ArenaNet:Guild Wars 2 Suggestions/Scratchpad Archive July - October 2008

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Unfinished Stories

OK, from what I can gather, there seems to be alot of power resonating through Tyria in GW2. That seems like the perfect casue for things from GW1 to "rise" again, it also seems like the perfect excuse to have them do so. Here is a list of things i think should have their stories expanded upon:

  • ALL and spirits in The Tomb of Primeval Kings, and the tomb itself, I mean Nightfall's been out for a while, and they haven't shown any insentive to change the tomb back, or at least clean out abbadons remnants(i'm talking about game updates, not the actual in-game battle), so it must have a story in GW2.
  • Those Big stone warriors in the Crystal Desert, supposedly they used to be able to walk, and talk and help adventureers on their quest, i'd liek to see mor of them in GW2.
  • The Realm of Torment, eventually Kormir has to clean it out, I mean, how long can a race of goddless beings liek the margonites last against the Goddess of Truth?
  • What Livia did with the Scepter at the end of EotN --Kristoferjm 00:43, 7 July 2008 (UTC)

That's basically all i can think of now, please feel free to add your own ideas. Lord Zepherr 04:39, July 6, 2008 (UTC)

  • New idea: What happened to all those Thousands of baby dragons we saved during Glints Challenge in EotN? Lord Zepherr 08:33, July 7, 2008 (UTC)
  • Shiny, should be 253 years old by now, since he hatched 3 years before EotN, so what will he be doing? Lord Zepherr 04:57, July 8, 2008
These ideas would be nice, although not possible, to explore in BMPs while we wait for GW2. Peace --Nekki 17:44, 10 July 2008 (UTC)

Hero scripting

I'd like it if it was possible to script your heros. I.E. for a monk:"If *ally* has *less than* *250* health, cast *heal other*, etc so that people could use specialized hero builds. Wolvenmoon 22:14, 21 September 2008 (UTC)

I'm taking classes that writes parser, interpreter, and compiler. Personally, I don't want to be the guy that implement all these scripting. I don't expect anyone would want to do this. =.= Lightblade 09:30, 15 October 2008 (UTC)
Thing would be great, as then one could have more control on ones heroes and their decisions etc, I'd love to write such scripts, but might end up being code wars. Vazde 16:07, 28 October 2008 (UTC)

Better Cutscences

Play Guild Wars and once a cutscence goes on, watch how the characters talk. They mouth seems to move up and down, but the rest of the body seems the same. They should put more emotion in them.

I feel that it's mostly the graphics engine that doesn't let GW have exciting cutscenes. Considering so much of GW's cutscenes are a modge-podge of the character emoticons, it can only be taken so far. No facial changes, very little movement, and somehow, people's equipment appear and disappear. Something needs to be done to make this a little more enjoyable for those people who actually like watching cutscenes. I've almost been pushed to the edge so much that I'll even skip cutscenes I've never seen before because I know they'll be quite awful.--Helsvon 09:21, 17 August 2008 (UTC)
BMP cutscenes have insured that they have pretty much perfected cutscenes, I'm sooooooo excited n.n
They did? Horray! Lord Snealon 19:49, 18 July 2008 (UTC)
BMP? --Wolf User Great Darkwolf UserImage.jpg 21:41, 18 July 2008 (UTC)
Bonus Mission Pack. Not the image format.--Helsvon 09:21, 17 August 2008 (UTC)

Think he's talking about this.[1]The Cabal Summer FTW! 23:46, 18 July 2008 (UTC)

I thought he was talking about the BMP.
Uh, yeah, but the thing is the characters in the BMP cutscenes don't talk. That's a surefire way to avoid those sorts of animation issues. That said, I'm hoping GW2 will have nicer talk animations; GW1 didn't have any to begin with - they were kind of "hacked in" retrospectively after Nightfall came out. I'm guessing the engine didn't really handle them well, so you kind of get a "Monty Python" talk animation. Doesn't look all that good, but it does the job I guess... regardless, with extra time to actually do it right, and more computing power available these days, decent animations at least on par with Oblivion (yes, I know they looked horrible, but the point is they had the tech not to) should be possible. -- Sirius (talk) 10:58, 22 July 2008 (UTC)
Aside all the things mentioned above, it bothers me greatly that you can do absolutely nothing during a cutscene. For example, a team of 7 experienced players and 1 still new to the game get into the cutscene, 7 of them would want to skip it but the newbie has never seen the cutscene before and is either forced to skip it or annoy the rest of the team by refusing to press that button. Or this can also happen when one of the teammembers is AFK. I think everyone should individually control when their cutscene ends without waiting for others agreement. If the mission requires everyone to be out of cutscene before continuing, the ones who skipped early would be frozen to place until everyone is back.
Oh and people should be able to chat during cutscene, I'd love to make fun of some prophecies cutscenes with my pals during them :P Gengetsu 9.9.2008
NO. Cutscenes are a waste of the players' time and Anet's money.

