ArenaNet talk:Guild Wars 2 suggestions/Add more stuff for GW2

More Grind

 * Isn't this going backwards not forwards suggestion wise? Most people are opposed about this. Even though it might be different in GW2. Dominator Matrix  11:54, 3 July 2008 (UTC)
 * Some grind - OK, Full Grind = BAD -- Grethort [[Image:User_Gret_Chii.jpg]] 13:50, 3 July 2008 (UTC)
 * If you want more grind, WoW is a great game if you have the time/money to spend on it. But leave GW for those who don't have it or who are good at playing games. This game is about skills>grind. --Sir Bertrand 14:19, 3 July 2008 (UTC)
 * Skill = Grind :) -- Grethort [[Image:User_Gret_Chii.jpg]] 14:31, 3 July 2008 (UTC)
 * If you want to play a game with grinding then play Fly for fun. Grinding is all you do in that game. And its free. But the game also sucks. Yozuk
 * Hhmmmhm I really WarCraft (the RTS one) cheat "GrindIsGood"... or was it "GreedIsGood"? Nevermind. Anyway, GW1 is almost grind free game if you play it rightly, but if you want to grind - there are plenty of things that can be done in longer, grind-like way. It will be really good to have same aspect in GW2. Ratys 00:11, 8 August 2008 (UTC)
 * Grinding sucks imo, I don't get how some people like doing it. I love how you can progress in GW without having to grind all the time. Low lvl cap is wub. -- -Ch ao s-  12:22, 29 January 2009 (UTC)
 * Grind sucks... please don't make this wow wars 2... --Kousei Doragon 19:38, 6 February 2009 (UTC)

More creatures
Going through Guild Wars, I really hated seeing the same type of monster appearing over and over again as I progressed through the game. Scales, for example, continuously reappeared as the game progressed, except the only difference would be a few colour edits, a higher level, and a different name. In my opinion, that's really lame. They should definitely put in the effort to make all new monsters, and really let the creativity open up. I do realize that this would take a lot of work, to create new types of monsters everywhere, with their own unique movements and what-not. But still. Doesn't it get annoying to see the same monster over and over again? - Quinn. April 24, 22:54 2008.
 * No, it doesn't get annoying. In order to make a good game that makes profit (i.e. income > spending), you have to cut corners somewhere to be competitive. I'm all for additional content, but we also have to be realistic. There's plenty of monsters in GW, and it doesn't get repetitive IMO. -- [[Image:User_Alaris_sig.JPG|Alaris_sig]] Alaris 13:21, 25 April 2008 (UTC)
 * One thing about the Game I use to play called EverQuest I like was the mosters there was allot of them all dirront types and I realy like the fantcy type ones. --The preceding unsigned comment was added by User:Benjaminp (talk).
 * Also if you think about it Monsters that are more commonly seen through out the game is realistic. If you think about it a lot of the animals in real life of the same family live on many different continents. Some examples of this are Bears, dogs(wolves, fox, and so on), cats(lions, cheetahs, tigers), gators and crocodiles, i could go on and on about it but I think you get the point.
 * i think this is a good idea, up to a certain point however. i agree with the person above, there are enemies that should be more commonly seen, but i think they should be given more general attributes. for instance, the fire imps in the prophesies campaign are everwhere. just with different names and sizes. most the places they appear in, doesnt seem like their normal habbitat, like kryta. so i think that they should make monsters that fit the habitat. and also some more general monsters that have more generalistic and adaptable attributes. Especially with the undead, i think that undead should only appear in dark gloomy places, because all the undead running around in sunny kryta just doesnt fit. maybe night/dark, and different weather should apear in gw2 to help suit the monsters that appear in certain area's. -- gw player "Tidus Sureshot"
 * Thats really cool, creature changes depending on time of day/season (if ANet will implement this)! Would be like: "When the sun sets, everything is like casted to slumber: no any living thing stalking the place, no any leaves move on the trees, even insects stop singing and scratching in grass. At this time, The Undead crawl out from their buries and rule over the night." ^^ Ratys 09:19, 9 May 2008 (UTC)

