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Old Jan 20, 2007, 08:30 PM // 20:30   #1
Lion's Arch Merchant
 
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Default Making PvP more accessible, Long term PvE rewards

1. Move alliance battles and fort aspenwood/jade quarry to battle isles

-makes these arenas more accessible rather than make it factions-only
-diversifies the pvp types on the battle isles
-makes guild wars into a decent pick up and play game. Random arenas is a terrible pick up and play experience.

what needs to be done:
-add another fort aspenwood type map to add diversity
-give factions players an extra bonus area like shiverpeaks in prophecies to compensate them for this change

2. PvE toons get extra benefits for PvPing

one of the big faults, in my mind, with the changes that nightfall wraught was that PvE toons (that took tons of time to build up) were destroyed by PvP toons. so there has to be some kind of reward for building up a PvE toon other than "looking pretty"

ideas
-an extra kind of faction that pve toons reap from pvping. Faction can be spent on:
@skills that the PvE toons can use
@custom animations for PvE toons(OMG how awesome would that be, warrior w/ his own "eviscerate" animation!)
**but it could kinda give a slight advantage (or disadvantage) to PvE toons because you could disguise casting a spell or something
@custom emotes :3 (custom taunts?)
@greens (pre customized maybe?)
@minipets
@etc

3. Insignias

There SHOULD be MULTIPLE types of insignias that can be on a set of armor!!!

I should be able to buy a +HP insignia and a +E insignia and attach it to an armor. Afterwards, when I am in an outpost I can swap between the two instead of having to repurchase the insignia if I want to swap. This way I can have ONE set of armor that can function as all of them instead of holding several armor sets in my inventory

Last edited by BeowulfKamdas; Jan 20, 2007 at 08:36 PM // 20:36..
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Old Jan 20, 2007, 11:26 PM // 23:26   #2
Lion's Arch Merchant
 
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So tyrian and elonian characters can influence the fate of factions users? I doubt this will happen (even though it probobly should) because the whole factions storyline and the factions and the luxon-kurzick borderline is part of chapter 2.

I dont understand point 2 lol

3) yea i really want that, its tons cheaper than repurchasing insignias over and over. However.... it might screw up the economy. It might, i dont know
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Old Jan 20, 2007, 11:53 PM // 23:53   #3
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Quote:
Originally Posted by BeowulfKamdas
1. Move alliance battles and fort aspenwood/jade quarry to battle isles

-makes these arenas more accessible rather than make it factions-only
-diversifies the pvp types on the battle isles
-makes guild wars into a decent pick up and play game. Random arenas is a terrible pick up and play experience.
AB and Fort Aspenwood/Jade Quarry are terrible pick up and play experiences.

Quote:
2. PvE toons get extra benefits for PvPing

one of the big faults, in my mind, with the changes that nightfall wraught was that PvE toons (that took tons of time to build up) were destroyed by PvP toons. so there has to be some kind of reward for building up a PvE toon other than "looking pretty"

ideas
-an extra kind of faction that pve toons reap from pvping. Faction can be spent on:
@skills that the PvE toons can use
@custom animations for PvE toons(OMG how awesome would that be, warrior w/ his own "eviscerate" animation!)
**but it could kinda give a slight advantage (or disadvantage) to PvE toons because you could disguise casting a spell or something
@custom emotes :3 (custom taunts?)
@greens (pre customized maybe?)
@minipets
@etc
1. The advancements to PvP character creation was one of the most overdue improvements to PvP.

