User talk:Patrickvp

Hello, Patrickvp, and welcome to the Official Guild Wars Wiki! If you need help with anything, don't hesitate to add a message to my talk page. I highly recommend that you check out the "Welcome to the wiki" page - it's extremely useful as an initial guide. Best of luck and happy editing! --Silverleaf 08:38, 14 May 2008 (UTC)

Suggestion list:

1. Sailing/Seafaring game play. Given the availablity of map travel and Asuran gates, travel by boats will be unnecessary. However, as a gameplay element, I think it would be magnificent to offer some sort of adventures at sea. Examples could include battling sea serpents, pirate ships, salvaging undersea treasures, and perhaps even negotiating difficult environmental areas, like whirlpools and reefs. While on a boat, one person could steer, while the others could man shipboard weapons like harpoons (not sure if I like the idea of cannons in the GW universe, though). For close quarters combat (ie. sea serpent attacking the ship) ranged attacks and casters can attack as normal, while melee types could be incharge of steering the ship, or using the onboard weapon. In the lore article, I noticed a mention of "black masted ships" that have been sailing around Orr and LA (I think). Some sort of interaction with these ships would be wonderful. If there are titles, perhaps there could be special sailing titles, and even the option of building/buying your own boat, or a guilds boat.

2. Fire as a targetable environmental effect that can grow. I sotra got this idea from the way Oozes work, in that they can multiply. What could happen is that a fire could start, and over time it would grow larger, and at a certain point it would begin spawning smaller copies of itself that would also grow. Fires could only be put out by tossing water buckets or using certain AoE skills (like say Water magic). Uses of this kind of fire would be entertaining in dungeons and missions, but could also be an element in certain PvP settings, where maybe you could set fires either as a destructive element, or as a distraction, or simply to block or delay a path. I would think a fire of this kind, though, would be harmful to all who approached it, allies and enemies alike.

2. Minion skills. There are two here, one a reanimation skill, and the other a preventative. The first would reanimate whatever creature had just died, except that it would ally with you and behave as any other minion, and it would also be able to use one or two of its natural skills (certainly not all of them). While it could use the same original creature model, the texture could be more "undead-ish." The other skill would lay down a spirit (nature or binding) called something like "Rest in Peace" that would prevent minions being created within its area.

4. Inherent pet skills - It would be interesting if pets had species specific skills and advantages/disadvantages. Kind of like how Ursan/Volfen/Raven blessings each have different stats, maybe a Bear could be very powerful, but slower to attack, while a wolf would be much faster, but not do so much damage, while a Raven could inflict bleeding and a little damage and be invulnerable to knockdown, but have a lower health level. Those are just examples, but in general making pets have more obvious pluses and minuses would be neat. Of course, we'd want some kind of pet barn so we could keep and swap pets as needed.