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Old Apr 25, 2006, 12:18 AM // 00:18   #21
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Quote:
Originally Posted by PicardSunstar
so people like me can just say 5 sentances of flame?

heres 5 sentances:

"wow this is probably the worst idea ever. why do you think this would work? god you are such a noob. anet will never take your class suggestion. please dont waste space on the internet for such bad ideas?"

just a thought
The OP ask for not to flame other, but to give out a better and more constructive feedbacks.

To your 5 sentance, I ask;
Why do you think it is the worst idea ever? You did not give out any reason, nor did you state that it is your opinion alone. Unless you are a representive of A.net, or have been part of the Development process for new class, I don't see why you can call other a noob. Given that a.net might not take such class for suggestion, keep in mind that this is posted at a "SUGGESTION FORUM", where for other of similar interst to view and comment on.

You can flame all you want, if you need something like that to make youself feel better. But as OP is encouraging, if you don't have anything good to say, don't say it.
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Old Apr 25, 2006, 12:20 AM // 00:20   #22
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Most concept classes aren't so bad... until people start going "omg I w4nt to be a dr4g0n b4ll Ze3 karakter".
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Old Apr 25, 2006, 01:54 AM // 01:54   #23
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meh... i usually find a few skills thatll never work, look at the armor and energy and try to figure out whats going through their mind... THEN add some critisism to maintain the balance which is VERY hard to equalize, ive spent a long time going through skils ive made up and trying to figure out how they are abusable... but i usually give a reason unless i think its painstakingly obvious (trying to resist urge to name people )
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Old Apr 25, 2006, 03:03 AM // 03:03   #24
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90% of the time i give good construtive critisism
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Old Apr 25, 2006, 04:18 AM // 04:18   #25
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Perhaps a Character Concept Submission Guideline. I find that ideas which include well-thought-out formats, a good number of sample skills, armor concepts, and other useful nformation is treated much better than a paragraph describing a vague thoughtform that almost resembles a concept character. While no one but a lunatic is going to get as in-depth as I did with the Pit Fighter, depth helps absorb flames.
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Old Apr 25, 2006, 05:22 AM // 05:22   #26
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Well over half of the class suggestions dont even consist of 5 sentances. I am not going to give them a responce any longer than 10% of their post. (Unless it is a good idea, and not a repost of a repost of a repost)
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Old Apr 25, 2006, 05:28 AM // 05:28   #27
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how is this gonna improve guild wars, anet doesn't have to listen to those people.
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Old Apr 25, 2006, 05:44 AM // 05:44   #28
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Actually, Here is a question that I want to ask.

When you (refering to those people who made, or will make) a concept class, who is your audience? Do you want the A.net to read and take it into consideration, or simply for the viewing pleasure of the community?

I make my CC for several reasons.
1, as a creative challenge, an output for creativity.
2, as a pratice for writing concepts.
3, to get feed back from the commnity, to evalulate if my ideas is good or back
4, Stuff to do, and writing off replies.
5, For the possiblity that A.net would read, and while to be sure that they won't take the idea word by word, but if a version of it was use, you will get the "special prop".
6, possiblity to better gaming
7, Playing as a mock dev.
8, To add on some reputation withing forum, allow you to carry a "louder voice" if you have done a CC that many people like and found it to be blance
9, maybe increase your forum level.
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Old Apr 25, 2006, 06:46 AM // 06:46   #29
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People may have noticed this in posts I've made, both here and in gwonline.net (where I post as Stardrake) - but I agree with Epiniphrine. With the primary/secondary profession system, Guild Wars is essentially based on generic professions - specific classes such as paladin, dark knight, and so on are, in my opinion, intended to be built from the basic building blocks of the existing professions rather than made as new professions.

Mixing capabilities is fine, to an extent. As people have noted, the ritualist and assassin both essentially mix capabilities of existing professions - however, they do it in a different way. The way I see it, the main difference between a warrior and an assassin is that the warrior is a steady combatant, staying in the battle continuously - they do have spikes, yes, but most of these are adrenaline-based, with the adrenaline system providing a reward to stay in the front constantly. Assassins have no such reward, and instead seem to be aimed towards a spike-retreat-spike mentality - an entirely different style of play. Likewise, the ritualist does overlap a little in capability, but they perform their role in an entirely different manner to, say, a Monk - even when they're performing 'conventional' magic instead of laying down spirits, the skills have enough of a different 'flavour' that it's not simply another class using healing prayers - the power is clearly coming from a different source, even if it has similar results. This is a distinction I don't often see in new classes - often, there are skills or even entire attribute lines where I think 'why not just take X as a secondary?'

So, when I make criticism, it's usually along these lines - most of my advice can be boiled down to making the profession generic and letting people make their own combinations. Most of my criticism is usually aimed towards this objective - I really do think that generic profession concept is more likely to be picked up if ANet is looking at the suggestions, and any elements that encroach significantly on another profession will be stripped out (and possibly inserted into the appropriate profession if they like the idea enough).