2. PvP-only toons don't get enough from PvP as it is. PvE toons do not need to get PvE junk from PvP, most people enjoy the "looking pretty" part as it is.
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Old Jan 21, 2007, 04:37 AM // 04:37   #4
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Quote:
Originally Posted by BeowulfKamdas
1. Move alliance battles and fort aspenwood/jade quarry to battle isles

-makes these arenas more accessible rather than make it factions-only
-diversifies the pvp types on the battle isles
-makes guild wars into a decent pick up and play game. Random arenas is a terrible pick up and play experience.

what needs to be done:
-add another fort aspenwood type map to add diversity
-give factions players an extra bonus area like shiverpeaks in prophecies to compensate them for this change

2. PvE toons get extra benefits for PvPing

one of the big faults, in my mind, with the changes that nightfall wraught was that PvE toons (that took tons of time to build up) were destroyed by PvP toons. so there has to be some kind of reward for building up a PvE toon other than "looking pretty"

ideas
-an extra kind of faction that pve toons reap from pvping. Faction can be spent on:
@skills that the PvE toons can use
@custom animations for PvE toons(OMG how awesome would that be, warrior w/ his own "eviscerate" animation!)
**but it could kinda give a slight advantage (or disadvantage) to PvE toons because you could disguise casting a spell or something
@custom emotes :3 (custom taunts?)
@greens (pre customized maybe?)
@minipets
@etc

3. Insignias

There SHOULD be MULTIPLE types of insignias that can be on a set of armor!!!

I should be able to buy a +HP insignia and a +E insignia and attach it to an armor. Afterwards, when I am in an outpost I can swap between the two instead of having to repurchase the insignia if I want to swap. This way I can have ONE set of armor that can function as all of them instead of holding several armor sets in my inventory
the only thing i agree with here is that pve chars should be able to get skills from pvping.
not elites, but i see no reason why pve chars should be forced to spend extra gold on a skill that that particular char unlocked from points gained in pvp.
(example)
if my pve warrior unlocks flail from pvp bonuses, he should be able to use it...without paying 1k and a skillpoint on top of it, thats kind of a doubble-standard.
whether or not EVERY pve warrior (or whatever) on the account should get the skill is another matter, but i see NO reason why the character that earned the unlock shouldnt be able to benefit from it. and the fact that if my pve chars obtain an unlock, EVERY pvp char benefits form it, but NONE of my pve chars benefit from it is a tad ludicrous.
not to mention (while i dont have the issue) many pvers cannot afford all the skills for all their characters, forcing them to pick and choose. while i dont think they should get them for free normally, if a particular character earns a particular skill during pvp, i see no reason not to let them use it at no additional cost (i am against this for elites).

Last edited by Akhilleus; Jan 21, 2007 at 04:40 AM // 04:40..
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Old Jan 21, 2007, 05:28 AM // 05:28   #5
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Join Date: Jul 2006
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Quote:
Originally Posted by Akhilleus
the only thing i agree with here is that pve chars should be able to get skills from pvping.
not elites, but i see no reason why pve chars should be forced to spend extra gold on a skill that that particular char unlocked from points gained in pvp.
(example)
if my pve warrior unlocks flail from pvp bonuses, he should be able to use it...without paying 1k and a skillpoint on top of it, thats kind of a doubble-standard.
whether or not EVERY pve warrior (or whatever) on the account should get the skill is another matter, but i see NO reason why the character that earned the unlock shouldnt be able to benefit from it. and the fact that if my pve chars obtain an unlock, EVERY pvp char benefits form it, but NONE of my pve chars benefit from it is a tad ludicrous.
not to mention (while i dont have the issue) many pvers cannot afford all the skills for all their characters, forcing them to pick and choose. while i dont think they should get them for free normally, if a particular character earns a particular skill during pvp, i see no reason not to let them use it at no additional cost (i am against this for elites).
I pretty much agree on all points. Elites, I'm still undecided about. My best compromise was to allow PvE characters to unlock Elites for PvP areas only with Balthazar faction. Actually, though, what I would like to see is a system where:

1: A non-elite skill that is unlocked through PvP is automatically learned by that character as a permanent part of their skills. If my warrior unlocks troll ungent with Balth faction, then I switch to W/R and go adventuring, I can add troll ungent to his skillbar. To be fair, make the unlock burn a skill point, but let us pay for it with Balth faction instead of gold.

2: When in PvP areas, all skills unlocked for an account become available for a character to use, no matter if they're PvE or PvP. I have a ton of unlocks from PvE play. If I take a character into the arenas, into RA, TA, or HA, or even into Fort Aspenwood or JQ, I should be able to use any and all skills I've unlocked on my account to create a build, even if I haven't capped them with that character. When I leave the PvP area, those skills disappear.