^^ The above editer has no soul ^^ XD--70.71.240.170 05:15, 29 October 2008 (UTC)

Having no soul is a lot better than having no brain, CPU, processor core, etc... --The preceding unsigned comment was added by User:72.64.8.68 (talk).
I don't like that the cutscenes are made from gameplay, as sometimes a minion might stand punching shiro or something while he is talking. Also i don't think the use of premade emotes work as they should, when an npc says something epic and everyone is supposed to show they agree, they point with their fingers at him and nicks with their head, that means like "you bet!" it just doesn't feel right. --The preceding unsigned comment was added by User:83.252.11.226 (talk).

Possible expansions (locations & races)

I think that if the expansions for GW2 are seperate campeigns like GW1 (excluding eotn), instead of only adding even more new proffesion, add new races. Currently the story focuses around tryia. Say an expansion giving access someway or another is released for elona. The current races would still be required to start in tyria, but say the margonites are a new race. they would start in elona, and have a totally unique story line following a margonite civil war, perhaps a large rebellion witch has grown over the centurys, leaded by the apostate, agianst the main margonite faction, leaded by mallyx. As for cantha, prehaps the tengu could be a race, and you could choose either sensali, or angchu. both would have a seperate, but closely related storylines.

This is a badass idea
Is that an insult or a compliment ^ Spawnlegacy 22:10, 15 July 2008 (UTC)

Pfft don't edit it to make it look like I wrote it mr. unknown edit man.

It's a suggestion? Quazark Zeklar UserQuazark Zeklar lifebond.jpg 20:49, 20 July 2008 (UTC)

Allow me to revert it a little so it looks like it should. (stupid discussion changes..) Spawnlegacy 04:48, 21 July 2008 (UTC)

I'd like to see something with Tengu and/or Centaurs. They're both intelligent, sentient races with profession structure like humans, etc... they at least deserve side-stories in the main GW2 game and/or playability in possible expansions :). But the biggest suggestion I have here is this: the Verdant Cascades and the giant bay NW of that (with the rocky island in the heart of it; the quadrant directly north of Maguuma) are untouched territory in Tyria: there is scant or NO lore about it at all -- so Anet, you have some huge liberties to add somethings completely new to the GW universe in the Northwestern quadrant of Tyria. Is it possible the new "Krytan" human mega-nation explores these lands (and Maguuma)? Remains to be seen :)

Jarrkha 21:21, 8 August 2008 (EDT)

Use a Navigation Mesh for Pathfinding

We used a nav mesh technique for bot pathfinding on Fortress Forever designed by the creator of Omni-Bot ( http://www.omni-bot.de ). It works quite well. Here is an example of how it works: http://www.ai-blog.net/archives/000152.html 12.116.80.70 13:18, 28 July 2008 (UTC)

What do the creature's eat?

I hope GW2 figures out what all the creatures and people are eating and how they survive. In Factions you have the giant city they say is fed by the farms on the starting island... I mean that many people to such a small island. Even with magic there just dosn't seem to be enough food. Also what about all the wild creatures in the wild. Those giant insects and other things that attack you automatically. They can't be that territorial becuase they seem to exist with other spieces in the wild. Also the creatures seem to only attack the heros of the story and ignore the people that are defenseless right next to them. I can't understand how these things have surrived this long by the mentality of "Lets all attack these shiny armoured humans with powerful magic and weapons." Sure some of the things are drawn by the magic or are undead but a lot of the wilderness creatures are portrayed as intelligent thinking creatures and not just mindless savages. This dosn't make any sense and that is the point. The whole ecosystem and food resources are so completely out of whack that by the time of GW2 most of these creatures bent on killing should have annilated themsleves to extinction. Just give us an ecosystem like Pre-Searing where I can actually relate to it, instead of "They all must live by magic". I mean why would a meat eating creature attack a Slyveri, or a plant eating creature attack a Charr or a human. Make the creatures needs realistic and meet the realistic needs of humans. My rant is done, thank you for reading.--67.241.10.75 03:46, 29 July 2008 (UTC)

