ArenaNet:Guild Wars 2 suggestions/Game mechanics
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| Guild Wars 2 Suggestions |
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This is where you can find ideas about the nuts and bolts of the game. What should piercing damage really mean or do? How should gravity really affect the way we walk, run, and jump? How much time should there be between each attack? Give us all your ideas to make this game run like clockwork!
Suggestions
- 2009 Aug 10: Combing Spells
- 2009 Jul 22: Deadly Reflexes
- 2009 Jul 06: Naruto like Assassin Jumps
- 2009 Jul 06: Mounts
- 2009 Apr 09: Adjusting Combat Style for Different Ranges
- 2009 Apr 08: Learning Skills
- 2009 Apr 08: Skill Functionality
- 2009 Apr 08: weapon fighting styles
- 2009 Apr 08: Paragons Flying
- 2009 Apr 08: Skill ideas collaboration
- 2009 Apr 08: Fighting Freedom
- 2009 Apr 08: Dual Wield
- 2009 Apr 07: Age of conan - Oblivion like combat
- 2009 Mar 29: Physics, realism in effects ,multiplayer combos and more
- 2009 Mar 29: Terrain Deformation (sort of)
- 2009 Mar 29: Limited Ammo
- 2009 Mar 29: Finishing Moves
- 2009 Mar 13: Option for instanced exploration maps
- 2009 Mar 07: Face Movements
- 2009 Mar 01: Knock back and fall damage
- 2009 Feb 17: minions of the actual enemy
- 2009 Feb 16: Easy mode
- 2009 Feb 12: mind-control
- 2009 Jan 29: more detailed minion commands
- 2009 Jan 28: Skilldeck and Targeting reticle with real-time evasion
- 2009 Jan 28: Method of Implementing Hovering/Flying
- 2009 Jan 23: Bounty: Fame/Infamy
- 2009 Jan 21: Spawning system
- 2009 Jan 13: Taunts / Detaunts
- 2009 Jan 10: Faster Running
- 2009 Jan 09: Larger Party Sizes
- 2009 Jan 06: Improved shadow step
- 2008 Dec 28: Adjusting weapon style for Different Ranges
- 2008 Dec 28: Realistic AI
- 2008 Dec 27: Puzzle Skills
- 2008 Dec 25: Aggro Methods
- 2008 Dec 24: Body part targeter
- 2008 Dec 07: Dodging
- 2008 Dec 06: Separate Attribute Point System
- 2008 Dec 06: Summoned Beings should be "stable"
- 2008 Dec 02: Shields should block
- 2008 Dec 02: Running Styles
- 2008 Nov 28: Moving While Attacking / Spellcasting
- 2008 Nov 27: Jump on it!
- 2008 Nov 20: Smarter Enemy AIs: Challange Ratings
- 2008 Nov 20: Mini-Map Enemy View Distance
- 2008 Nov 20: Ambush / Surprise Attack
- 2008 Nov 15: hunting monsters
- 2008 Nov 04: Skill Number and Complexity
- 2008 Nov 03: Expanded Combat Actions/ Enviromental Uses
- 2008 Oct 31: Weight and Size Classes
- 2008 Oct 25: Combat while swimming
- 2008 Oct 24: Skill balance testing
- 2008 Oct 23: Custom Companions
- 2008 Oct 16: Death penalty
- 2008 Oct 12: Immunities and vulnerabilities relative to attributes
- 2008 Oct 12: Delayed Death (anti-spike)
- 2008 Oct 03: Dodging while attacking
- 2008 Sep 27: Ritualist Nether-View and Nether-Touch
- 2008 Sep 27: Environmental Interaction Skills
- 2008 Sep 27: Buff and debuff suggestions
- 2008 Sep 27: Endgame Skills
- 2008 Sep 27: Grapples and Throws
- 2008 Sep 02: Target terrain
- 2008 Aug 24: Avatars
- 2008 Aug 10: More Realistic Monster Patrols
- 2008 Aug 03: Power Build up for Magic skills
- 2008 Jul 27: Hero / Henchmen Combat Control
- 2008 Jul 26: Tides of War
- 2008 Jul 18: various AI
- 2008 Jul 16: Combat influenced by player actions and circumstance
- 2008 Jun 27: evolutionary characters
- 2008 Jun 24: instanced campaigns
- 2008 Jun 23: Minigames
- 2008 Jun 15: Heroes