I would love BIGGER monsters in GW2. I know that the whole story will revolve around the awakening of The Dragons and that we can count on some pretty epic Dragon battles (which I a WAY lookin forward to!). However, I would love to see really HUGE bosses that dwarf even a team of 8 players. Monsters that are 5 to 8 times bigger and wider than a player. They would be beatable, but they will usually wipe out an average team. User:Will 03:19, 25 July 2008 (UTC)

More Elite Areas
Underworld, Fissure, Deep, Domain of Anguish, ... are among the most fun and rewarding areas in GW. They are places which show you your control over your character and the game. They are not required to progress through the game or give any kind of advantage to your damage dealing or healing capabilites, so basically the reason to enter and finish those areas is either "Because they are there!" or "Because I can!".
 * The rewards of those area are either in plain view (Tombs used to have a green weapon for every class, Deep&Urgoz have their greens and a high gold drop chance for rare skin weapons) or based on chance, yet, frequent (UW with ectos and FoW with obsi shards). Maybe with the exception of the DoA, those areas offer a good balance of length, difficulty and reward (DoA is just to long for gaining the maximum benefit in a "regular" way).
 * Yes, those are most often only grinded to death and beyond, instead of finishing them. Still, those areas friendly invite you to grind, whereas things like character-based requtation titles yell at you to play a "farm-friendly" class and find the simplest method to grind them or [!#@$] off. AngronIsAngry 01:46, 22 April 2008 (UTC)
 * If "Control" equals Ursan then yes, i agree with you. --Treasure Boy 16:24, 8 May 2008 (UTC)
 * Yeah, that irritates me, You now have to be a R9+ Ursan to enter the FoW or UW with a party, or you're a noob...  -.-"
 * Some people just don't know what being a verteran is like :P Stokoe
 * I'll not explain my similar stance in the interest of reducing redundancy Spawnlegacy 12:57, 3 July 2008 (UTC)

Attribution
The Gods' elite areas section from ArenaNet:Guild Wars 2 suggestions/Add more stuff for GW2 contains text from ArenaNet:Guild Wars 2 suggestions/Each god should have their own elite area (uw,fow). Prior to the merge, the sole editor of the source article was 88.195.55.235. -- Gordon Ecker 06:52, 26 July 2008 (UTC)

Dungeons
Dude, Dungeons took friggin 3 hours to complete in normal mode. It would be great if multi-level dungeons had some sort of "save or checkpoint" feature. That way after you bust you butt clearing the first floor and you get called into work or you have to cook dinner, you can have an NPC save your progress. Then when you have more time you zone back into your last checkpoint and the NPC zones you into the next level of the dungeon. Will, 03:11pm, @5 July 2008
 * I think what you're looking for is an outpost in the middle of dungeon, that disappears after you leave it because it's underground =D. Thing is, that would remove all DP, so idk if it would work out.--The Gates Assassin 12:29, 26 July 2008 (UTC)
 * "Less clever players may miss out on the rest on the content in the dungeon as they can't get past the puzzles." Um, part of the idea of this is that it tests your knowledge. The game is not about mindless fighting...well...it doesn't have to be. --Eragon610 02:02, 5 August 2008
 * Exactly. There will probably be dungeons for the bad players Like Scripture or w/e of Draggrimar and there will be the awesome sauce ones like Catacombs of Kathandrax that while aren't that hard, are fun to play and take some skill and then the wtf pwn ones that aren't elite like Shards of Orr and finally the Elite Dungeons. Hopefully the Elite dungeons will go beyond simple pulling, sweeping and things like that and get into puzzles, running, tactics interrupting etc. More like the Deep and some areas in DoA (Dreadspawn Maw was awesome :D)--The Gates Assassin 04:34, 7 August 2008 (UTC)