Scale in Guild Wars, as in most non-tabletop RPGs, is pretty abstract. It's implausible that Kamadan, the largest city in modern Istan, would have less than a dozen buildings, or that the Battle of Gandara would only involve a few hundred troops. Shing Jea Island could be larger than w:Ireland, the Elon could be longer than the Nile and the Shiverpeak Mountains could be larger than the Himalayas. Realistic zone scales and monster population densities would make outdoor areas boring. I think if they want to add realism, they could mention populations in town and outpost descriptions and add distances to road signs. -- Gordon Ecker 06:31, 29 July 2008 (UTC)
I think that's a very good point, but with the possible addition of the yet unconfirmed mounts, this could be less of an obstacle. Looking back I find the unrealistic parts of Guild Wars very glaring. There are definitely well designed outdoor areas, but I find that it's quite bland at times as well. If they could add things that made it more real it would be much more interesting for me to map scant areas, go capping with a rare boss, or just explore. Such ideas would be things like beautiful natural phenomenons. I have seen that Guild Wars tries, but it often fails at this. Enormous waterfalls, elaborate rock formations, and other natural beauties could just be the start of it. Often times, this sense of "scaling" things makes a lot of the GW world very plain. Other things to contribute to the realism could include buildings that are interactive (walking in, vendors, etc). Literally every building in Guild Wars is "blocked off" as there's no entrance into them. You can't walk into houses or temples. Stores and any other structure remains closed off to the player. This cuts off so much of the realism because you are always OUTSIDE. I really hope that ANET addresses this sense of realism that is really important to addressing minute details of a game. --Helsvon 18:13, 24 August 2008 (UTC)
There was a fairly decent attempt on giving creatures acctual need for food and let them assess players and numbers in their group to figure out either or not they should attack or run away in Stalker with their Alife engine, all it ever did in practice, is make monster run around the maps in seemingly chaotic order, attacking intrenched positions in suicadal manner and ocasionaly chew on a random corpse. So its not really a question about realism but what role you wish to give the player, if you have creatures attacking eachother and/or npcs then you will inevetebly make player silent observer who missed all the fun, or has to deal with strongly deminished number of beat up victors of previus scirmish that will take place Each and every time one goes to the map. Biz 15:55, 10 September 2008 (UTC)

Special bar

I think GW2 should introduce an adrenaline bar, a critical hit bar and possibley a weapon special bar. The critical hit bar would go up, at 100% your next attack deals a critical hit, the adrenaline bar measures how much adrenaline you have, and when the special bar is at 100% the weapon deals its special. --The preceding unsigned comment was added by User:144.139.119.60 (talk).

building up adrenaline and using it when you need to for skills is better than just building it up to do a special attack imo. Crits should be more random and based on a % rather than just filling up a bar. not sure about the weapon special bar, maybe just an alternate form of attack like in Phantasy Star Online where the accuracy of the weapon goes down but if it hits then the special attack is performed. 68.104.247.142 09:11, 8 August 2008 (UTC)
Rather than a "special" bar that performs an attack, what about a straight-up power boost? One similar to that of the current bonus system of morale, except it's a significant and time-limited increase that is managed by and affects only that player, not the team. If this were to be implemented my suggestions are:
1) we could use the bar at any moment, but the percentage of bar would determine how powerful the boost is (i.e. if you release your boost at 30% of the bar, your power increase would on be 30% of the maximum power increase).
2) That the boost be class specific. Ex. a Monk's boost could be called Divine Endowment would multiply all monk class powers by 3 for 15 seconds, whereas a Ranger would have Call of the Wild that would give archer 100% accuracy 30 seconds, or a guaranteed 1-hit-kill trap, and a Damage multiplier of 2 for pets.
3)Building up the bar is based on damage received. Death could have a penalty to the bar, so if you die you could get -0.2% of your bar removed.
4)That Morale continues as a party based increase. I.e. When the party kills a boss, the whole team gets a morale boost, but if a party member dies the entire party receives a -1% death penalty. --Duckmurderer 08:22, 17 August 2008 (UTC)
When you suggest something right out of Runescape, at least try to not use the exact same name and describe the effect to the letter. Criticals are random and for most of the time its a good thing, having a garanteed critical saved up will only result in spiking. Adrenaline is pumped for each skill induvidualy, making a global pool indicator for it would be meaningless to say the least. Biz 13:32, 10 September 2008 (UTC)

Addon friendly

I suggest that Guild Wars 2 be addon friendly. What I mean is that users can create addons (i.e. with the LUA language) that modify the GUI,add cosmetic functions to the game etc.--The preceding unsigned comment was added by User:Alexbeav (talk).

Ascalon City Idea

Since Ascalon is going to be full of ghosts from the past in Guild wars 2 I was wondering why not make them of characters who have the LDoA title(legendary defender of ascalon).--The preceding unsigned comment was added by User:97.95.134.151 (talk).

