Apr 18, 2006, 03:28 AM // 03:28
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#1
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Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
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Suggestions to Improve GW
I have been playing GW since it was released. I have played 4 PvE characters through almost all of the PvE content there is available, earned my rank 3 before Iway took over and soured my taste for HA, and have done hundreds of GvG's and a member of a top 75 guild. I am also going to school for a degree in video game software development. I list all this so that individuals understand that I have a firm grasp on what GW is and what could be done to improve it to make it a better game for both PvE and PvP.
First is that there needs to be a weapons mod trader NPC. It would work like how the rune trader determines prices and items avaliable. This would help keep both the market more stable and have a place for players to buy and sell specific items that get lost in the trade channel now. Let trading be for what it really is, buying of selling of rare skins that people want, and buying and selling between the prices that the traders establish for buying/selling to limit people scamming of prices and make available this things that players want to buy/sell.
Secondly, keep ToA as it is, but ad an enterance for FOW with the secondary enterance to UW that is between beacons and droknars. At this location have the Gods representatives always there and let people go to UW/FOW whenever they want, but have the charge be 10,000 gold. Also include a merchant at this place as well so that people can sell items they pick up on the way there to make room for the items they will pick up in UW/FOW.
Third is about PvP faction rate. The rate we had was fine for the first chapter only, it wasn't too little and not too much. But with a new chapter soon approaching, the rate needs to double again so that the new players that are introduced to the game that want to be able to play competitivly can be able to do so. There is already a steep learning curve for top level play without the added time to wait to get certain skills or mod/rune unlocks. By doing this, players could more quickly tryout PvP without feeling that they are inadequate because they do not have a certain skills needed for builds. This is not to say give us UAX for PvP, while that might be good, there is a certain satisfaction in actually earning it and knowing what those skills do which just getting UAX right at the begining would negate. But faster unlocks will help increase the amount of people in the PvP ranks and make for more varied competition.
About the upcoming chapter, I am looking forward to it. It is an increase of content and has new things for both PvE and PvP. I think that most people here enjoy playing GW and that it has the potential to be an even greater game than it is. Anet has done a good job of listening to the player base and has implemented some changes that where asked for. I believe that with just a few more adjustments, that GW will live up to the promise of "skill over time" while also enabling people to play the game the way that they want to play. Thoughts or suggestions are appreciated and hope that someone from Anet does take the time to read this and consider my suggestions.
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Apr 18, 2006, 04:14 AM // 04:14
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by wren e
It is an increase of content and has new things for both PvE and PvP. I think that most people here enjoy playing GW and that it has the potential to be an even greater game than it is. Anet has done a good job of listening to the player base and has implemented some changes that where asked for.
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I hear ya~
FULLY AGREE
(but on your other suggestion.... I will reserve my comment for I cann't fully predict its possible outcome.)
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Apr 18, 2006, 04:27 PM // 16:27
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#3
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Ahh a XOO, tell Snook hi, and fiery owns him.
As suggested, 10 k to enter from TOA, 55 monks will scam more now.
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Apr 18, 2006, 05:11 PM // 17:11
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#4
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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I must say...This is practically the first thread in which I agree with all points.
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Apr 18, 2006, 05:21 PM // 17:21
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#5
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Fully agree. Mod trader to keep people honest.
I don't play enough PvP (actually none if you don't count Wintersday Snowball fights and FPE Jade Sea Fort Aspenwood) to fully appreciate the faction acquisition rate to unlock skills.
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Apr 18, 2006, 05:51 PM // 17:51
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#6
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Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
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fiery, thats 10 k for the entrance to UW in the Shiverpeaks. It woulds still be 1k in ToA, but ToA would still depend upon who had favor at the time. Plus 55 monks could not scam at this alternate site since you would need to fight to get there and you could see what skills the monks are using. This would also work still for the 55 monk and ss/sv runs, just need to hire a runner to get you there first, who would then leave the group once they enter UW.
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Apr 18, 2006, 05:51 PM // 17:51
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#7
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/retired
Join Date: Dec 2005
Location: On the Beach
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Very good points yeah. There is one place that could fit quite well to be that 2nd FoW entrance. That remote temple in The Falls.
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Apr 18, 2006, 05:58 PM // 17:58
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#8
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Quote:
Originally Posted by jackie
Very good points yeah. There is one place that could fit quite well to be that 2nd FoW entrance. That remote temple in The Falls.
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Yes a lot of conditions are thrown on your way there, but you can only have six members in your party when you leave from Ventari's Refuge. Would have to see about some kind of fix for that. Maybe another outpost that will allow 8 members to your party at the north end of The Falls past all the Ancient Eyes (or whatever kind they are).
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Apr 18, 2006, 09:10 PM // 21:10
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#9
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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i totally agree, you just gave me an idea.... BRB
/signed
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Apr 19, 2006, 12:02 AM // 00:02
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#10
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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It's nice to see that some people can still make a suggestion that doesn't involve the genocide of balance in GW.
I've seen alot of suggestions for Weapon mod traders in the past, I actually suggested most every neccessity be available at one trader or another, rather then making some kind of economical catastrophy like an AH. Excluding unique "looking" weapon selections, PvE players should have universal access to competative weapon mods so they can compete well in PvP, even though it would likely cost more.
I particularly like the idea of having alternate access to FoW and UW, but 10K is a bit excessive. Given the time and effort spent just to travel there, it could be something less, like 8k, or even 4k. Locations should be secluded to the rich players in the game who can shoot off gold knowing they are going to make more.
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Apr 19, 2006, 03:09 AM // 03:09
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#11
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Frost Gate Guardian
Join Date: Mar 2006
Profession: E/
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This is by far the best suggestion regarding access to FOW and UW ever. It essentially removes the penalty to PvE players who want nothing to do with PvP while maintaining the PvP reward system. Great idea!
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Apr 19, 2006, 05:31 PM // 17:31
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#12
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Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
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Just bumping the thread so that it does not disappear. I would also sugest that if those of you that have read this and agree, and know of others that would feel the same, tell them about this thread and make their voice heard. By getting a large enough base that agrees on not only an issue, but a way to fix that issue will Anet take notice and possibly act on the sugestions posted.
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Apr 19, 2006, 06:22 PM // 18:22
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#13
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Frost Gate Guardian
Join Date: Jul 2005
Location: Colorado
Guild: The Adult Guild
Profession: R/Mo
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/signed
enough said
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