More Healing Professions
gee, way to take a stab at ritualists... (Terra Xin 07:28, 19 June 2008 (UTC))
 * Well ya, I forgot ritualist. Sorry! But there is still a problem with finding healers on this game then any other game and should be helped.--Catforsale344 16:41, 19 June 2008 (UTC)
 * you prob forgot rits cause they blow when it comes to healing a party in pvp. You hardly see rits healing in pvp anymore due to their over-reliance on the now weakened spirits. While rits have more raw healing power than monks, monks carry an invaluable attribute line, Protection Prayers. Therefore, rits while useful in pve, get destroyed in pvp.
 * However, i Agree with the more than one healing profession. Not only is it hard finding a monk (tht's all i play), it creates uniqueness and makes the game more enjoyable (It get's boring healing as a monk all the time and when i run rit in pvp, i get utterly demolished by the current meta:(. Would perhaps help to create a healing class similar to the rit (which was intended as a hybrid) to be more healing based and have smaller, faster weapon spells that act as mini "prots". That way, having a monk AND a rit in a gvg would be just as (perhaps more? or less?) advantageous as having 2 monks. --Lancy1214 20:54, 19 June 2008 (UTC)
 * Yes, like different methods of healing. Like a monk heals with spells and a rit heals with spells and spirits.--Catforsale344 17:35, 20 June 2008 (UTC)
 * Or how a dervish heals with enchantments or a paragon heals with chants/shouts/echos...? And then you have defensive warrior shouts, necro wells and elementalist wards...(Terra Xin 06:46, 24 June 2008 (UTC))


 * Well rits don't only have to spirits you know i know of plenty of skills that get benefits from holding items and weapon spells. and you don't need to go with raw healing to make a good supportive rit. you can get the job done just fine using weapon and item spells. But thats not the problem here. the problem is that most people hate being the healer and find it no fun to do. so adding more classes that can heal may not help as much as you think. Me for example i hate healing with a monk, but i love healing with a ritualist. So in order to get more healers you must find a method of healing or supporting people like. --The preceding unsigned comment was added by User:Fall (talk).
 * Perhaps a better way to approach this problem is not more healers, but better self-healing, and ANet has already announced that each profession will be soloable. --Elven Chaos 18:53, 29 June 2008 (UTC)
 * Acctually more healing professions will help. You see, some people may not know what profession to pick. And some people do like to heal. Lets say 2% of people only like to heal. A very low percentage that I feel is accurate. People who only like to tank: 10%. This is significantly higher. Now people who like to only damage is about 10% You may think this isn't accurate but I feel it is. This is because people who like to heal/tank is about 13%. People who like to damage and tank is roughly 20% and people who like to damage and heal is 15%. Then, people who like to do all 3 is 30%. In the original game there was about 6 fighters, 3 supporters, and 3 healers. (some being combos). But, if those higher percentages had more hybrids then they could fight whenever but when a group is looking for a healer only, they can quickly switch from fight to heal. And then switch back to do more fighting. So this acctually would bring more healers to groups. Which IS self healing to make professions more soloable which will also make every profession more useable in groups. So more healing professions will help.--Catforsale344 17:40, 1 July 2008 (UTC)
 * Kind of like the ritualist? Which we see how often? Honestly I hardly see a ritualist in most places, ritualists being most common from about vizunah square and before. So instead of adding more professions, lets add more hybrid support to all current professions, along with heals that are more direct in each profession along with heals that work alongside with each professions mechanics and playstyle, as both self-heals and other-player/party heals. Instead of quantity, lets bring in more quality. -- E lven   C haos  17:50, 1 July 2008 (UTC)
 * You understand what I'm saying atleast.--Catforsale344 20:53, 4 July 2008 (UTC)

Thank you. Honestly if it were not for the experience of the ritualist I would be all for this idea, even though the ritualist is still a very good profession. -- E lven   C haos  22:22, 4 July 2008 (UTC)
 * IMO the "Secondary professions allowed this already in GW1, not really any change needed" con point should be removed, as secondary healers generally aren't competitive with primary healers. -- Gordon Ecker 09:59, 26 October 2008 (UTC)
 * On that note, so should the refusal to heal note, since there are already people who do that. (Let's face it, Smiting and Channelling are fun attribute lines) Arcdash 21:49, 28 January 2009 (UTC)