Skill unlocks would be a very good incentive for people to play in PvP with their PvE characters, and allowing account-based skill unlocks in PvP areas would actually give those characters a chance in those areas. PvP players get new victi... err... new blood, and PvE players step into PvP and also earn skills for their favorite characters.
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Old Jan 21, 2007, 02:01 PM // 14:01   #6
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Coming from a nearly pure PvE guild; we've had members quit GW out right and start playing WoW and EQ2. Oddly, when talking to them via other channels; they talk about loving the PvP in those other games (mainly WoW); whereas before they wouldn't touch the GW PvP.
Curious, I asked what they enjoyed about the PvP there and they responded with the following reasons:

1) There's less a "need" to win. They could hop in, smack each other around enjoy a fun and often funny game time without the "need to win" in a competitive state.

2) The lack of the competitive (hard core anyway) often bred less extreme infant screaming and imature taunting.

3) There is long term PvE rewards and usable gear as rewards for playing in the relaxed PvP there.

Now, those aren't my reasons, rather those that were given to me, however I agree with the "pressure" to win vs just playing for fun. I'm not saying competition isn't fun either - I enjoy a game of Battlefield and Total War where there is a push to win; but in an RPG, maybe the addition of a more relaxed PvP area with long term PvE "toys" might work for some... Personally, I still think GW PvP plays like a game of tag and do not enjoy it; but for a more relaxed game play with some long term goals, perhaps I might play it out.
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Old Jan 22, 2007, 12:26 AM // 00:26   #7
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I am pleased to read your suggestions...

When Factions came I started to play PVP and have fun with it... when Nightfall came, PvP nightfall came... I play always alone... oh! I mean with heros and henchies.
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Old Jan 22, 2007, 03:18 AM // 03:18   #8
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I enjoy the idea of rewards for PvE characters who are active in PvP. My suggestions...
*New type of faction you can cash in for skill points (or skills), special PvE items (things like candy canes)
*Customized greens

The only problem I see with this, you have to be pretty well off in GW to run a PvE character well in PvP. You need perfect weapons (blue work, but the mods...) superior vigor (pricy for newer players) as you need to compete with the PvP characters' perfect everything. So, maybe some extra incentive for newer PvE players to get into PvP?
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Old Jan 22, 2007, 08:16 AM // 08:16   #9
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Quote:
Originally Posted by Ariena Najea
I enjoy the idea of rewards for PvE characters who are active in PvP. My suggestions...
*New type of faction you can cash in for skill points (or skills), special PvE items (things like candy canes)
*Customized greens

The only problem I see with this, you have to be pretty well off in GW to run a PvE character well in PvP. You need perfect weapons (blue work, but the mods...) superior vigor (pricy for newer players) as you need to compete with the PvP characters' perfect everything. So, maybe some extra incentive for newer PvE players to get into PvP?
Other than superior vigor, it's not really that hard to get perfect items. Blue + mods usually won't run you a whole lot, especially if you forego the +30 HP sword pommel and buy the one that's only +29. By the time you run through the game, you should be able to afford at the very least max armor and a perfect weapon or 2. Once you've run through all 3 current campaigns, you've had a chance to cap a lot of elites as well. I probably COULD PvP with my PvE warrior, because I've capped skills left and right, bought greens and modified what I found along the way.

My newer characters wouldn't stand a chance, unless they had the same account-wide unlock system that PvP-only characters get, hence my suggestion to open account-based unlocks for any character in a PvP area. If you have never played a profession before and just started a new character that you want to PvP with, then you're in the same boat as a PvP player who just started his first character of that profession: you need to unlock those skills, either with faction or with gold.

I don't think elites that are earned in PvP should be carried over into PvE, but if my warrior PvP's enough to unlock, say, Obsidian Flesh, then unlock that skill for all of my characters when they enter a PvP zone. PvE characters get a fair chance withotu spending a ton of money just to be competitive, PvP-only characters still enjoy the unlocks that they always have. Who would lose in a system like this?
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