ArenaNet talk:Guild Wars 2 suggestions/Alignment

hmmm I thought people would be more open to this idea.--Yozuk 05:54, 8 August 2008 (UTC)

I think its a good idea and you should be able to switch sides and don't have to be on one side for the whole game.Ultimate Light 20:37, 19 August 2008 (UTC)
 * Not much of the GW population is big into doing RP, so there's not likely to be much interest in something that's more or less a color text for the character. Without a mechanical effect not many people are going to care. It'd be like being Luxon/Kurzick in PvE. Besides, with classes like a nercomancer, or mesmer who are on the grey area of being good or evil it makes less sense. Also, the mythology, most of gods doesn't cover a Good-neutral-evil gradient. Balthazar and Greneth are both well thought of even though Greneth is the current god of death he's not considered an evil or bad deity, Lyssa's the god of chaos, but isn't seemed to be considered an evil or whisically chaotic god. Also one's perception of good and bad are malleable in GW. You fight against the Charr, White Mantle, Shining Blade, Luxons, Kurzicks, Kournans. How evil are any of these groups? How good are they and others like the Dwarves, Imperial Canthans, Sunspears, Istani, Vabbians, Viser Kihbron, and Palwa Joko? 75.146.48.190 20:55, 19 August 2008 (UTC)

In response to Ultimate Light. I was thinking the same thing. you should be able to switch sides. Makes for fun personal story lines. In response to the unlisted user. You do have a point. But what I was thinking more along the lines of there alignment affecting your choices and reactions during the story telling aspect of it. Giving players a new feel when playing when they make new characters instead of always having that lawful good character that never says any thing wrong and knows exactly what to say at the exact right time. It could also open new types of missions like crusades, assassinations, raids, defending some one and so on.--Yozuk 08:05, 21 August 2008 (UTC)

Sorry did not see you suggestion and created new one, but asking to delete it. Here is what I thought: GW2 needs decent RPG related content in its story line to make the game even more interesting. Therefore it is suggested that for every new character created in GW2 on its way of progression to a certain level a character would be given moral choices in the story line that will in turn define its more Good or Evil appearance, and if not an appearance than, at least, skill choices and armor choices, which would be sufficient for identification of character alignment. The choice will not allow taking advantage in terms of power of the available skills but they will be called differently and produce different effects instead for visual recognition of alignment in a battle. An alignment will be final after certain level is reached, just like in a secondary profession selection. There could be a set of 'neutral' skills avaialble for both types of alignemnt available on early stage of character progression.-- HH LEADER  talk 20:59, 27 August 2008 (UTC)

Update: added a suggestion ArenaNet:Guild_Wars_2_suggestions/Character_Guild_Allegiance that supports this one in terms of Guild - Character alignment -- HH LEADER  talk 15:48, 28 August 2008 (UTC)
 * Even just adding different story line elements would require a lot of work. What motivates a "good" character is often quite different from an "evil" one. Even just a simple Good/evil division could lead to doubling the work needed by the writing, dialog and cutsceen staff. Adding more nuanced alignments adds further work. Any alignment specific quests arising from respective story lines is again more work. Not to mention adding a further element for the player base to be splintered by. I'm not saying the idea is a bad one, just that almost any game that implements a wider variety of story lines is not an MMO, and are usually a static envrionment. I have to disagree with you, Yozuk that the charcters are all Lawful Good. You manage to switch sides in a civil war with almost disturbing ease, you run across sentient races(Forgotten, Tengu, Wardens)and destroy them without so much as a guilty thought, and help unleash the Titans without much more than an oops. Much of what a character does is for survival (Leaving Ascalon, stopping a deadly plague, not letting the world become a dark demon infested resort.) Not to mention you party with amoral necromancers, assassins who are bloodthirsy or who left her guild because of differences over the plague (not because of any desire to do good). 75.146.48.190 18:55, 28 August 2008 (UTC)
 * Hi, It would be nice if comments were signed. Also I am not sure who you responded to: author of this suggestion or to my comments to it. For I placed a similar one: "Allow moral choices in character development". It is granted that RPG conent is labour intensive, but it is something that many people are really missing. About switching sides: I disagree with this too and in my proposal I suggested that character development should be a short path just like selecting a second profession. In this case story line will diviate just a little without major work to be done, but achieving the same result and after choices are made it is final (given that ArenaNet will do RPG like this at all). Thanks-- HH LEADER [[Image:User_HH_LEADER_Peace_symbol_svg.png]]  talk 20:22, 28 August 2008 (UTC)


 * Hi, an update on what has been said before about dificulty creating different story lines. I just have updated proposal ArenaNet:Guild_Wars_2_suggestions/Allow_moral_choices_in_character_development where I suggest that RPG content could be sold separately and main line could remain neutral. This should allow to satisfy requests for RPG content from players who are willing to pay more for having the choice...Thanks, -- HH LEADER [[Image:User_HH_LEADER_Peace_symbol_svg.png]] talk 16:20, 4 September 2008 (UTC)