Because nobody wants to talk to an NPC named "oo7azzkikr" (Satanael 03:59, 12 August 2008 (UTC))
Wierd names aside, there are thousands apon thousands of people with the title allready, if they were to make the change there would be even more people getting the title, displaying all of them would not work, picking a few at random would be just annoying so its much better to just let devs make it "Ghostly Warrior". Biz 13:38, 10 September 2008 (UTC)

Fitting Room and Linkable items

Enabling items from the inventory to be link to chat so others can see the stats on and even see what it would look like on them would be fantastic. Along this line a fitting room for any crafted (if available) or store bought goods would be nice. Nothing is worse than spending hours of game play working to get one of the many end game armors from the crafters, only to get it and find out it just doesn't work for your character. 68.104.247.142 09:11, 8 August 2008 (UTC)

Sharing and Linking Quests

Just as the name implies, please implement the ability to share quests with teammates or even link them in chat so they can at least see what you are working on. 68.104.247.142 09:11, 8 August 2008 (UTC)

Aggro

It makes no sense that I can kill a creature in 1 hit, but it STILL insists that it MUST attack me. This is more annoying than anything. The stronger the character becomes the less likely weaker creatures will be to attack them. Of course if they are teamed with a lesser level character then that character may still be attacked. Also, and I'm sure this will be fixed along with Z axis, but aggro should not be drawn when you are above/below the foes and you probably shouldn't be able to attack them either (at least not with a sword when they are 200 ft below you and you just happen to be walking over a rope bridge)

I agree with you there like in another MMO I played when you got strong enough the enemies gave up on attacking you. Maybe you could have an intelligence meter on the enemies the more intelligent ones you could either attack or try to negotiate with.... such as the centaurs since they are quite intelligent yet they attack on site you know that or say you are way more powerful than them they could run away or trying to talk you out of it and the less intellegent ones well that could be random if they attack. by GaurdianAQ
Few months ago I have been playing another MMO too and I saw there nice solution. Mobs don't attack players if they have 2x+1 level - where the x is mob level.

Speaking on the subject of Aggro... Mobs aggro should be based on something a little more dynamic than 'weakest' member of a team. Should a team member fall and accumulate DP, they automatically become the weakest member and all mobs will continue to attack them. This can make a player quite useless in a short amount of time. There's nothing you can do about it because it's a static definition of who the mob should attack. Maybe agro should be determined by the closest party member to them, or whoever is doing the most damage (ie. biggest threat to the mob party). Perhaps, if a Boss is involved, the rest of his party should be concerned for his well-being and attacking whoever is the biggest threat to him. This allows players to have a bit of control by allowing a Nuker to dumb down his damage enough so the Tank becomes the threat and they attack the Tank instead. Or, as another suggestion: Give players skills that draw aggro. Everquest had Taunt, other games I've played made certain weapons draw more aggro than others. Healing should draw a certain amount of aggro. Make Aggro dynamic, don't keep it as a static metagame concept like 'Kill the weakest guy'. We can't see their strengths and weaknesses from the start. Why should they be privy to ours?

I agree. That is why i liked FFXI is because i didnt have to worry about 5 orcs chasing me around even though i was about 20 levels ahead of them. The bad thing is this may affect farming in a negative way...

Battle System

K what would completly hook me to guild wars 2 is if we had a battle system a bit similar to fable I dont mean remove everything we have now and lose the whole build system I just mean that you know you should be able to duck out of the way of attacks and you shouldnt just be able to click and then you are attacking you should be able to have more realistic fights sure you can still use that feature but I mean what if ur a ranger and you want to snipe someone you cant do that where as for rangers and other guys they could have a third person shooter type interface where they could climb a mountain and start sniping. Also what about a hunger system I mean ur character can run nonstop without ever tiring what if ur character required you know some sort of energy to keep up his battle strength. like a warrior could just run up and kill a monster and eat him where as a necromancer could go longer by the use of death magic of course to much could like turn you into an undead in which you might need a monk to come fix you or another necro lol

68.104.247.142 09:11, 8 August 2008 (UTC)

Dye

Would it be possible to salvage dye with a salvage kit, or maybe have a specialized salvage kit that can salvage dye, so we don't have to buy the same dye over and over?

i would like dye to not be able to salvage. in a section b4 this 1 it talks about crafting armor and i like the way it works with dye, as long as there is like a way to preview your armor before you even get started collecting the items need for the armor your planning. --The preceding unsigned comment was added by User:76.14.220.116 (talk).
I can see it now, me in GW2 scraping paintchips off my old armor set, backbreaking work, poring it all into solvent just to get a greyish sludge instead of White, neh. I can understand someone removing a blade of a weapon to get some Iron/Steel, or handle of a hammer to get some Wood, but Dye? You dont salvage Dye unless its to fake a signature on a painting or or something like that. Biz 13:46, 10 September 2008 (UTC)
Being able to gather dye components from plants, herbs, etc and mix your own colour combinations would be a nice alternative to simply buying/selling one that dropped Lady Elyssa 15:42, 13 October 2008 (UTC)

Companion Personality Settings

Ever find that your heroes are doing exactly what you don't want them too in gw1? Besides the usual 'generic traits' of a hero's personality, I think that companions should have a personality sheet that you can change per diem. Kind of like you can with your skills in gw1. So, for example: I bring my companion into 'the land of ouch' for a quest. I know I can protect myself pretty good, but what I need is for my companion to protect himself primarily and just heal me when I want (kind of like I 'asked' him to do that). I pull up his sheet, set a few settings (save if I want for a different/later use) and begin. This way, you can actually make your companions more useful instead of annoying and they will do what they're suppose to instead of getting in the way. Currently, in gw1, my guildy and I are in UW and find that our heroes like to do the wrong thing. This would fix it if you could 'set their settings' to a degree. Just a thought. PS. these settings would be OPTIONAL as companions already have a certain "know-how" in what they're doing and some peeps might think that a bit too complicated. Silenced 20:31, 8 August 2008 (UTC)

