seems to happen a lot is that people just...leave. Either through pc problems, game glitches, or, maybe some of them do just up and leave on their party-mates.
It isn't so bad if you're just starting out on the mission/quest/whatever; you can just map back into town, and find a new person.
But it happens a lot when you're in the middle of the thing, and you've invested too much time to just go back and start over. I'd like to see something where-if a party member left for whatever reason-you could either replace that person with another player, Hero, or Henchy, so you can go on as a full party...
Vandevere
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Jun 05, 2008, 02:15 PM // 14:15
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#1199
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Krytan Explorer
Join Date: May 2007
Profession: P/
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what I'd like to see
I'd like to see a reworking of some of the character classes - in particular: Necromancers and Mesmers.
Make Necroes (similar to what they are) deal with health - i.e., life-stealing; disease; animating undead; conditions. Maybe give them a Black Magic line that works like the Monk Smiting line, only it is Dark damage. Soul-reaping, while the concept is very cool and fitting, needs to be reworked. Maybe like they have done in some other games where, when a creature dies, there is a "soul" or spirit on the screen that needs to be "reaped" - i.e., an active choice must be made to use the energy available from that spirit before it dissolves. That way, not every Necro benefits, and souls don't grant unlimited amounts of power. A soul only has so much energy it can give, and then its gone, used up; "eaten". The higher my SR, the more efficient I am at eating that soul's energy. Animated undead could be "maintained" enchantments - which obviously limits how many minions one can have. (Instead of the gradual but increasing health degen they currently have to control the otherwise imba power of creating minions.) And minions: you shouldn't be able to create a lvl21 undead minion from the corpse of a lvl1 creature! The higher one's Death Magic points, the stronger a minion one can animate, yeah - but seriously - making a lvl 21 Flesh Golem from the corpse of a lvl 5 rat? Imba!
Make Mesmers masters of energy and manipulation. Energy-deprival that means something in PvE; illusions that can deal damage (remember good old D&D?); spells or stances that can divert/reflect damage - especially magical damage. Domination spells that - well, dominate the enemy - mind control - force the enemy to do something, or to not be able to do something. Mesmers can blind/blur vision; steal skills; create diversions - illusory enemies that get targeted by mobs, thus protecting the real players and their allies. Maybe lose the interrupts, but have the Mesmer steal away energy from a spell, making it do less damage, instead. (Leave "hard" interrupts to Rangers, Warriors, and Assassins. Getting hit by an arrow or melee weapon should stop spell-casting!)
In other words, make the classes distinct and unique. No more "Epidemic" on a Mesmer line, and Spiteful Spirit on the Necro side! Every class has their own realm of skills, and expertise in those areas, and a "balanced party" would need members from every profession in order to cover everything. Rangers can set/detect/disarm traps. (Maybe Assassins, too.) Assassins can poison weapons, and inflict conditions such as blindness, bleeding, and cripple. Rits can summon spirits. (Lose the "weapon spells" and give those abilities to Monks, who can then do more than heal. They can "bless" weapons, or call upon Divine Favor to benefit the party.) Rits should be able to do some healing, like shamans, as well as summon spirits that may be of protective or offensive. Elementalists remain the nukers, the heavy artillery and AoE damage dealers. They can summon elementals to fight, like Necroes their minions, or Rits their spirits.
I mean, there are tons of ways these can be more creative than they currently are! It's simply a matter of thinking through what makes a profession unique. Necro? Death, disease, and life-stealing. Mesmer? Energy and magic. Elementalists elemental power; Warriors melee; and Monks healing and buffs, or smiting undead.
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Jun 05, 2008, 02:17 PM // 14:17
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#1200
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Academy Page
Join Date: Jul 2006
Guild: Keepers of Lore [LORE]
Profession: Me/R
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I would like to see the towns farther apart. I think Prophecies had one of the best maps for this reason. I really like traveling between towns and I like to feel that I have accomplished something when I finally do make it.
With this feature, more metaquesting can be done, such as getting a party together to go kill Rotscale. He has nothing to do with the game other than he is there. There is no quest to go kill him but he is far enough out of the way that you have to venture out a ways to find him and then fight him.
Ok. I guess I would like the towns spread out *and* a world constructing for metaquests.
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