More emotes
ok, but give people the option to prevent emotes interacting with them from strangers. I dont want some creep coming from nowhere and kissing me... (Terra Xin 07:14, 18 June 2008 (UTC))
 * As opposed to rolling up a male warrior and humping AFK people's faces? --76.25.197.215 07:36, 18 June 2008 (UTC)
 * The hug and kiss emotes could be "/kiss *" which would make them kiss at the same time, just like they do with syncronised (sp?) dancing. az :D 16:01, 18 June 2008 (UTC)
 * Oh, and, whoever thinks that I mean "marriage" by the kiss emote is a douchebag. Hasn't anyone ever wanted to give your friends a kiss for giving you money and materials to buy obsidian armor? (I'll probably have a wikihelper nag me about that, but oh well.) az :D 00:30, 20 June 2008 (UTC)

/signed --Jette 10:16, 21 June 2008 (UTC)

A weapon dance for each profession would be nice. Something like spinning swords and stuff like those guys in the street that swing torches.Death Demonisher 18:53, 23 June 2008 (UTC)
 * Uhm. The emotes I listed were just examples. Yeah, there could be more... O.o az :D 19:36, 13 July 2008 (UTC)


 * /Kiss
 * /Hug
 * /WHAT!?
 * /sleep
 * /Slap
 * /Elitedance (For certain weapons, as in the high ends ones, you could do a really awesome dance with it)
 * /ew (kinda like shoo but more of a "GET THE HELL AWAY FROM ME PERV"/"Ew a spider" way. Works well with /kiss)
 * /comfort (pat on the back emote etc)
 * /duck
 * /sing (<-U MUST)
 * /offended
 * /ahhh (aka, scream into the sky and dramatic fall to the ground and then cry)
 * /cry
 * /excited (A better one than stomping on the ground and clapping...wtf is that suppose to be?)

Me like--The Gates Assassin 20:34, 13 July 2008 (UTC)
 * Nice ideas! I'd mostly use the cry, slap, and ahhh emotes. ^.^ The Gates assassin, you are my new bestie *tears up picture of old bestie* az :D 00:21, 14 July 2008 (UTC)
 * Horray! Wait who are you?--The Gates Assassin 00:57, 17 July 2008 (UTC)
 * Well, I'm the guy who wrote the article on more emotes. az :D 01:04, 17 July 2008 (UTC)
 * and the guy who ECed me =(:
 * oooo /playdead as in the emote when you run out of health happens. Also I was thinking, there should be some emotes that when used at the same time get a new effect, such as if two people use /kiss *, they do a full on kiss, not just some guy gets close and does it. Or if one person does /kiss * and one does /ew * then the person who said /ew will push the other person away after about a second. Other Examples:
 * /Cry + /comfort
 * /slap + /duck
 * /elitedance + /WHAT!? or /excited
 * /playdead + /ahhh
 * Those guys that make videos will love you forever.--The Gates Assassin 01:06, 17 July 2008 (UTC)

Exquisite! Magnifique! It's good to see that I'm not the only one with a creative mind. /hug. Of course, I'm not sure what "ECed" means... az :D 01:16, 17 July 2008 (UTC)
 * Edit Conflict--The Gates Assassin 03:26, 17 July 2008 (UTC)
 * Blah. duh...wait...I did that? When? O.o az :D 04:28, 17 July 2008 (UTC)
 * It's when two people are editing the same page at the same time and one finishes first. The other one get's they're comment deleted and moved to the bottom so you have to copy paste each individual line of text if you want it back that bad. Or you can just give ppl the footnotes. Happens a lot during conversations.--The Gates Assassin 04:36, 17 July 2008 (UTC)
 * Oh yeah! I remember that! I won didn't I? lol az :D 04:54, 17 July 2008 (UTC)
 * Here are a few emotes for the wiki'ers! /tag /autotagback /signatureslap /editskill /editstat /edityo'mama /editedbychucknorris /EC and last but not least... /wavetocamel Now honestly there could be some emotes where you use your weapon as well, such as:
 * /flexweapon (you flex with your weapon)
 * /guard (appear to be blocking or guarding
 * /attack
 * /evade
 * /raisewep (raise a weapon in the air victoriously)
 * /jab
 * /circleslash (slashing with the weaponi n a full circle)
 * /weaponstunt (basically just some fancy moves showing off with a weapon)
 * /slamdown (over the head start and just slams down) and etc. -- E lven C haos  [[Image:User Elven Chaos RiftEdit.jpg|19px|Elven's Talk Page]] 17:32, 31 July 2008 (UTC)