I like the idea, like say you were bored of 55ing (if they have something similar in GW2) and you wanted your hero to do it, you could set which skills they should keep up, and how many seconds before they run out when they should use them, it would take a while, but you could do something that would be gennarly hard in a pretty shoprt time, but people might end up exploiting that, so a-net could do something like a block sort of thing when the same thing is done like 20 times in a row, the settings are reset and cant be set the same for like a week or some time around there.-- Diescumbag 20:48, 1 October 2008 (UTC)

Skill Animations

Anet did a good job with skill animations in GW1, but I still felt like quite a few were unremarkable from their counterparts. Jarrkha 21:06, 8 August 2008 (EDT)

I agree, I think it should be more motion and colors, in GW1 it seemed too repetative, or too unremarkable, very few were had that "wow, nice effect" feel to them. Plus a changeup on the attack animations, instead of the same swing over and over, like horizontal, diagnal, verticle, etc. More wand waving motions and such. 66.229.178.114 17:32, 12 August 2008 (UTC)

i think what i'm hearing is that when your char picks up a stick and breaks it over my head you want it to explode with demonic black flames of doom, rite? i can understand that some ppl like those games where your sword sends out flashes of light 2x as tall as the char the sword hit, but personaly, i dont understand WHY they like it. i think that in the options menu, you could have a slide bar to adjust the amount of unrealistic light shows your weapon makes, that way eveybody is happy. with that out of the way, i'd like to point out that GW2 is supposed to have alot fewer skills that do different effects, like if your surrounded or not (somthing like that), so i think they will have differnt animations as far as which way the sword falls. --The preceding unsigned comment was added by User:76.14.220.116 (talk).

That's part of what I mean, but the real deal would be just adding new animations for SKILLS and SPELLS - for instance, a lot of the Necro spells (esp. in blood magic) look re-hashed, whereas, skills like SHIELD BASH should actually have a shield blocking and bashing (however that would require increased knock-down time since the animation for shield bash would interfere with your attacking). I'll tell you "why" we like it: it adds considerable refinement to the game, and what differentiates a great product from a tour-de-force. Jarrkha 22:39, 15 August 2008 (UTC)Jarrkha 18:38, 15 August 2008 (EDT)

I Believe that the graphics are great as they are but the animations let it down, Agreed the animations for combat are repetitive, but what i hear some highly technical suggestions are that. If you play an elementalist the effects of the four elements(Fire, Water, Air, Earth) should actually have an effect on the map itself. kinda like "Avatar The Legend Of Aang" this where to actually cast the necessary spells you need that certain element nearby 1 example might be: you cast "Ice Barrage" you're char would wave their arms in a mystical fashion aimed a bit towards the nearest water source(their skins full of water or a nearby river,pond ect) and you see the water actually being pulled forcfully towards your char. which(with more arm and hand waving motions) eventually split into thin long lines of water suspended in mid air, suddenly freeze by the ele's will and thrusted towards the enemy or the area around the enemy causing horible pain and agony that it will inflict a crippling and bleeding condition on EVERYONE including allies which calls the need to work as a TEAM or else your going to have a squad of players mouthing off at you for impaling them against the very ground they fought on =p just a very concerning thought! and add's a unbeatable feat of realism(unless you get crysis graphics lol) --The preceding unsigned comment was added by User:92.8.150.81 (talk).

While I love the graphics, I would have to agree that Anet needs to focus more on the animations, and this includes character animations as well as skills.

Agreed! They pulled off sound all but perfectly, the skill animations were either to minor or unremarkable (excluding the pretty ones like Holy Wrath and very few etc)... At low attribute ranks (if the attribute system returns... which I hope it does xD) the skills should look somewhat GW normal, and in the higher ranks should start being detailed or... more flashier/stylish ... like that wonderous Meteor Shower/Firestorm in the Intro CG of Prophecies. Also... Weapon skills could use the most of this "sprucing" up... as well, they don't even have an animation to go along with 98% of the time.

I agree here, some spells eg: flare, firestorm, meteor shower, shield of absorption all have really nice animations and effects. However skills like Barrage, Ray of Judgment, the previously mentioned symbol of wrath are all...underwhelming. ROJ especially as that it seems to have no noticeable effect other than a small clusters of -120, -100, etc. Weaponmaster 23:44, 23 October 2008 (UTC)

Yes, this is something that needs work. Toons go through the same motions when they cast their wide variety of spells. It's even to the point where a Warrior uses the same attack animations for a Sword and an Axe. This means you can see your Warrior thrusting with an Axe. Thrusting... with an axe... --The preceding unsigned comment was added by User:63.227.5.195 (talk).