Anyway, to use this opportunity to give some advice to people making professions: To make people like me happy, start your writeup by describing what generic concept you see your profession as filling, and how that cannot be effectively filled by existing professions (remember that existing professions can be given new skills too! Think about the general concepts, not specific skills - and if there's a capability that would fit in an existing profession and it's not there, there may be a reason). If you're feeling really ambitious, you could even give suggestions about how your profession can be combined with others to give specific character concepts.

Also, to all those who've had posts from me: If I've commented, that means I've read through the concept, at least skimmed through the skills, and thought there was enough potential in the profession to be worth extracting. Since I'm somewhat cynical towards fan submissions as a rule, this is this is worth a word of congratulations.
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Old Apr 25, 2006, 11:25 AM // 11:25   #30
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On topic reply:
Quote:
Originally Posted by actionjack
who is your audience?
All those who browse and read the contents of these forums.

Quote:
Do you want the A.net to read and take it into consideration, or simply for the viewing pleasure of the community?
Yes, I want ANET to read it and take it into consideration.
Also for the viewing pleasure of the community, of course.


Commentary:
Do you know why the "Assasin" is one of the new professions in Chapter 2?

A year ago, since Guild Wars: Chapter 1 's release, people have been screaming for an "Assasin" or "Rogue" profession. Those who have been browsing GWG for the whole year would know.

Every now and then, someone would suggest that "Assasins" or "Rogue" be made as a viable profession in Guild Wars. Then, the rest of the community would bash it to the ground, because the "Assasin" simply has been mentioned far too many times already.

So, what did ANET do about this?
They decided to go on and make an "Assasin".


Therefore, my conclusion is, if an idea has a lot of support, is accepted by a lot of people. ANET would probably take it into consideration.


Shameless advertisement:
The concept class that I am currently working on: Defiler
Any form of feedback, is much appreciated.
Thank you.
Cheers.
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Old Apr 25, 2006, 04:01 PM // 16:01   #31
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Guidelines for posting CCs would help, I may post some, but I'm iffy about doing so without community consultation as to what should go in and what shouldn't.
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Old Apr 25, 2006, 05:10 PM // 17:10   #32
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I don't think a strict guild line is needed. Just tell them to go look at other's more ogranized layout of their CC should be good enough. However, should put up a list of what to keep in mind...such as
-should be different enough from the current proff or proffesion combos.
-give it some "Nitch", something unique to that class.
-Details is good. Paint your audience a picture (with words)
-Use X, 2N, or Numbers should be good enough
-Try to keep it blance. Think not only how it could kill, but how to kill it. (right Ken?)
-Consider some possiblity when combo with other proff.

-Enjoy it.
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Old Apr 25, 2006, 06:03 PM // 18:03   #33
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Quote:
Originally Posted by Living Legend
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how is this gonna improve guild wars, anet doesn't have to listen to those people.
lol...
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Old Apr 25, 2006, 11:51 PM // 23:51   #34
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Quote:
Originally Posted by actionjack
-Try to keep it balanced. Think not only how it could kill, but how to kill it. (right Ken?)
After all, the monsters have professions too...
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Old Apr 26, 2006, 01:54 AM // 01:54   #35
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Quote:
Originally Posted by Living Legend
/not signed

how is this gonna improve guild wars, anet doesn't have to listen to those people.
What the hell? It wasn't ment to be signed... Its just common curtesy.
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Old Apr 27, 2006, 05:35 AM // 05:35   #36
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Quote:
Originally Posted by Nevin
What the hell? It wasn't ment to be signed... Its just common curtesy.
Game Suggestions and Ideas
Have the next big idea for a profession, in-game event, skill or want to see something changed? Post your ideas here.


theres the description of this area on guru, go complain somewhere else.
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Old Apr 27, 2006, 07:49 AM // 07:49   #37
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Something to consider... while it is fun to dream and make a whole intricate skillset and everything, I doubt ANet would adopt it for one good reason. Legality.

Mind you I'm only speculating here, but I've seen this come up in several other games and have heard the reply from the developers that they do not want to copy someone's idea too closely or else they risk some potential legal issues. Even if you fully endorse them taking and using their idea, they won't go with it.

Obviously they wouldn't mind taking general ideas with a vague theme and all. That's something they can work with.

Just keep in mind that something like this may be a concern of theirs.

Of course, why the hell would they adopt the concept classes verbatim on this forum? They suck!
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Old May 28, 2006, 07:10 AM // 07:10   #38
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Bumped because I've been noticing a lot of posts lacking quality lately...

Last edited by Nevin; May 28, 2006 at 07:12 AM // 07:12..
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