 * Some more:
 * /fall (char just fall down on the move, like if he/she stepped into a mole hole XD)
 * /panic (pretty self explanatory. run around in circles, maybe shouting some lines like if drunk. not technically an emote, but a macro - easy implementation)
 * /flip (some acrobatic trick, improved GW1 /jump)
 * /cover (fall on ground face down and cover head with arms)(funny to use after /panic ^^)
 * /pose (char enters racial/professional show-off posture, varies alot)
 * /rofl (do I have to say it? :))
 * /fear (char looks afraid of his/her surroundings)
 * /dizzy (self explanatory)
 * /hungry (teeheehee)
 * /teehee, or /giggle (O_o, ideas flowin...)
 * /idea (true... char displays as if he/she just made an invention of somesort)
 * /afk (rework, seriously)
 * /random (picks and shows a random emote. soooo simple, but funny in some cases)
 * /seduce (some seductive pose, not seriously this time :))
 * /lay, /watchlouds, /stargaze, whatever... (lay face up with hands under head)
 * /meditate (enters a peaceful sitting idle)
 * Phew, that should be all for now :) Ratys 10:54, 8 August 2008 (UTC)

There currently a kiss emote? ~ SCobra  09:43, 6 August 2008 (UTC)
 * But honestly, GW is a MMO action game, not Second Life. Yeah, we want people to develop friendships with other players, but not that kind of friendship. I mean, if we implement this, what emote will they make next? Emote for making out? lol this would make a lot of people who live in their mom's basement happy. But please don't take this response seriously, its just my opinion, and I have no intent to disrespect. --PCGamer07 12:43, 6 August 2008 (UTC)
 * I don't see /kiss emote really viable, as said above, GW is just not this kind of game. MAYBE only an untargeted emote, just like the majority now. As for whole idea - yes, defenitely needs new emotes, as well as rework of some old ones. Ratys 00:22, 8 August 2008 (UTC)

/holdhands and /danceasagroup could be added. A choice of dances; dances should no longer be attached to a profession. Dance could be purchased from a Dance Teacher. Social activities are an important part of playing the game. Sometimes, you just don't feel like going out and killing something. So definitely, more emotes regarding human activities would be very welcomed.


 * The player could type in /kills and it would display how many creatures the character had killed directly (actually having given the killing blow) and indirectly (was in a party that killed a creature).

Make PvP more varied
The Make PvP more varied section on the article here contains text from ArenaNet:Guild_Wars_2_suggestions/PvP_Variations. Prior to the merge, the sole contributor was User:SacredShadow.
 * Attribution

Solving player skill difference in PvP and PvE
Make a diffrent kind of PvP reward system, one that favors a team with people on diffrent skill levels. My suggestion to this is to make rewards for teams depending on their total PvP skill level on all players. For instance a team consisting of 1 high ranked player and 7 newbies will if they win give a higher reward for each player than a party with only high or mid ranked players in high end PvP areas, this is to encourage playing with newcomers I would suggest the same kind of thing for PvE higher rewards (although not too big a diffrence). For PvE I would suggest a system similar to balthazar faction, I would use a Lyssan Faction for skilled players who help the newcomers, helping players on a diffrent skilllevel will contribute to give Lyssan Faction to determin if a player is done his or her achivements. Lyssan Faction will be usable the same way as balthazar faction.--213.100.146.85 21:02, 19 September 2008 (UTC)