Actually i would love to see alot less "fireworks" in a skill.i mean, sometimes it is hard to see whats going on.also something i think would be cool is that the attack animatins change depenting on your foe,for example:two warriors fighting each other would fight like a real sword fight,so the swords would clsh with each other and instead of a big yellow "block" sign tou will actually see the char blocking.also if you are fighting a huge boss,the attack animation would change to make it look more real:example,ranged attacks would hit the boss in the face, blinding it while the close range would stab the feet or legs. well, i hope i you understood what i tried to say!!

Anti Scam and Trade Betrayal Initiative

In order to decrease the number of available scams, please do design items so that non-unique or worthless items cannot be taken for high valued items, i.e. make the high valued items look different by adding either a different skin or by enclosing them in a, for example, golden rectangle indicating their value.

As for the trade betrayals, make the trade dialogue so that it includes an option for the seller to set the expected amount of gold prior to that the other player enters the amount of gold she wishes to pay for the item(s). In that way, the seller cannot be betrayed in cases where the two amounts do not match. --The preceding unsigned comment was added by User:78.34.218.172 (talk).

For the last part, I think a trading stall would work perfectly for it. Besides being handy to prevent scams, it would also put an end to the endless trade spamming in spamadan. You could put an item for sell, choose an appropriate price for it and wait until someone passes by and chooses to buy it. There would be no way to scam the item, because you can only get that item for that certain price. But of course, he could find that same item for cheaper in another trading stall :P having a huge marketplace for trading stalls would also be awesome, it would bring whole new levels of bargain hunting to GW :) Gengetsu 21:18 21st of August 2008 (GMT)
Because in this day and age, it's too hard to distinguish the difference between 1 gold and 4,300 gold. Let's not forget the complexities of mousing over an item in the trade window to show it's actual name. 74.78.9.48

THE INVENTORY SLOTS/SOUNDS OF ITEMS

(For Guild Wars II) Here is a great suggestion that would make the game seem . . . more tangible. When the player picks up and down his/her items in the Inventory or in the Storage, make proper sound effects when they are lyed down. The same for when items drop or when throwing them on the ground; if it is a sword, make it sound like a sword dropping, not a bag. If it is a two hand axe, make it sound like a heafty or light weight axe, etc. I also suggest get rid of the sparkly stuff around the item(s) when it drops, it seems too childish looking. When the item(s) drops people will see the item(s) as it lyes there and the name of what it is. There is no need for that glittery stuff. Feedback please!

I know my suggestions may seem a little nit picky to (some) of you, but this is the 20th century and it's time to get a little real here! Howbeit, as far as the fantasylook in the characters or monsters, that is all fine; but taking these suggestions in consideration if reviewed might make the game better.

More on Inventory and Storage

All items of the same type and that are completely identical with regards to their attributes should be stackable. This could possibly be taken further by allowing one to carry bags in ones inventory. In a Guildhall it would be nice if one could add on to ones storage by buying an add-on from the Guild Lord, or in a town where one could rent additional storage for use by an individial, a group of people one gave access to or possibly even one's complete guild. Kaisho 12:40, 3 October 2008 (UTC)

Guild Storage should also have a shared section for everyone in the guild to have access to where the more common items could be placed for newer people to use, these could be tagged as a guild item and unable to be sold/traded unless released by the original owner or something. Lady Elyssa 15:42, 13 October 2008 (UTC)

Expansion Bridges

So I was contemplating a way for the expansions that will open up Cantha and Elona to work and this is what I got. First, let's deal with Cantha. According to the Movement of the World article, the new emperor conquered/ forced out both the luxon and kurzick fations. So one ambassador form each faction comes to you saying that they've decided to to unite against a common foe( the emperor) just like our GW2 characters ancestors from GW1 taught them to with Shiro, and becasue of that they've come to ask your help. Now I think those of us that actually beat factions in GW1 deserve it a littel easier. So I say that if you have that monument in your hall, you get to go to Cantha no problem, no questions asked. But i fyou didn't beat in in GW1 you have to do a quest to prove your usefullness to the ambassadors, wherein you hide them from a canthan patrol that managed to escape the undead ships while pursuing them. Now, for Elona. In the movement of the world it stated that Palawa Joko either killed off, captured, or recruited nearly all the sunspears. So what if you find a sunspear escapee in tyria saying he traveled here to ask your help to get rid of Palawa because your ancestor in GW1 helped the sunspears defeat Abbadon. Now once again if you beat Nightfall in GW1 then it should be a bit easier to get along. And the players who didn't would have to help the sunspear ward of some of his undead pursuers to prove that you can fight. Lord Zepherr 04:09 June 19, 2008 (UTC)

I think this is an interesting idea, but as GW2 is a "separate" game from GW1, your achievements in Guild Wars 1 (if you call beating the game an achievement), should not take away from the GW2 game by making you do extra things to continue, but allow you access to bonus missions and quests instead. I'm not sure what that would entail, but it seems more fair for those people who never owned Prophecies, Factions, or Nightfall, but want GW2 that they don't need to do extra busy work. But on the contrary, people who did spend time to beat those games can be rewarded with more opportunities of glory in Guild Wars 2. --Helsvon 09:13, 17 August 2008 (UTC)

Support for multi screens

I use two screens on my PC and would like it to be possible to have some windows (like Guild menu, Storage,...) to be on the second screen or at least be able to move my mouse to the second screen while in full screen mode (to open wiki for instance). I know it's not a gameplay suggestion but I hope it belongs here. (Astrael 00:39, 27 June 2008 (UTC))

Guild wars currently supports multi-screen configurations. I run it spanned across 3 monitors just fine. two screens is technically possible, but your character appears in the middle regardless, so they'd be between the screens, in an obstructive position. In a two screen configuration, I'd use the second screen for Vent/TeamSpeak, wiki or guru pages etc. If your mouse can't move beyond the boundaries of the guild wars Main window, run in windowed mode instead of full screen. There are a number of freeware apps and some video cards that will enable you to strip the border off a windowed game. You just resize it to fill the screen and turn off the window with a hotkey.
As long as we're making display suggestions, I have a very nice 3d headset I'd love to use, but Guildwars support for stereoscopic interlacing is terrible. GUI items become huge as the resolution is halved during interlacing. It wouldn't take much work to create a 3D friendly GUI when working from scratch, so I'll have my fingers crossed and hope some consideration is taken in the matter. Countess Dramethia

Fun Ideas

Customizable Dances so every character can have a unique dance, thought that would be a fun idea XD, another one would be At the end o a PVP match to show a score board on of who got what kills and to create a title which goes along with it =) --Dobo

Customizable dances would require every player who wanted to do it to learn how to animate 3D models, which isn't exactly a 30-minute tutorial. Not to mention that the dance information would need to be passed along through each and every GW player who met the unique dancer, which is a lot of info. Now, if you just mean you want to let characters select from a list of pre-made dances, that I would agree with. As for the title... meh, we have enough people running around like a bunch of idiots seeing how many people they can try to kill. PvP is supposed to be about skill, not a head count. --Jette 22:41, 2 July 2008 (UTC)
You could have a list of predefined dance moves that a person can select to make a dance compilation of say no more than 30 moves and then the dance repeats itself. This can be easily implemented by incorporating a user-friendly interface. As for PvP scores, I agree with having a list of players showing who got how many kills. This is a far better option to implement then what is currently being used. Sacred 08:26, 25 July 2008 (UTC)

I liked how the dances were not generic. Nikdanbro 15:38, 25 July 2008 (UTC)

Me too, but you could have both. One dance per race, one per profession, *and* a customizable dance. That way you get to pick one of three dances for your character. I'm not fond of every dance, and not being able to change it or select from a few was no fun when you don't like your character's dance. -- Alaris_sig Alaris 15:59, 25 July 2008 (UTC)

I came up w a great idea- A dwarven tavern where NPCs would be telling stories and at times fights could break out with other players and the NPCs, complete w breaking furniture and dishes. It would be a free for all. There could be a few norm as bouncers which could throw you out before u died. Probably Koris Deeprunner would be the owner/operator selling his ale from King Hundars recipe. You could have stuff like pickled eggs that u could eat which would cause a diseased state with the NPCs laughing at those that ate them. The Ledfoot character could have drunken foot races around the building. The tavern would have to be shut down at times so that builders could fix the damage from the last brawl. Could call it the "Brawling Bonedragon Tavern". A lot of fun options w that.--Neuro 02:05, 28 August 2008 (UTC) have any of you ever heard of pivot animation surly a system like that would not be to hard to implement124.149.96.248 11:15, 10 November 2008 (UTC)

The Compass

I think Guild Wars has great graphics. Its too bad 3/4 of the time the player is looking at the compass or the interface. Even the way many players have to pivot their camera shuts out much of the good scenery. Why look up if u can just navagate with the compass? A while back I created a character and removed it (options->interface). And yes while I did end up agro'ing everything in sight (dont try this at home, newbies) I was able to better appreciate the beauty of the landscape and also saw many things that I had never noticed squinting at a radar. I think the compass should be scrapped for other means of navagation (static map? road signs?) and the player should have check his surroundings by LOOKING UP at them. This will draw more attention to the effort put into the graphic design and make the players actually feel more immersed. --The preceding unsigned comment was added by User:159.230.137.157 (talk).