Projectiles
Just kinda nitpicky thing I guess... But let's say I shoot an arrow, and there's a wall in the way. It says "Obstructed". Well, I figure, what if there's a player in the way? Shouldn't it also be obstructed or 'diverted' or w/e? I figure the arrow should hit them. Or let's say you have a slow moving projectile, a player moves away, then moves back; it should still hit them. What do you guys think? Colonel Hawk 16:13, 22 December 2008 (UTC) /signed70.71.240.170 22:26, 29 December 2008 (UTC)

Primary/Secondary enhancements
My idea for more profession variety. :\ Ryuu 11:59, 24 December 2008 (UTC)

A larger amount of Unique Weapons
No, I do not mean the easy-to-find weapons that are very common in Guild Wars right now, I mean the weapons with the really weird stats, like the -50 Grim Cesta, or that offhand that works like a +5 energy shield, and all the other various early game weapons (the Prophecies quest rewards mostly). The market for weaponry is very narrow; the market mostly revolves around individual weapon skins, since there are few upgrades which are used. I'm not asking for better, more powerful weapons, since that could be game breaking. It is more about the weirdness of weapons, just to have more variety. And, honestly, a single-handed hammer (with reduced damage of course) that gave +1 health regeneration while under 47% health would truly be a unique weapon. Once again, not gamebreakingly overpowered, just weird and diverse.Arcdash 21:35, 28 January 2009 (UTC)

Voice chat
Guild Wars hosted voice chat. Very few games on the market have it, so it can give them an edge. If they have the server space to host it, it could really help the game. It would make it way easier for teams to communicate, especially in high end PvP. Colonel Hawk 02:12, 7 February 2009 (UTC)

Armor
I think players should have the freedom of buying their race specific (?) armor from an NPC and then selling it to other players via the guild wars trading system INSTEAD of having to discard or sell it for 1/00th of the bought price to an NPC when a player wants to upgrade their equipment. Once the armor is bought a player can customize it to themselves for a 10% physical and elemental defence for a small fee of 100gold per piece at a blacksmith. If the armor is allready customized (and bought from another player) it could be customized to suit the consumer for a greater price of 1 platinum per piece. This should also apply to weapons.

Custom Combat Animations
hi, I am sorry that I am not very good at using the wiki, i dont know how to create my little area but I had a great idea last night about Guild wars or guild wars2.

my names : Karik the fallen, written on February 13th 17h46 (-5GMT)

a feature that only guild wars would have.. in all other Online games...

that idea is being able to choose from Different styles of attack move, just for style or class. All these choices wouldnt change any damage output, or attack speed. just for the Uniqueness of the character and I think many people would love to choose these options ? =)

I.E : A Warrior Choosing between these diff styles ( there could be more, like 5 to 10 for each class) :

-Berserker's frenzy ( Crazy Animations of bloodlust, no mercy )

-Defensive position ( you would see the warrior more on his guard and giving more strategical hits )

-Gladiator style ( More of a brawler type of hits, kinda like a 'Little Thom' )

Last example :

Monk :

-Shaolin Monk (you see the monk going into some real shaolin monk style, legs and elbow hits with side kicks)

-Monastary Guardian ( you see the monk using the staff or any other weapon like a monk would use a wooden stick)

-Chakra Protector (You see the monk using the inner spiritual power that would block and maze the enemy into a violet flame animation)

all these are just pure examples, But I think that if put alot of ideas in it, it can really become one of the best features of guild wars ;

Choosing Animations of combat

And!

Achievements and Combat Animation

what about unlocking new styles of combat by the new achievements that will be in guild wars 2!? Players could gain or maybe buy 'rare' scrolls of methods of Fighting ( no advantage since its just for style ) and players would use or buy them just like they use a tonic or a dread mask, for style =D

hope u like my idea, thank you all, and thank you arena net and guild wars for being the best spiritualy-action-oriented game.