Are you saying that a UI element should be removed because it's too useful, and that the UI should be less user-friendly? -- Gordon Ecker 01:08, 3 September 2008 (UTC)
Static maps are one of the worst ways to navigate in a Game, if an exelent system of quest pointers, maps and rotating minimaps/compases bothers you, remove thouse features from your client. Biz 15:14, 10 September 2008 (UTC)
Keep the compass! do NOT delete the compass. it is perfectly fine the way it is!...Zeph 04:41, 23 November 2008 (UTC)

It is a valid point, when I play 'I do so by mostly just the compass and the agro bubble, hardly looking at the screen. ~Med Luvin --The preceding unsigned comment was added by User:209.200.197.11 (talk).

Chosing Instance or Persistent area

I was really scared of what Gw2 would be like when I heard they were going to have all persistent areas, and was kind of upset when they made that descision for certain reasons. I am sure this will upset and disappoint alot of players that like to have instance areas. I also know they said there will be instance areas, but only for missions and dungeons. Having instance areas in GW1 gives some good advantages when it comes to farming. You can either solo farm the area of what you can and restart, or farm the whole place with a team... This is something that makes GW1 fun, especially solo farming with Invinci builds or Perma Shadow Form builds. I consider this a real trade mark for Guild Wars, there is nothing like it out there. Having Instance areas allows complete solo farming, without anyone else farming in your area or intefering. Persistent areas pretty much forces you to pick a farming area, sit in one spot and kill 1 or 2 enemies over and over and over, that stuff gets really boring in current MMo's and is one of the main reasons why I like GW. So, when I heard you were going to have persistent areas, the first thing I thought was that the game was going to lose one of it's major trademarks, such as solo farming... Not only solo farming, but little things like "Chest Running" or "Vanquishing" really does help make the game alot more fun, especially Chest Running. Not to mention, also things like "Dual Farming" areas such as Underworld or FoW, or any other area to make money. Dual Running dungeons with a hero for people is really fun, and able to make some good money for your hard work. Things like these cannot be replaced or compared to in any game, so going the Persistent route might kill all these things I just talked about, which would be really a disappointment amongst the players. But with all that said, I have a great idea for what GW2 should do to please everyone, both persistent and instance players, and would definately pull in way more people into the world of Guild Wars more than anything previously thought of. The only way to do that is: To make the game so you have the descision to chose "Instance" or "Persistent" areas at any time, and travel between them when ever you want. This would a great thing for Guild Wars 2, and would keep alot of the previous GW players around, and pull in many more new players into the game. I am not sure exactly how you could do this, but I know you guys could possibly pull it off. The only problem I can think of is, how could you do this if towns were already persistent to begin with, which you can freely walk in and out of town without zones... so how could you make it so you can go into an Instance version of the game, which of course will need zones in all towns and areas? Possibly set them on different servers of course, but also have two versions of areas and towns... not sure how that would work. I don't know myself, but someone might have some better ideas on how to accomplish this. I haven't read anything anywhere on such a suggestion I have made here, and hopefully it will get the word around to Anet about this incredible idea. The idea is to have full instance areas like in GW1, but still beable to go into Persistent areas at any giving time. (ReZDoGG 12:24, 27 September 2008 (UTC))

In GW1 with everything instanced it can be frustrating when a guildy, friend or ally may need help in a particularly tough area and has to rezone so others can join the party and then that instance has to be restarted, it would be nice to be able to travel simply join up with them and continue on. Lady Elyssa 15:42, 13 October 2008 (UTC)
I, too share this fear... I love Guild Wars just the way it is... going out, by myself, killing myself... that kind of stuff... I don't want to deal with some other player taking a kill from me, or some idiot taking my treasure that I worked so hard to get to... I don't want other players "helping" me because it looks like I'm about to die, when I was testing a new build... right now it reminds me of WoW... And I absolutely despise that game... It has nothing to it... Another problem would be, because of this world, A-net would shove 10's of 1000's of monsters in one area, so, if by chance, you are the only one there, it is impossible to get through... I think that they could always create a guild district of the world, you know, something that only your guild and alliance members could access to get rid of the mass number of players...Zeph 04:49, 23 November 2008 (UTC)

Account Management

For a fee, allow for the ability to transfer a character from one account to another with the signed consent of the source account holder and the destination account holder. One could even go as far as making this privy to an e-mail acceptance by the relevant account holders before A-Net enacted the character transfer. --Kaisho 12:51, 3 October 2008 (UTC)

Quite bad idea, for one, it will open a compleatly new ways for RealWorldTraders to get cash out of the gamer, then it will be character selling galore Ingame, scamming like never before. Plus its against the rules. Biz 18:35, 5 October 2008 (UTC)
Character trading has been shown to work when integrated correctly and Eve Online does this. This would allow people to effectively put up "Mercs for hire", the cost as far as real world or in game money and the benefits to players vs simply profiteering the scammers would need to be weighed up carefully. Lady Elyssa 15:42, 13 October 2008 (UTC)